TEXT:  
  Leomund's Misplaced Manor 
   
   
   
  Home is what you make of it. 
   
   
  Leomund's Misplaced Manor is a D&D 5th Edition adventure designed for use in any campaign. This 
  standalone adventure can be inserted at any point in a campaign when you wish to reward the player 
  characters with a permanent base of operations. Finding the Deed to the Manor can be an adventure or 
  reward in its own right and the events in Leomund's Misplaced Manor can lead to still more 
  adventures. 
   
   
  Sessions: 1-2 
  Players: 4-5 
  Character Level: 5-7 
   
    
   
  by Michael J Winegar 
   
   
   
   
   
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  express written permission of Wizards of the Coast. 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
   
  Leomund’s Misplaced Manor/2 
   
  Introduction 
   
  “Now where did I put that pocket dimension...” 
   
    
   
   
  — L 
  About the Adventure 
  Leomund's Misplaced Manor is an adventure intended 
  to give the Players a classic dungeon crawl while they 
  explore the confines of the titular Manor and solve 
  the mystery of its last owner. Uniquely, at the end of 
  the adventure the location itself becomes the reward, 
  along with any new allies the characters have made 
  along the way and any treasure they find. 
  Adventure Background 
  The Manor is a pocket dimension designed by the 
  great architect wizard Leomund. This pocket 
  dimension is tied to an indestructible scroll which is 
  often called the Deed to the Manor (or simply, the 
  Deed). Through unknown means, the Deed left the 
  possession of Leomund and has changed hands many 
  times over a considerable number of years. 
    Any creature can read the spell at the bottom of the 
  Deed to summon the Manor to a location where it 
  must remain for a year and a day (see Summoning the 
  Manor below for more information). 
   The last owner of the Manor was a fallen paladin by 
  the name of Ergion Valesworn. Not content to merely 
  defend civilization, Ergion became obsessed with 
  finding a way to take the fight straight to the enemy. 
  After slaying a necromancer, Ergion found the Deed 
  to the Manor amongst her possessions. He soon used 
  the Manor as a place to secretly study necromancy, 
  alchemy, and conjuration. While he showed little 
  talent for arcane magic, Ergion learned to create 
  undead via alchemical means. 
   In his unrestrained lust for more power to fight evil, 
  Ergion grew twisted and cruel over many years. He 
  often summoned fiends to torture for information 
  about the lower planes and he began work on an 
  undead army. When his aging body grew ill, Ergion 
  sought a transformation that would fill him with the 
  power of his enemy. He disappeared soon afterward. 
   When the year and day were up, the pocket 
  dimension collapsed, dropping the Deed. The Manor 
  should have frozen in time but damage to some of the 
  magic runes inside caused an imperfect stasis, 
  allowing many things to age and dust to gather. 
  Hooks 
  What happened next to the Deed is up to you and the 
  needs of your campaign. All that really matters is that 
  one of the player characters comes into possession of 
  the Deed. Below are some ideas: 
   Inherited from a distant relative 
   Won in a card game 
   Found as treasure in a wizard's tower 
   Bought from a bazaar of wondrous items 
  When to use this 
  Adventure 
  The Manor is intended to become a home base for the 
  player characters. Because they get to choose the 
  location, it is probably best introduced when they 
  have done some exploring in the world and have a 
  good idea of where they would want such a home to 
  be located. 
  Summoning the Manor 
  When the Deed has been acquired, the text of the 
  Deed changes to match the first language of the 
  creature holding it, if it has a language. The Deed is 
  indestructible by any normal or magical means 
  generally available. A character who reads the Deed 
  learns the following: 
  The Deed to the Manor 
   The Deed entitles the bearer to one Extra 
  Dimensional Manor and everything found therein. 
   The Door to the Manor may be summoned to any 
  location by reading the spell written at the bottom 
  of the Deed. 
   The Door to the Manor cannot be placed in a 
  moving location, such as a ship or a wagon. Any 
  attempt to do so results in the immediate collapse 
  of the pocket dimension and it cannot be 
  summoned again for a year and a day. 
   Once summoned, the Manor must remain in that 
  location for a year and a day, at which point the 
  pocket dimension will collapse back into the Deed 
  until recast. 
   The Manor will collapse upon the death of the 
  current owner. 
   The Creator of the Manor cannot be held 
  responsible for what a new owner finds upon 
  entering a summoned Manor. 
   The Deed will always appear on or nearby the 
  owner when it is looked for, even if it has been 
  stolen, lost, or purposely left somewhere else. 
  The Door to the Manor can be placed in any location 
  that makes sense. You might encourage the players to 
  
