TEXT: 1
  HASKEN’S MANOR
  A Short Adventure for Four 
  7th-Level Player Characters
  CREDITS
  Design:
  Scott Brocius and Mark A. Jindra
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  without the express written permission of 
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  Hasken’s Manor is a short D&D adventure for four 7th-
  level player characters (PCs), though it can be modified
  for higher- or lower-level play if desired (see the Scal-
  ing the Adventure sidebar). 
  The adventure is set in the small town of Hasken-
  port, a minor port on the edge of a shallow sea. You can
  easily adapt it for any similar setting within your cam-
  paign world.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including
  the Player’s Handbook, the Dungeon Master’s Guide, and
  the Monster Manual. This adventure utilizes the v.3.5
  rules, but it can easily be used with the 3.0 rules as well.
  You can place this adventure in any section of your
  campaign world that features a small port town. As
  always, feel free to adapt the material presented here as
  you see fit to make it work with your campaign.
  To get started, print out this adventure (including
  the maps). Read through the scenario at least once to
  familiarize yourself with the situation, threats, and
  major NPCs (particularly their motivations).
  This adventure has a psionic element, but notes
  have been provided to help you adjust the encounters if
  your campaign does not use psionics. It also features
  the church of St. Cuthbert, but any organized church
  that supports paladins would work equally well.
  Text that appears in shaded boxes is player informa-
  tion that you can read aloud or paraphrase for the
  players at the proper times. Unshaded boxes contain
  important information for you.
  ADVENTURE
  BACKGROUND
  Haskenport is a small town at the edge of a shallow sea.
  It was founded about thirty years ago, when Reynard
  Hasken, a paladin of St. Cuthbert, decided to retire to
  the area. He built a manor and a small private dock, and
  his followers created the community nearby. The town
  would have stayed just a hamlet were it not for the dis-
  covery of an edible mushroom in the local seacaves.
  At about the time of this discovery, a traveling gour-
  met happened to be aboard a ship that was forced to
  dock at the small port. Upon sampling the local mush-
  rooms, he fell in love with them. He took a consider-
  able number with him, and soon demand for them
  grew in his home city and its environs. Supplying
  mushrooms created a stable income for the town, and it
  grew to a modest size.
  
  2
  Though it is a functioning port, Haskenport
  receives little trade because only vessels with shallow
  drafts can put in here. Those merchants that take the
  trouble to trade here come for only one thing: the
  unusual variety of mushroom that has made Hasken-
  port famous.
  THE MANOR HOUSE
  Some ten years ago, Reynard Hasken died of natural
  causes. He willed his manor house to the church of St.
  Cuthbert, but the priestess and her underlings cannot
  pay the high cost of its upkeep, and they have been
  unable to sell it thus far. Though they have removed
  some of the items of value from the house for safe-
  keeping, they have made no attempt at the upkeep
  that the manor requires. Thus, it has slowly fallen into
  disrepair.
  RECENT EVENTS
  Three unconnected events have occurred in recent
  weeks. The combination of these occurrences has cre-
  ated the situation that now exists at the manor house.
  The first event was the arrival of a roving band of
  hobgoblins at the manor house. These seven evil
  humanoids took up residence in the abandoned house
  and used it as a base of operations for several weeks.
  The local druid discovered their presence early on and
  informed the townsfolk. The mayor and the priestess
  Ana have now decided to seek help in ousting the evil
  humanoids.
  The second event was an attack on a covey of hags in
  the nearby marshes by a paladin and his party. Only one
  hag, an annis named Genna, survived the assault. She
  killed the paladin and took his gear, including a +1
  greatsword and a phylactery of faithfulness. Then she fled
  the marsh with two ogre bodyguards in tow. The three
  monsters happened upon the manor house, slew the
  hobgoblins, and moved in. The paladin has since been
  raised by his party, and he has been tracking the annis
  ever since, intending to finish the job he started and
  recover his property.
  The third event was the enslavement of a group of
  skum by a tribe of neogi. The skum were previously the
  slaves of an aboleth living deep in the offshore sea-
  caves. One of the skum, a psychic warrior named
  Kadre, had been looking for a way to escape from his
  master when he overheard a neogi asking the aboleth
  for a skum workforce to deal with an underwater dig.
  Kadre made sure he was part of the group assigned to
  the neogi, figuring that it might be easier to escape
  from them than from the aboleth. But after seeing how
  badly the neogi treated their slaves, he decided that his
  escape plan must also include his brother skum. He
  knew that recapture would be inevitable because of the
  neogi’s enslavement ability, so he cast about for a way to
  protect himself from it. At last, he remembered a con-
  versation he had had long ago with one of the aboleth’s
  prisoners about an item called the manacles of freedom,
  which were supposedly hidden somewhere near the
  neogi’s lair. He asked each new slave that the neogi
  acquired about this item, and eventually he learned that
  it had belonged to a paladin named Reynard Hasken,
  who had build a house on the coast. Kadre bided his
  time. At last, when he and three other skum were on a
  work detail far from the lair, they made a break to
  retrieve the manacles. Unbeknownst to Genna or the
  townsfolk, Kadre and the other skum entered the base-
  ment of Hasken Manor through the seacaves  and
  began to search for their prize. 
  At this point, everyone in Haskenport knows that
  there are monsters in the manor house, but they
  believe those monsters to be hobgoblins. Genna and
  her ogres are living on the ground floor in the sitting
  room, and Kadre and the skum are in the basement
  searching for the manacles of freedom.
  ADVENTURE SYNOPSIS
  If the characters have not come to Haskenport
  expressly to deal with the problem at the manor
  house, they quickly learn of it through the townsfolk.
  Should they accept the mission to clear it out, they
  must deal with the new inhabitants when they arrive.