   
   
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  think about a pleasingly mysterious location such as 
  behind a waterfall or in the center of a hedge maze. 
  The following are other suggestions for its placement: 
   Forest: The Door appears in a tree large enough to 
  contain it. If no such tree exists in the vicinity, 
  either one appears with the summoning or an 
  existing tree grows to accommodate it. Alternately, 
  a trapdoor may appear on the forest floor at the 
  base of a tree, probably under last year's leaves. 
   Hill: The Door appears, built into the side of the hill, 
  mountain, or cliff, perhaps veiled by ivy or hidden 
  by a tricky fold in the landscape. 
   City: The Door can appear in the side of an existing 
  building or wall, preferably down a narrow 
  alleyway. 
   Other: Depending on the tone of your campaign, 
  the Door could also be summoned in humorous 
  places such as the outhouse behind a tavern, a 
  broom cupboard in an existing house, or under a 
  sign that says “Third Eye Fortunetelling House, 
  Closed Due to Unforeseen Circumstances.” 
   
  Summon Leomund's Manor 
  Casting Time: 1 minute 
  Range: 50 feet 
  Material Component: A physical reminder of your 
  home. 
   
  Up to ten creatures can provide a material 
  component. If they do so, they are considered joint 
  owners of the Manor and the pocket dimension will 
  only collapse if all owners die. The Deed stays with 
  the creature who speaks the spell. If the keeper of 
  the Deed is killed, a new keeper is randomly selected 
  and the Deed can then be found on the new keeper 
  or nearby. 
   
   As you speak, the words of the spell seem to 
  rush out of your mouth, expanding to fill an 
  immense space. You complete the spell by 
  making a gesture as if you are removing a hat 
  and placing it on a hook. The material 
  components crumble into swirling dust which 
  settles in the shape of a door on a nearby 
  surface. The door seems weathered but solidly 
  constructed. Instead of a keyhole, there is a 
  small magic circle inscribed above the 
  burnished handle. 
  Once the Manor has been summoned, the spell at the 
  bottom of the Deed disappears. The door can be 
  unlocked by one of the owners pressing their hand to 
  the magic circle. 
  Digging Deeper 
  If you really want to get personal, you can ask the 
  players to give you more details about their 
  backgrounds before the session. Have them write up 
  what reminds their character most of home, it could 
  be art, food, smells, music, landmarks, buildings, or 
  whatever else they can think of. Armed with this, 
  you can make the horror of the bedrooms and 
  kitchen more intimate as well as the reward more 
  satisfying when the Manor is once again set right.  
  Notes on the Manor 
   Light Orbs set into the walls provide illumination 
  for every room in the manor with the exception of 
  the Dungeon. 
   Ceilings are 10 feet high except in the Main Hall, 
  Laboratory, and Chapel where they are 15 feet high.  
   Walls and floors are made of unremarkable stone 
  unless otherwise noted. 
   
  1. The Main Hall 
   You enter a large dining hall with a fireplace to 
  the left. There is a door on the opposite wall 
  that has been barricaded with a bookshelf, an 
  overturned table, and several wooden chairs. 
  There is another closed door to the far right. 
  The room is dusty but comfortably furnished 
  with stuffed chairs, bookshelves, and 
  unremarkable paintings. Set into the center of 
  every wall, 5 feet high, there is a dark orb 
  about the size of a melon. 
   
  To your immediate right, there is a lever set 
  into the wall surrounded by magic runes. 
   
  The ceiling is a concave glass dome that 
  magically reflects the weather outside. 
   
  A small humanoid is sleeping on a blanket in 
  front of the unlit fireplace. 
   
   The Lever is used to activate the lighting system of 
  the Manor and, unbeknownst to the characters, 
  begins the process of charging the flesh golem in the 
  Laboratory. 
   A DC 12 Arcana check reveals that the magic runes 
  have been damaged so that any temporal stasis would 
  
   
   
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  have been imperfect, hence the dust and aging of 
  things within the Manor. 
   When the lever is activated, the orbs begin to 
  glow with a soft, neutral light that illuminates 
  the room and a cheery fire suddenly springs 
  into being in the fireplace. 
   