  While they are making their way to Hasken’s Manor,
  Kadre and his fellow skum find the hiding place of
  the manacles. Unfortunately for them, they also run
  afoul of the item’s guardian—a clay golem. By the
  time the PCs reach the basement, Kadre’s accomplices
  are dead, and he is dying. Depending on how they
  react, they may find themselves embroiled in his
  plight.
  ADVENTURE HOOKS
  As DM, you know best how to involve your players and
  their characters in an adventure. You can use the fol-
  lowing adventure hooks to spur your imagination,
  modifying them as necessary to make them appropriate
  for the characters’ interests.
  • The party is on the hunt for a particular item—
  magical or otherwise. Their research leads them to
  Hasken’s Manor and the church of St. Cuthbert.
  
  3
  • The party cleric is asked by her church to perform a
  minor service for Ana Merkle, the town cleric of
  Haskenport. She asks that the party help one of her
  parishioners, Stiles Hasken, to claim his inheri-
  tance—an old manor house—by clearing out the
  hobgoblins that have taken up residence there.
  • The townsfolk need a group of adventurers to deal
  with a monster threat at the manor. Valeri Vuoso puts
  out a call through the local thieves’ guild and posts
  public notices for a group willing to take on the job.
  She sees any group that answers her call as a potential
  source of income as well as additional protection for
  the town, since adventurers might be interested in
  purchasing the manor after clearing it out.
  HASKENPORT
  Haskenport is divided into two wards, each with its
  own security force. A fence and gate separate the two
  sections, though this arrangement does not present a
  serious obstacle to those intent on passage.
  The easiest approach to town is by boat, since the
  lone road that leads to Haskenport is winding and in
  poor condition.
  Town Ward: The town ward is inhabited primarily
  by followers of St. Cuthbert, and they don’t tolerate the
  normal ruffians associated with seaport towns. This sec-
  tion is relatively quiet, and its people go about their
  everyday lives in peace.
  Port Ward: Visitors to town usually stay in the
  port ward, since all the inns and taverns are located
  there. Merchants and friends of longtime residents
  sometimes visit the town ward, but others tend to find
  it quite dull.
  The port can service small ships, and most goods of
  interest to adventurers can be purchased near the
  docks. Prices for goods are about 10% above normal
  because the town is relatively small and difficult to
  reach by standard merchant ship.
  c Haskenport (small town): Conventional
  (mayor); AL LG; 800-gp limit; Assets 44,000 gp; Popula-
  tion 1,100; Mixed (852 humans, 97 halflings, 56 elves,
  28 dwarves, 26 gnomes, 21 half-elves, 20 half-orcs).
  Authority Figures: Valeri Vuoso, female human rogue
  4; Olin Tallman, male human fighter 6; Rastel Lynch,
  male half-elf fighter 3.
  Important Figures: Osgold Timmerman, male human
  commoner 10; Tam Durgan, female half-orc warrior 7;
  Ana Merkle, female human cleric 4; Bettencourt, male
  elf druid 6; Benji Grierson, male human ranger 5.
  Others: Warrior 3 (4), warrior 2 (7), warrior 1 (50),
  bard 3 (1), bard 1 (2), cleric 2 (2), cleric 1 (4), expert 5
  (1), expert 3 (3), expert 2 (5), expert 1 (29), fighter 2 (5),
  fighter 1 (14), rogue 2 (3), rogue 1 (12), commoner 3 (5),
  commoner 2 (102), commoner 1 (843).
  IMPORTANT RESIDENTS
  The PCs may have occasion to talk with any or all of the
  following persons while in town.
  Valeri Vuoso (Mayor): Although Valeri is
  respected, everyone knows that she won the election
  on her looks.
  Olin Tallman (Constable): Olin has one fighter
  and eight warriors as deputies to help him maintain the
  peace. He can also call upon Osgold Timmerman’s secu-
  rity force, plus fifty warriors and commoners, in case of
  emergency.
  Rastel Lynch (Deputy): Rastel is one of Olin’s
  authorized deputies. He takes care of the night watch.
  Osgold Timmerman (Dock Security Chief):
  Timmerman maintains security at the docks. He has a
  force of ten half-orc warriors under his command.
  Tam Durgan (Dock Security Captain): Tam
  heads Timmerman’s dock security force. She is quite
  fond of Rastel.
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  SCALING THE ADVENTURE
  Hasken’s Manor is designed for a party of four 7th-
  level adventurers, but it can easily be modified to
  present an appropriate challenge for parties of dif-
  ferent sizes or levels. Consider adapting the adven-
  ture as follows.
  Four 5th- to 6th-Level PCs: Run the adventure as
  written, but with the following changes.
  • Remove Genna’s bodyguards in area 4 of the
  manor.
  • Reduce the hit points of the astral constructs in
  area 11 by 25%.
  Four 8th- to 9th-Level PCs: Run the adventure as
  written, but with the following changes: 
  • Change Genna’s bodyguards to hill giants in area
  4 of the manor house.
  • Increase the hit points of the astral constructs in
  area 11 by 25%.
  
  Ana Merkle (Priestess): Ana is a cleric of St.
  Cuthbert. She runs the temple in Haskenport.
  Bettencourt (Druid): Bettencourt is the local
  druid. He knows the forest and the surrounding area,
  and he has determined that the underground network
  of seacaves below the town is not a threat to the local
  populace. He spends a great deal of time with Benji
  Grierson.
  Benji Grierson (Explorer): The ranger is an
  avid explorer of the ocean and the surrounding sea-
  caves. He knows there is a network of underground
  chambers in the area, and he has explored a great many
  of them, though not the one beneath the manor house.
  BEGINNING THE
  ADVENTURE
  This adventure consists of two freeform encounters,
  which should be run in the order presented, and a site-
  based section (the manor house). Encounter areas in
  the manor are keyed to the maps.
  A. Arrival
  The characters find themselves in the town of Hasken-
  port. The best means of travel to town is by boat, since
  the lone road leading to it is winding and in poor shape.
  The woman is Tam Durgan, head of the port ward’s
  security force. Though she is a bit on the brusque side,
  she tries to be pleasant as she questions newcomers
  (including the PCs) about their reasons for being here.
  Unless they took pains to look like common people, it’s
  quite obvious to her that they are not the typical kind of
  visitors that Haskenport receives.
  If the PCs seem evasive about answering her ques-
  tions, she ends the interview and allows them to carry
  on, though she and the other half-orc guards watch
  their actions carefully, making no effort to hide their
  scrutiny. On the other hand, if they present themselves
  and their purpose in town in a straightforward manner,
  Tam personally escorts them to the gate and into the
  town ward. A town guardsman then leads them wher-
  ever they wish to go.
  B. Investigation
  Whoever presents the problem at the manor to the PCs,
  the basic offer is the same. In exchange for the elimina-
  tion of the hobgoblins believed to infest the manor, the
  party will receive free room and board, minor healing if
  needed, and 100 gp per character. In addition, the PCs
  may keep anything they take from the monsters, but
  they must return any furnishings from the house that
  come into their possession. Anyone in town can tell the
  characters how to get to the manor, and they can get a
  simple floor plan from the mayor’s office if desired. 
  The various important people in town know the fol-
  lowing pieces of information, which they freely pro-
  vide if asked.
  Valeri Vuoso: A small band of hobgoblins, most
  likely four to six individuals, is living in the manor
  house. She thinks it may just be a group travelling
  through, but she doesn’t like to take chances.
  Rastel Lynch: The deputy has seen figures near
  the manor at night, but they haven’t gotten close
  enough to him for identification.
  Ana Merkle: Ana knows as much as Valeri does,
  but she can also arrange for the characters to meet with
  Bettencourt and Benji if they wish.
  Bettencourt: The druid has seen the hobgob-
  lins—all seven of them. He didn’t consider them a
  threat, so he left them alone. They seem to have taken
  up residence in the manor, and they usually keep a fire
  lit at night.
  Benji Grierson: Benji didn’t know that a group of
  hobgoblins had moved into the manor. Had he realized it,
  he would have dealt with them himself. He has been
  searching out the latest seacave and has recently found
  another entrance to an underground network of passages.
  THE MANOR OF LORD HASKEN
  The mansion is a two-story structure built of local lime-
  stone The building is weathered from constant expo-
  sure to sea and wind, but a decade of neglect has also
  taken its toll. 
  Exterior
  Read or paraphrase the following as the characters
  approach the manor house.
  The manor is an imposing structure built of
  weathered limestone. It has a clay tile roof and
  polished blue-green coral for trim. Tiles are miss-
  ing from the roof, plants grow up all the walls, and
  the yard is overgrown with weeds. 
  The sights and smells of the sea permeate the air
  of this small town. One ship is being unloaded in
  the harbor, and two small fishing boats rest at
  anchor in the quay. Sailors bustle about, and a
  couple of vendors offer fruit and cooked fish at
  dockside. A tall half-orc woman dressed in leather
  armor stares intently at visitors near the docks.
  4
  
  5
  
  6
  PCs who approach by day see smoke drifting from the
  chimney, and those who come by night see lights
  inside. The lights and smoke come from area 4, where
  Genna and her ogre bodyguards live. 
  The entire interior of the house is mildewed, and
  the odor renders the scent ability useless for acquiring
  any other information.
  There are four ways to enter the house: the rein-
  forced wooden door leading into the foyer (area 1), the
  double doors leading into the chapel (area 2), the
  broken window leading into the dining room (area 3),
  and the entrance to the basement (area 8) by the docks.
  Only the broken window entrance offers a way to get
  in quietly; all other entrances make enough noise to
  alert Genna (see area 4). 
  1. The Foyer
  The door leading into this room from the outside does-
  n’t shut properly. The wood is warped, and the metal
  bands reinforcing it are corroded and rusty. Unless the
  party takes measures to silence the door, it opens with a
  loud shriek of metal on metal that alerts Genna and her
  group (see area 4). 
  The foyer is littered with natural debris that has
  drifted in through the partially open door. Pegs in the
  walls provide places to hang cloaks, and a couple of low
  benches allow for storage of boots. Hanging from the
  ceiling is an oil lamp suspended on a corroded brass
  chain.
  Another door leads to the chapel (area 2), and arch-
  ways provide access to the dining room (area 3) and the
  sitting room (area 4).
  2. The Chapel
  The double doors connecting the outside world with
  this room are swollen shut. Forcing them open is easy
  (Strength DC 10), but doing so snaps one door from its
  hinges with a loud crack. The noise alerts Genna and
  her group (see area 4).
  The chamber is still hallowed, though the additional spell
  effect has long since worn off. The holy symbol and the tap-
  estries that once graced the walls were taken to the main
  church in town for safekeeping after Lord Hasken’s death.
  One of the two interior doors leads to the foyer (area
  1), the other to the sitting room (area 4).
  Rotted Wooden Doors: 1-1/2 in. thick; hard-
  ness 5; hp 10; Break DC 21.
  3. Dining Room
  Read or paraphrase the following when the characters
  enter the dining room.
  The cabinet is unlocked and contains an intact washbasin,
  barely recognizable under the layers of mold and moss
  that have accumulated on it. The archway leads to the
  foyer (area 1), and the wooden door to the kitchen (area 5).
  4. The Sitting Room (EL 7)
  Genna and her ogre bodyguards have made this cham-
  ber their lair. Read or paraphrase the following when
  the PCs enter.
  A fire crackles merrily in the hooded copper fire-
  place that occupies the center of the room, and the
  smell of roasting meat wafts from it. Its chimney
  carries the smoke up through the ceiling to the
  outside. Two once-comfortable chairs, now
  stained with mildew, flank the fireplace. A small
  writing desk stands nearby. Bookshelves ring the
  walls, but the few remaining books have obvi-
  ously suffered badly from the ravages of time and
  the elements. An archway, four doors, and a set of
  stone stairs lead from this room.