   The Servant is the sleeping figure. He will wake up 
  immediately unless the characters actively try to be 
  quiet (DC 10 Stealth). He will also wake up if the 
  Lever is activated. 
   Upon waking the Servant bows and mumbls a 
  welcome to the Manor. See Appendix 1 for stats and 
  roleplaying tips. 
   The gray little humanoid before you is of 
  indeterminate race. His features are lumpy and 
  pathetic and his brow, framed with wispy white 
  hair, seems permanently creased with concern. 
  He wears livery that was once fine but has 
  been worn nearly to pieces. 
   If the characters have not activated the lever, the 
  Servant will attempt to do so, acting confused if 
  anyone tries to stop him, indicating that it merely 
  controls the lights. 
   The Servant readily answers any question he is able, 
  though his memory appears to have several gaping 
  holes. The servant remembers: 
   The Old Master was constantly unhappy and cruel. 
  After he disappeared, the Servant fell asleep for a 
  while. 
    The barricade is because the rest of the manor 
  became too dangerous to use. 
   The bedrooms are not fit for sleeping in and there 
  is probably something under one of the beds. 
  Maybe under all of the beds. 
   A guest came in with the Old Master once, but 
  never came out again. 
  If the characters ask a question the Servant does not 
  know the answer to, he will apologize and ask if 
  they'd like something to eat or to sit by the fire. 
   The door across the room is locked (DC 12 to open 
  with Thieves' Tools, DC 25 Strength to break down) 
  and leads to Corridor 1 after the characters have 
  cleared away the barricade. If no character is 
  proficient with Thieves' Tools, the Servant can 
  produce a key after some digging around. 
   The door on the far right leads to the Kitchen. 
  2. The Kitchen 
  The smell of dust and mold assaults your nose. 
  Rusty utensils and dirty pans are scattered 
  across the counter tops. As you look closer, 
  you are disturbed to recognize that the platters 
  of moldering food are your favorite dishes and 
  desserts, things that never fail to remind you of 
  home and your childhood.  
   There is nothing remarkable in the Kitchen. Its 
  emptiness and atmosphere are used to build tension, 
  giving characters a clue that the Manor is trying to 
  accommodate them, but has been corrupted in some 
  way. 
  3. Armory Corridor 
  The inside of the door has been hacked and 
  splintered with edged weapons. A wide corridor 
  extends to the left and right, turning corners at 
  both ends. To the right there is a heavy 
  wooden door set in the opposite wall and 
  another door at the end of the corridor. It 
  seems at first that three suits of plate armor 
  stand as decorations but as they turn your 
  direction you can see a skull inside each open 
  helmet. The armored skeletons lift their 
  weapons and charge.   
   Armored Skeletons attack the characters. Combat 
  starts immediately with no Surprise Round. The two 
  skeletons nearest the characters will attack with 
  melee weapons while the skeleton farthest down the 
  corridor uses its crossbow to attack any spellcasters 
  or characters using ranged weapons. 
   Traveling left leads the characters into the 
  Bedroom Corridor. 
   Traveling right leads the characters into the 
  Dungeon Corridor. 
   The door opposite leads to the Armory and is 
  locked (DC 12 to open with Thieves' Tools, DC 25 
  Strength to break down). If the Servant has already 
  provided them with a key, it opens this door as well. A 
  DC 12 Perception Check allows a player to hear 
  movement inside. A DC 18 Perception check allows a 
  player to understand the sound as the scrape of metal 
  on bone. 
   The door on the far right leads to the Library. 
  
   
   
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  4. The Armory 
  The orbs of light activate and shed light on an 
  armory and storage room. The room is divided 
  into aisles by six long, tall shelves full of all 
  manner of equipment, though two of the 
  shelves have collapsed, creating mounds of 
  junk. The wall nearest the door is fit with 
  weapon racks and armor stands. 
  Three more armored skeletons are engaged in 
  various tasks, sweeping the floor with a broom 
  worn down to a nub or sharpening swords 
  down to little more than slivers of metal. The 
  skeletons draw their weapons and attack. 
   The armored skeletons attack, two entering 
  melee range and while the third uses its crossbow to 
  attack any spellcasters or characters using ranged 
  weapons. 
   The piles of junk are about 5 feet high and are 
  considered difficult terrain. The room was intended 
  as storage for a small army so the junk is made up of 
  bags, rope, oil, leather scraps, tools, poles, tents, mess 
  kits, pots, pans, water skins, and the like. Everything 
  is old, damaged, and unusable. 
   A mimic in the mess: If a character comes within 5 
  feet of either junk pile, a large backpack suddenly 
  sprouts teeth and makes a surprise Bite attack. 
   After this initial attack, the mimic will use the 
  Disengage action to flee to the other junk pile in the 
  room where it will assume the shape of a random 
  object (see Mimic Object Table for a random object).
    