  This chamber holds a modest dining table and four
  matching chairs. A broken window gives access to
  the outside, and a small cabinet stands in the
  corner. A hanging oil lamp and four brass lamps,
  now corroded with age, once provided cheery
  light to dinner guests. An archway and a simple
  wooden door lead to other parts of the house.
  This area is obviously a chapel dedicated to St.
  Cuthbert. Several pews face an altar, and the walls
  are lined with brass oil lamps—twelve in all—in
  severe need of cleaning. No holy symbol graces
  the altar, but nine floor-to-ceiling stained glass
  windows depict the magnificence of St. Cuthbert.
  Remarkably, all are still intact. Two doors provide
  access to the interior of the house.
  The building has two entrances—a wooden
  door reinforced with metal strips in the central
  part of the building, and an intricately carved set
  of wooden doors on the right side of the front sec-
  tion. The central door is so warped that it doesn’t
  quite close properly, and the double doors seem to
  be swollen shut. Next to the warped single door is
  a broken window.
  
  7
  
  If the PCs managed to enter the house stealthily, they
  find Genna in her true form (that of a tall, scraggly
  looking female humanoid) tending the roasting meat
  in the fireplace, and her two ogres lounging in the
  chairs. If they alerted the inhabitants of this room by
  making noise elsewhere within the house, refer to the
  Tactics section below.
  Creatures: Genna the annis and her two ogre
  bodyguards live here.
  D Genna: Female annis; CR 6; Large monstrous
  humanoid; HD 7d8+14; hp 45; Init +1; Spd 40 ft.; AC 20,
  touch 10, flat-footed 19; Base Atk +7; Grp +18; Atk +13
  melee (1d6+7, claw) or +10 melee (2d6+11/19–20, +1
  greatsword); Full Atk +13 melee (1d6+7, 2 claws) and +8
  melee (1d6+3, bite) or +10/+5 melee (2d6+11/19–20, +1
  greatsword) and +8 melee (1d6+3, bite); Space/Reach 10
  ft./10 ft.; SA improved grab, rake 1d6+7, rend 2d6+10,
  spell-like abilities; SQ damage reduction 2/bludgeon-
  ing, darkvision 60 ft., spell resistance 19; AL CE; SV
  Fort +6, Ref +6, Will +6; Str 25, Dex 12, Con 14, Int 13,
  Wis 13, Cha 10. Height 8 ft. 0 in.
  Skills and Feats: Bluff +8, Diplomacy +2, Hide +5,
  Intimidate +2, Listen +10, Spot +10; Alertness, Blind-
  Fight, Great Fortitude.
  Improved Grab (Ex): To use this ability, Genna
  must hit a Large or smaller opponent with one claw.
  Rake (Ex): Attack bonus +13 melee, damage
  1d6+7. Genna can attack a grappled foe with both claws
  at no penalty.
  Rend (Ex): Requires hit with both claws; deals
  2d6+10 points of damage.
  Spell-Like Abilities: 3/day—disguise self, fog
  cloud. Caster level 8th.
  Possessions: +1 greatsword, phylactery of faithful-
  ness, potion of detect thoughts, potion of healing, onyx-
  encrusted gold bracelet (worth 600 gp), 400 gp in vari-
  ous coins.
  D Ogres (2): hp 26.
  Possessions: Hide armor, greatclub, 100 gp in
  various coins.
  Tactics: If the PCs don’t take pains to enter the
  house silently, Genna and the ogres use the time until
  their arrival to prepare for a fight. Genna uses her dis-
  guise self ability to assume the form of a human adven-
  turer and imbibes her potion of detect thoughts. Mean-
  while, the ogres move to the kitchen (area 5) to hide
  and await her signal to ambush the intruders.
  If the three monsters succeed in preparing as
  described, add the following to the above description of
  the room.
  Genna expects to be able to talk to the PCs for a few
  moments. If they seem openly hostile or manage to see
  through her disguise, she attacks while calling for her
  ogre bodyguards, who show up the following round.
  Otherwise, she spins a tale while she tries to set the PCs
  up for an ambush. She tells the characters the following
  in answer to their questions.
  • “My name is Genna. I come from up north. I was
  adventuring in these parts with some others from my
  tribe.”
  • “I’ve been here for about a day, recovering from a few
  injuries I got when my last camp was invaded by ban-
  dits. I got one of them, but they killed the rest of my
  group, and I had to run.”
  • “I hid out here because I figured the bandits might
  try to come after me.”
  • “There were some hobgoblins camped out here when
  I arrived, so I killed them and tossed them over the
  balcony rail.”
  • “I’ll be on my way soon; I wasn’t really intending to
  stay long.”
  As soon as she can direct the topic to the hobgoblins,
  she tries to lead a fighter-type from the party out to the
  balcony (area 4a) on the pretext of showing him their
  dead bodies. If someone goes with her, she points over
  the railing and says they’re down there. Anyone who
  looks where she directs can indeed see the bodies of
  seven dead hobgoblins on the rocks below. But as soon
  as the character leans over to see, she immediately tries
  to throw him over as well. To do so, she must grapple
  her target and achieve a pin. The fall deals 1d6 points of
  damage.
  As soon as she makes her grapple attempt, she shouts
  for her companions, who rush from the kitchen to
  attack. Once she has dealt with any immediate threats,
  she joins the ogres in fighting the remaining PCs.
  Development: If the PCs have not yet encoun-
  tered Kadre, they hear a loud thump and a scuffle from
  below immediately after dealing with Genna and her
  bodyguards. This noise marks the end of the combat
  A female voice cries out, “Who’s there?” Moments
  later, a very tall human woman with red hair
  enters, brandishing a greatsword. She wears a
  leather tunic trimmed with fur, doeskin breeches,
  soft boots, and a short fur cloak. “Are you here for
  the hobgoblins?” she asks. “Sorry to disappoint
  you, but I got to them first. Was there a reward?”
  8
  
  9
  between Kadre and the clay golem in the vault (area
  11). Keep track of the rounds that pass from now until
  the characters reach area 11 so that you can determine
  whether Kadre is still alive when they get there.
  The archway leads to the foyer (area 1), one door
  leads to the chapel (area 2), another to the kitchen (area
  5), and the other two lead to the balcony (area 4a). The
  stone stairs lead to a small landing on the second floor.
  The writing materials once kept in the desk are long
  gone, but three salvageable books remain on the
  shelves. One details the teachings of St. Cuthbert, one
  chronicles the building of the town, and the third is a
  journal kept by Lord Hasken in his younger days.
  Anyone who reads Reynard’s journal can easily tell that
  he was a simple, practical man.
  4a. The Balcony
  Read or paraphrase the following when the PCs reach
  this area.
  A pair of doors leads back to the sitting room (area 4).
  5. The Kitchen
  This long, narrow room is the kitchen. It is uninhabited
  unless the ogres from area 4 are hiding here.
  Anyone checking the stove (Search DC 12) discovers
  that a family of mice has moved into it. One door leads
  to the dining room (area 3), and another to the sitting
  room (area 4). The stone stairs lead down to the base-
  ment (area 8).
  6. Master Bedroom
  This chamber served as Reynard’s bedroom. Read or
  paraphrase the following when the PCs enter.
  The door leads to the small landing on the stairs. The
  wardrobe contains a few old clothes. 
  Treasure: A thorough search of the wardrobe
  (Search DC 15) reveals a hidden compartment in the
  bottom. Within it is a locked steel box covered with
  rust. The rust raises the DC for picking the lock by +2.
  Inside the box is a silver ring set with a single ruby
  (worth 50 gp) and several unsent love letters signed
  “Reynard.” They bear no names or addresses.
  Rusted Steel Box: 2 in. thick, hardness 8, hp 60,
  AC 12, Break DC 28.
  7. Guest Bedroom
  This room contains two beds covered with rotting
  linens, a pair of trunks, and a stand with a washbasin.
  8: The Basement (EL Special)
  The stairs from the kitchen lead down to the main base-
  ment area. Read or paraphrase the following when the
  characters enter.
  The humanoid is Kadre, who is still alive but dying. His
  hit points have dropped below 0—how far below
  depends on how long it took the characters to arrive. If
  the characters entered the manor by the basement
  door, he currently has –2 hp. If they came here after
  fighting Genna, his hit points fell to –1 in the round
  after they heard the noise and have dropped by –1 each
  round thereafter. 
  A quick look inside the stone door reveals the dead
  bodies of three more skum in the adjoining chamber.
  Dry goods, oil, and other supplies are stored
  here, but judging from the smell and the vermin
  crawling in and out of bins, the supplies remain-
  ing here now are long past usefulness. Sooty
  patches on the walls show where three oil lamps
  used to hang, but they are missing. This chamber
  has two wooden doors, a steel door, and a stone
  door. Both the steel and the stone door stand
  wide open. A reptilian humanoid lies face-down
  on the floor.
  An oversized bed and a large wooden wardrobe
  dominate this chamber. In one corner stands a
  washbasin. Brighter patches on the walls show
  where paintings and a full-length mirror used to
  hang. All the furniture is worn and faded. The
  room has only one door and one window.
  Equipped to provide for a lord and all his retain-
  ers, the kitchen features several stone counters,
  wooden cabinets, a large washbasin, and a sizable
  cookstove. Any foodstuffs that were once here,
  however, have long since been scavenged. Most of
  the surfaces are covered with a layer of mildew,
  and the cabinets are hanging open. Two doors pro-
  vide access to other areas on the ground floor, and
  a flight of stone steps leads down.
  This balcony is constructed of limestone and blue-
  green coral, like the rest of the house. It overlooks
  the harbor, giving a view that would be even more
  stunning at night, under the light of a full moon.
  
  10
  
  11
  The two wooden doors lead to the servants’ quarters
  (areas 9a and 9b). The steel door leads to the seacave
  (area 10), and the stone one to the vault (area 11). The
  stone door is actually a secret door, but little secrecy
  remains now that it is open.
  Creature: Kadre is the only creature left alive in
  this room.
  D Kadre: Male skum psychic warrior 8; CR 10;
  Medium aberration (aquatic); HD 2d8+4 plus 8d8+16;
  hp –1 to –9 (variable depending on time passed; normal
  hp 65); Init +7; Spd 40 ft., swim 40 ft.; AC 19, touch 13,
  flat-footed 16; Base Atk +7; Grp +12; Atk +12 melee
  (2d6+5, bite) or +14 melee (1d8+9/[TS]3, masterwork
  shortspear); Full Atk +12 melee (2d6+5, bite) and +7
  melee (1d4+2, 2 claws) or +14/+9 melee (1d8+9/[TS]3,
  masterwork shortspear) and +7 melee (2d6+5, bite); SA
  psionics, rake 1d6+2; SQ amphibious, darkvision 60 ft.,
  power points 21/day; AL N; SV Fort +8, Ref +5, Will +8;
  Str 21, Dex 16, Con 15, Int 12, Wis 13, Cha 9.
  Skills and Feats: Autohypnosis +7, Climb +9, Hide +9,
  Listen +9, Move Silently +6, Spot +9, Swim +13, Use Psi-
  onic Device +1; Alertness, Improved Initiative, Inertial
  Armor, Iron Will, Power Attack, Speed of Thought
  [TS]2, Weapon Focus (shortspear), Weapon Specializa-
  tion (shortspear).
  Psionic Attack/Defense Modes (Sp): Ego
  Whip, Mind Thrust/Empty Mind, Thought Shield.