  The backpack with teeth uses its pseudopods 
  to spring onto the other pile of junk where it 
  burrows in, sending a random assortment of 
  objects flying in all directions. You hear it 
  repeatedly grumble, “Nug’ri! Nug’ri!” When junk 
  stops flying, the mimic has disappeared. 
  Random Mimic Object (D10) 
  1. Backpack 
  6. Canvas sack 
  2. Waterskin 
  7. Cooking pot 
  3. Bedroll 
  8. Mess kit 
  4. Tool bag 
  9. Boot 
  5. Coil of rope 
  10. Saddle bag 
    
   A character who speaks Undercommon will 
  recognize the word nug’ri as meaning “hungry” in 
  Common. A character who hears the word but does 
  not understand it can repeat it to someone who does. 
   It takes an unobstructed line of sight and a DC 20 
  Perception check to see the exact object the mimic 
  shapeshifts into. After that, if a character breaks eye 
  contact with the object it takes a DC 15 Intelligence 
  check to be certain exactly which object it was. 
   The mimic will only attack again if a character 
  comes within 5 feet of the junk pile and there are no 
  other characters within 10 feet. While hidden as an 
  object, the mimic will attack with a Bite if it is picked 
  up, repeating its tactic of attacking once and fleeing to 
  the other junk pile to hide. 
   If the characters do not kill the mimic, see Appendix 
  2: Taming the Mimic for more information. 
   Treasure: The army gear and the vast majority of 
  the weapons are useless, what hasn’t rusted and 
  rotted with age has been sharpened or polished down 
  to scraps by the skeletons. There is a small, locked 
  cashbox (DC 10 Thieves’ Tools, DC 12 Strength to 
  smash open) with old coins worth 2d4x100 gp. 
   Also, wrapped in rags and laid in the corner near 
  the weapon rack, is a magic weapon called Vigilance. 
  You can decide exactly what type of weapon it is to 
  suit the characters, otherwise it is a longsword (see 
  Appendix 3: Treasure). 
  5. Bedroom Corridor 
  From the corner of your eye, this corridor 
  seems to stretch much farther than it really 
  does. Wooden doors line the corridor every 15 
  feet on the left and there is a door at the far 
  end. 
   Bedrooms: There is a bedroom personalized for 
  each owner. There are as many bedrooms as there are 
  owners of the Manor plus two extra, with a minimum 
  of 5 and a maximum of 12. Each room is lit by a light 
  orb that can be deactivated and reactivated by 
  tapping it as long as the Lever in the Main Hall is on. 
   If you have used the Digging Deep option on Page 3, 
  or if you know enough about the characters' 
  background, you can personalize the description of 
  the things found in each room. Otherwise you can 
  read or paraphrase the following: 
  The bedroom is filled with things that remind 
  you of home, only twisted and broken. 
  Paintings of places you know have been 
  slashed with clawed hands. Pieces of cultural 
  art and childhood toys lie shattered on the 
  floor. The blankets are threadbare and frayed. 
  Demonic graffiti covers the walls in what you 
  hope is flaking red paint, darkened with age.  
  
   
   
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   Any character who can read Abyssal can translate 
  the graffiti in a particular room as names of people 
  and places from that owner's childhood home. 
   If a character looks under the bed, feel free to 
  secretly roll a die. Whatever the result, tell them that 
  they don't see anything. For an extra touch of horror, 
  you could say that they hear a faint skittering noise or 
  that they smell just a whiff of blood. 
   The door at the end of the Bedroom Corridor 
  leads to a water closet that smells so foul it's like a 
  slap in the face with a putrid hand. The demonic 
  graffiti here is of a particularly lewd nature. 
  6. The Dungeon Corridor 
  This corridor turns to the left up ahead. There 
  is a closed iron door on the far right. To the 
  near right is a wooden door, slightly ajar. 
   The slightly ajar door leads to the Library. 
   The iron door leads to the Dungeon. (DC 25 to 
  open with Thieves' Tools, DC 30 Strength to break 
  down). The key is in the Library. 
   Traveling left leads the characters into the 
  Laboratory Corridor. 
  7. The Library 
  Bookshelves line every wall of this room from 
  floor to ceiling, save for a small, unlit fireplace 
  in the corner. The shelves are in disarray and 
  only half-filled. Books, scrolls, and papers litter 
  the shelves, floor, small table, and chair. 
   The table holds the key to the dungeon and a few 
  half-finished letters to knightly orders. Stacked 
  nearby are several books on necromancy, alchemy, 
  and conjuration magic. 
   The fireplace is choked with ashes and burnt 
  paper. A closer inspection reveals the titles of a few 
  books but none of them are salvageable. Some titles 
  include, Order of the Radiant Heart, Modern Chivalry, 
  and Oathkeepers of Cormyr. 
   Treasure: A Manual of Flesh Golems, Raise Dead 
  scroll, Tongues scroll, 1d6 rare books worth 1d6x100 
  gp each. 
  8. Laboratory Corridor 
  A broken door lies at the far end of this 
  corridor, twisted from its hinges by an 
  incredible force. The open doorway flickers 
  with erratic white flashes in time with short, 
  sharp buzzing noises. 
   The flashing doorway leads to the Laboratory. 
  9. The Dungeon 
  This room is dimly lit by a blue glow that 
  intensifies and fades like slow breathing. Two 
  barred cells take up the majority of the space. 
  The first cell is empty but covered in scorch 
  marks and scrawls of chalk. The second cell is 
  occupied by an elf woman made of translucent 
  blue light. The ghost sits on top of a skeleton, 
  weeping into her hands, on a rotting bed of 
  straw. 
   The empty cell holds nothing other than chalk 
  marks that can be identified as Abjuration marks 
  intended to trap a fiend (DC 10 Arcana or Religion 
  check). 
   If Detect Magic is cast, the bars in the room give off 
  an aura of Abjuration magic. 
   The ghost of Lady Tamariel will continue 
  weeping and ignoring the characters until one of 
  them stands adjacent to the bars of her cell, at which 
  point she looks up and uses her Visage of Crushing 
  Guilt. 
   In subsequent rounds, if a character is adjacent to 
  her cell she will reach through the bars to attack with 
  her Withering Touch in an attempt to secretly 
  activate her Possession ability (see Possessed 
  Characters in her stat block). 
   If no character remains adjacent to the bars, she 
  will retreat to the ethereal plane while staying within 
  the cell. She is invisible but the characters can hear 
  her wailing in Elvish about the injustice of being 
  locked away to starve to death for a crime she did not 
  commit. If a character comes adjacent to the cell or 
  enters it, she appears and attacks with a Withering 
  Touch. 
   If the characters address her respectfully in Elvish 
  and succeed in a DC 15 Persuasion check she will tell 
  them how the paladin Ergion Valesworn seized her 
  and took her captive on a false accusation of murder. 
  At first he promised to return her to her people in the 
  High Forest for trial, but one night he confessed to her 
  his mad desire to defeat his unholy enemies using 
  their own power. After that, he ceased to speak of 
  
   
   
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  taking her home and he used her as his confessor and 
  confidant. She watched him descend into madness 
  and evil. He would wake her in the middle of the night 
  to tell her of the horrible things he had done in the 
  name of good.  A DC 13 Insight check lets a character 
  see that she is holding back key parts of the story 
  regarding herself. 
   With another DC 15 Persuasion check, she will 
  confess that she did commit the murder she was 
  accused of, an act of jealous rage against a rival 
  artisan whom she felt was ruining her life's work. 
  Without a trial, her imprisonment and starvation was 
  tantamount to a cruelly unjust execution. 
   The more comfortable Lady Tamariel feels with the 
  speaker, the more truth she will reveal. Refer to the 
  table Conversing with Lady Tamariel for bonuses and 
  penalties to the Persuasion checks with her. 
  Conversing with Lady Tamariel 
  Elf 
  +2 
  Cleric or Druid 
  +2 
  Trained in Religion 
  +1 
  Half-Elf 
  +1 
  Wizard 
  -1 
  Human 
  -2 
  Paladin 
  -4 
    