  Rake (Ex): Attack bonus +0 melee, damage 1d6+2.
  Kadre also gains two rake attacks when he attacks
  while swimming.
  Powers Discovered: 0—float, know direction, talons;
  1st—combat precognition, lesser metaphysical body, lesser
  metaphysical weapon; 2nd—animal affinity, combat pre-
  science, painful touch; 3rd—displacement. 
  Possessions: Masterwork shortspear, third eye of
  psionic sight, power stone (negate psionics; manifester
  level 8th).
  D Kadre (Nonpsionic): Male skum fighter 3/sor-
  cerer 5; CR 10; Medium aberration (aquatic); HD 2d8+4
  plus 3d8+6 plus 5d4+10; hp 87; Init +3; Spd 40 ft., swim
  40 ft.; AC 11, touch 9, flat-footed 11; Base Atk +9; Grp
  +14; Atk +14 melee (2d6+5, bite) or +16 melee
  (1d8+7/[TS]3, masterwork shortspear); Full Atk +14
  melee (2d6+5, bite) and +9 melee (1d4+2, 2 claws) or
  +16/+11 melee (1d8+7/[TS]3, masterwork shortspear)
  and +9 melee (2d6+5, bite); SA psionics, rake (1d6+2); SQ
  amphibious, darkvision 120 ft.; AL N; SV Fort +6, Ref +1,
  Will +11; Str 21, Dex 9, Con 15, Int 12, Wis 13, Cha 13.  
  Skills and Feats: Climb +10, Concentration +7, Hide
  +3, Knowledge (arcana) +6, Listen +8, Move Silently +2,
  Spellcraft +8, Spot +8, Swim +13; Alertness, Improved
  Initiative, Iron Will, Power Attack, Weapon Focus
  (shortspear).
  Rake (Ex): Attack bonus +0 melee, damage 1d6+2.
  Kadre also gains two rake attacks when he attacks
  while swimming.
  Sorcerer Spells Known (6/7/4; save DC 11 +
  spell level): 0—daze, detect magic, mage hand, ray of frost,
  read magic, resistance; 1st—chill touch, hypnotism, mage
  armor, magic missile; 2nd—cat’s grace, knock. 
  Possessions: Masterwork shortspear, headband of
  magic detection, scroll of dispel magic (caster level 8th).
  Development: Kadre automatically fails any sta-
  bilization checks made without aid. If the characters
  allow him to die, they can loot his body and continue
  exploring the house. If they revive him, he is very
  grateful and tells them the following in answer to
  appropriate questions. 
  • “My name is Kadre, and I has some unusual powers.”
  • “My brothers and I came here seeking the manacles of
  freedom. I’m not sure exactly what they are, but I’m
  certain they will aid us in freeing our people from
  enslavement by a neogi tribe.”
  • “Our search led us to this house, and I found the
  secret door. I had figured on a trap to protect the
  manacles, but I hadn’t planned for a guardian. The
  stone statue inside that room nearly finished us all.”
  Kadre tries to bargain with the characters to help him
  get the manacles. He has nothing to offer them in
  return except aid with their own mission. If they seem
  willing to aid him in overcoming whatever traps
  remain, he also tries to win their aid against the neogi.
  In return for their help in such an endeavor, he offers
  them the riches of the neogi, since he and his people
  truly don’t need them.
  If the PCs get the manacles and then refuse to let
  him have them, he accepts their decision with as much
  grace as he can muster, then makes an escape to the
  water as soon as possible. Once he recovers fully, he
  does his best to steal the manacles later. If the PCs
  allow him to have the manacles but decide not to help
  him free his people, he accepts their decision and goes
  on his way when the item is his.
  9 a & b. Servants’ Quarters
  These two rooms once housed Reynard’s servants. The
  wooden doors are warped and difficult to open. The
  two chambers are almost mirror images of each other.
  Each contains two beds, a simple set of shelves for stor-
  age, and two lamps, one on either side of the room.
  
  12
  10. Seacave
  The rusted steel door stands open to a seacave. The
  dock at the seaward side of the house was built into the
  cave to allow access to the basement from the outside,
  since the ceiling is not high enough for any boat with a
  sail to enter. This seacave was the route the skum took
  to get into the house. Read or paraphrase the following
  when the PCs investigate this chamber.
  At the back of the cave is an underwater passage that
  leads to the underground tunnels where the neogi
  have their skum slaves working. The passage lies
  underwater for a total distance of 100 feet. Kadre
  knows this area well, since he traveled through it to
  get here.
  A successful Swim check allows a swimming char-
  acter to move at one-half her speed as a full-round
  action, or one-quarter of her speed as a move action.
  Thus, a normal human who can move at 30 feet
  should be able to swim at 15 feet per round, getting
  through the underwater portion of the tunnel in 7
  rounds if she doesn’t fail any checks. She must hold
  her breath to swim underwater, and she can do so for
  a number of rounds equal to her Constitution score
  so long as she takes only move actions or free actions.
  Taking a standard action or a full-round action
  reduces the duration that she can hold her breath by
  1 round. After that duration expires, the character
  must make a DC 10 Constitution check to continue
  holding her breath. A new check is required each
  round (DC 10, +1 per previous check). If the charac-
  ter fails the Constitution check, she begins to drown
  (See Suffocation and Drowning in the Dungeon
  Master’s Guide).
  11. The Vault (EL 8)
  This area is where Reynard kept his most valuable treas-
  ures. It was guarded by a clay golem and a trap, but the
  clay golem went berserk and left the premises after
  fighting the skum. Read or paraphrase the following
  aloud when the PCs arrive.
  The light from the glowing crystal is the equivalent of
  torchlight. The clay golem is no longer here—it went
  berserk after fighting the skum and charged off
  through the seacave. It is currently headed down the
  tunnel toward the neogi encampment, where it will
  spread considerable death and destruction among
  Kadre’s enemies before they manage to kill it.
  The box detects as psionic (or magic, if you aren’t
  using psionics), and it is locked (Open Lock DC 25) and
  trapped (Disable Device DC 31). Opening the box with-
  out the key (currently in the possession of the church
  of St. Cuthbert, along with the rest of Reynard’s items
  of value) sets off the trap.
  a Astral Construct VII Trap: CR 8; psionic
  device; touch trigger (opening the box); automatic
  reset; lock bypass (Open Lock DC 25); psionic power
  (manifests one of three groups of astral constructs; see
  below); Search DC 32; Disable Device DC 32. Cost:
  5,250 gp, 420 XP.
  This trap manifests astral construct VII, bringing
  forth one of the following combinations of astral con-
  structs. Either roll randomly to see which group
  appears or choose the one you feel is best for your party.
  This effect works like a monster summoning spell, except
  that effects that provide protection from summoned
  creatures do not work against the constructs.
  A negate psionics (or a dispel magic) effect disarms the
  trap for 1 round per manifester level (or caster level).
  Kadre’s power stone can negate the trap for 8 rounds. If
  the PCs don’t get the box open, emptied, and closed
  while the trap is disarmed, it triggers.
  D Group 1: 6th-level astral construct; CR 7; Large
  construct; HD 10d10; hp 85 +16 temporary; Init +2; Spd
  50 ft.; AC 22, touch 15, flat-footed 20; Base Atk +7; Grp
  +20; Atk +15 melee (1d8+9, slam); Full Atk +15 melee
  (1d8+9, slam) or +13 melee (1d8+9, 2 slams);
  Space/Reach 5 ft./10 ft.; SA additional attack, buff,
  heavy armor, trip; SQ construct traits, damage reduc-
  tion 5/magic, darkvision 60 ft., low-light vision; AL N;
  SV Fort +3, Ref +5, Will +5; Str 29, Dex 15, Con –, Int –,
  Wis 15, Cha 6. Height 8 ft. 0 in.
  The walls of this cavern are perfectly smooth and
  lit by veins of crystal that glow with a reddish
  light. The stone door looks as if it would fit seam-
  lessly against the jamb. It has no handle on the
  outside, but there is a carved wooden handle on
  the inside. The only objects within this chamber
  are a large black box and the bodies of three reptil-
  ian humanoids, apparently freshly dead.
  This natural cavern opens to the sea. Water fills it
  to a level just below the rusted steel door. A rot-
  ting wooden dock runs past the door, providing
  access to the basement for anyone docked outside.
  The ceiling is only about 7 feet above the dock.
  The water here must be fairly deep, since the
  bottom is not visible, even though the water is
  quite clear. 
  
  13
  Skills and Feats: Hide –2.
  Additional Attack: The astral construct gains
  one additional attack at its highest attack bonus, but
  each attack takes a –2 penalty on the attack roll.
  Buff (Ex): The astral construct gains 3d10 tempo-
  rary hit points (already figured into the statistics
  above).
  Heavy Armor (Ex): The astral construct gains a
  +4 deflection bonus to AC (already included in the sta-
  tistics above).
  Trip (Ex): If the astral construct hits with a slam
  attack, it can attempt to trip the opponent as a free
  action without making a touch attack or provoking an
  attack of opportunity. If the attempt fails, the opponent
  cannot react to trip the astral construct.
  Construct Traits: An astral construct has immu-
  nity to poison, sleep effects, paralysis, stunning, dis-
  ease, death effects, necromancy effects, mind-affecting
  effects (charms, compulsions, phantasms, patterns, and
  morale effects), and any effect that requires a Fortitude
  save unless it also works on objects or is harmless. It is
  not subject to critical hits, nonlethal damage, ability
  damage, ability drain, fatigue, exhaustion, or energy
  drain. It cannot heal damage, but can be repaired. Dark-
  vision 60 ft. and low-light vision.
  D Group 2: 5th-Level Astral Construct (3); CR 5;
  Large construct; HD 7d10; hp 68 +16 temporary; Init
  +2; Spd 50 ft.; AC 18, touch 12, flat-footed 16; Base Atk
  +5; Grp +18; Atk +13 melee (1d8+13, slam); Full Atk
  +13 melee (1d8+13, slam) or +11 melee (1d8+13, 2
  slams); Space/Reach 5 ft./10 ft.; SQ additional attack,
  armor, buff, construct traits, damage reduction
  5/magic, darkvision 60 ft., low-light vision; AL N; SV
  Fort +2, Ref +4, Will +4; Str 29, Dex 15, Con –, Int –,
  Wis 15, Cha 6. Height 8 ft. 0 in.
  Skills and Feats: Hide –2.
  Additional Attack: The astral construct gains
  one additional attack at its highest attack bonus, but
  each attack takes a –2 penalty on the attack roll.
  Buff (Ex): The astral construct gains 3d10 tempo-
  rary hit points (already figured into the statistics above).
  Armor (Ex): The astral construct gains a +1
  deflection bonus to AC (already included in the statis-
  tics above).
  Construct Traits: An astral construct has
  immunity to poison, sleep effects, paralysis, stunning,
  disease, death effects, necromancy effects, mind-
  affecting effects (charms, compulsions, phantasms,
  patterns, and morale effects), and any effect that
  requires a Fortitude save unless it also works on
  objects or is harmless. It is not subject to critical hits,
  nonlethal damage, ability damage, ability drain,
  fatigue, exhaustion, or energy drain. It cannot heal
  damage, but can be repaired. Darkvision 60 ft. and
  low-light vision.
  D Group 3: 4th-level astral construct; CR 4; Large
  construct; HD 5d10; hp 57; Init +2; Spd 50 ft.; AC 17,
  touch 12, flat-footed 15; Base Atk +3; Grp +14; Atk +9
  melee (1d8+10, slam); Full Atk +9 melee (1d8+10, slam)
  or +7 melee (1d8+10, 2 slams); Space/Reach 5 ft./10 ft.;
  SQ additional attack, armor, construct traits, damage
  reduction 5/magic, darkvision 60 ft., low-light vision;
  AL N; SV Fort +1, Ref +3, Will +3; Str 25, Dex 15, Con –,
  Int –, Wis 15, Cha 6. Height 8 ft. 0 in,.
  Skills and Feats: Hide –2.
  Additional Attack: The astral construct gains
  one additional attack at its highest attack bonus, but
  each attack takes a –2 penalty on the attack roll.
  Armor (Ex): The astral construct gains a +1
  deflection bonus to AC (already included in the statis-
  tics above).
  Construct Traits: An astral construct has immu-
  nity to poison, sleep effects, paralysis, stunning, dis-
  ease, death effects, necromancy effects, mind-affecting
  effects (charms, compulsions, phantasms, patterns, and
  morale effects), and any effect that requires a Fortitude
  save unless it also works on objects or is harmless. It is
  not subject to critical hits, nonlethal damage, ability
  damage, ability drain, fatigue, exhaustion, or energy
  drain. It cannot heal damage, but can be repaired. Dark-
  vision 60 ft. and low-light vision.
  Nonpsionic Notes: Normally, astral constructs
  can be dismissed by a psionic power. If you aren’t using
  psionics, allow a dispel magic effect to dismiss them if it
  would succeed against a 12th-level caster. 
  Treasure: The box contains the following: 1,000
  gp, a single large ruby (worth 550 gp), a gold-and-plat-
  inum gem-studded music box (worth 800 gp), a
  divine scroll of detect evil, delay poison, and spiritual
  weapon (caster level 12th), a power stone with finger of
  fire and burning ray (manifester level 5th), a bag of
  tricks (gray), and a crystal mask of language (Undercom-
  mon). It also contains a red leather pouch holding the
  manacles of freedom (see New Items section for more
  information).
  Nonpsionic Notes: If you are not using psion-
  ics, swap out the power stone for an arcane scroll of
  ray of frost and burning hands. Change the crystal
  mask to a headband of language that allows a charac-
  ter to speak the indicated language (Undercommon)
  while wearing it.
  
  14
  ENDING THE 
  ADVENTURE
  No matter how the characters went through the house,
  their mission is complete when they have removed all
  the monsters from the manor. If they found the treas-
  ure hidden in the vault, they may choose whether or
  not to reveal its existence.
  If you wish to make Haskenport an active area in
  your campaign, Valeri or the church could offer to sell
  the manor to the party. Owning it would provide the
  PCs with a base of operations and allow you to keep
  constant pressure on their money supply, since the
  place requires considerable repair and upkeep. Assum-
  ing that the party is well disposed toward the towns-
  folk, the people of Haskenport will support this idea,
  since the arrangement would provide them with the
  added protection of an adventuring group nearby, but
  not close enough to disturb them.
  FURTHER ADVENTURES
  The paladin who is searching for Genna will eventually
  track her to the manor house. If he finds her dead or
  her trail seems to end there, he will continue on to
  Haskenport in search of his possessions.
  If the PCs revived Kadre but did not allow him to
  have the manacles, he shadows the group until he finds
  a convenient moment to steal them. If caught, he
  redoubles his pleas for the characters to help him free
  his brother skum.
  The PCs could try to investigate the love letters
  from Hasken’s bedchamber. His journal, from the sit-
  ting room, might offer clues as to the intended recipi-
  ent and the reason they were never sent. 
  You could also build an adventure around the hob-
  goblins. If they were here for some purpose, others may
  follow, taking over the manor again or even directly
  threatening the town.
  Finally, if the PCs purchase the manor house, they
  will have easy access to underground and undersea
  areas that can provide the grist for many additional
  adventures.
  NEW ITEMS
  Two new items are introduced in this adventure. One
  (the third eye of psionic sight) is a psionic item worn by
  Kadre; the other is the minor artifact he is seeking (the
  manacles of freedom).
  Third Eye of Psionic Sight: This item allows
  the wearer to use detect psionics at will. The effect lasts as
  long as the wearer concentrates.
  Faint clairsentience; ML 1st; Craft Universal Item,
  detect psionics; Price 1,000 gp.
  Manacles of Freedom: The manacles of freedom
  were created a long time ago by a gith telepath who was
  part of the original group that escaped from the mind
  flayers. He created this minor artifact to ensure that he
  could always remain free of their mental domination. 
  The manacles are made of an unusual steel alloy and
  appear well worm. The chain that once joined them is
  broken, leaving the two wristbands unconnected.
  These manacles render the wearer immune to
  charms and compulsions. Twice a day, the wearer can
  also break any charm or compulsion affecting another
  creature by making a successful touch attack against it.
  Strong telepathy; ML 18th.
  ABOUT THE AUTHORS
  Scott Brocius has been “kicking around” with the
  D&D game since he was introduced to it in 1980. He’s
  been an RPGA member for several years and has
  helped organize and run RPGA Network events for sev-
  eral conventions, including Origins. The new edition of
  the D&D game has renewed his love for and interest in
  the game. Scott now coauthors the monthly Mind’s Eye
  feature on the Wizards of the Coast website.
  Mark A. Jindra has been a fan of DUNGEONS &
  DRAGONS for the past 25 years. He has organized RPGA
  Network events for many conventions, including Ori-
  gins and Winter Fantasy. In 1998, he landed his dream
  job as a web developer for Wizards of the Coast, Inc.,
  and he is currently the developer for the D&D website.
  Mark has authored or coauthored numerous tourna-
  ments for the RPGA Network, and he also coauthors
  the monthly Mind’s Eye feature on the Wizards of the
  Coast website.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Haskens Manor.pdf