   Resolving the Encounter can take place in a 
  number of ways: 
   Destroy her: If the characters are unsympathetic 
  or simply aggressive in combat they may destroy 
  her. If they do so without hearing her story, every 
  character who attacked suffers the effect of her 
  Visage of Crushing Guilt as though they had failed 
  the save. 
   Hold a trial: If there is a cleric or druid in the party, 
  or any character who can claim legal authority 
  other than a paladin, Lady Tamariel will agree to 
  such a trial and then confess to the murder and 
  accept her punishment of death. After the trial she 
  will dissipate. 
   Hear her confession: In lieu of a trial, she can ask 
  to confess to a cleric, druid, or someone with an 
  Acolyte Background who is not a Paladin. After her 
  confession she dissipates. 
    Offer her a proper burial: She will accept and not 
  attack while a character reverently gathers her 
  bones and gives a solemn promise to bury them at 
  the foot of a tree. She will sit in the cell and weep 
  until this is done. If a significant amount of time 
  passes without the burial taking place, she will 
  escape the cell and haunt the character who gave 
  the promise with her Visage of Crushing Guilt. 
   
  If the characters wait until they have defeated Ergion 
  to deal with Lady Tamariel, she feels the positive 
  change in the manor. She will no longer attack other 
  creatures and any speaking interaction with her has 
  advantage. 
  10. The Laboratory 
  Your eyes water at the stink of chemicals and 
  death. The large room extends to your left 
  where there is a closed stone door set into a 
  carven arch. The room is lit by luminous orbs. 
  A machine set against the far wall flickers and 
  sparks with lightning. On the side of the 
  machine is a switch in the up position. A thick 
  wire attaches the machine to one of the orbs in 
  the wall. More wires connect the machine to 
  the head of a nine-foot tall humanoid lying on a 
  table. Broken shelves and tables are strewn 
  about the edges of the room and the floor is 
  covered in broken glass as well as a number of 
  multi-colored puddles.  
   The Flesh Golem will sit up and bellow, “Master?” 
  if any character makes an aggressive move or comes 
  within 10 feet of the table or machine. 
   On its first turn, the golem charges toward the door 
  to the corridor, calling for its master. In subsequent 
  turns, it charges toward the stone door and then back 
  to the machine, following the path outlined on the 
  Laboratory Map in Appendix 2. 
   The Machine will shock any creature that starts its 
  turn adjacent to it for 2D8 lightning damage. Per its 
  stat block, this will heal the golem for the same 
  amount. A character adjacent to the switch can shut 
  off the machine by using an action. If the machine 
  takes 20 damage it explodes, dealing 4d6 fire damage 
  to all creatures within 15 feet. 
   The alchemical puddles have an effect on a 
  creature that enters the same space: 
  1. RED: The puddle at your feet conducts 
  electricity from the nearby machine. Take 
  2D8 lightning damage. 
  2. GREEN: A terrible smell, like rotting 
  vegetation and body odor, rises from this 
  puddle and sticks to your clothes. You must 
  make a DC 12 Constitution save or be 
  sickened (disadvantage on attacks and ability 
  checks). At the end of each of your turns, 
  you can make another Constitution saving 
  throw. If it succeeds, the effect ends. 
  The smell can be polished out of metal or 
  wood, but it will never come out of leather or 
  cloth.  
  3. BLACK: You slip on this greasy substance 
  and slide into the nearest corner of the room. 
  The black puddle is difficult terrain and you 
  
   
   
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  must make a DC 12 Dexterity check to 
  successfully move to a new space or you 
  must stay where you are for the turn. 
  If a character tries to jump out of the 
  puddle, they fall prone in the square they 
  tried to jump from. 
  4. BLUE: Your foot sticks fast in this puddle. 
  You are restrained. 
  (There is an unbroken bottle of Universal 
  Solvent somewhere on the floor which will 
  dissolve the puddle. Alternately, the puddle 
  may be frozen and broken or a character can 
  remove their footwear, leaving it stuck. If a 
  character is not wearing footwear when they 
  step in the puddle, it serves them right for 
  adventuring barefoot or being a halfling).  
  5. ORANGE: Anything that touches this puzzle 
  starts to immediately melt and sizzle. 2D6 
  Acid damage.  
  6. YELLOW: A puff of thick, yellow smoke 
  heavily obscures everything within 10 feet 
  for 1 minute. 
   Resolving the Encounter: When the Flesh Golem 
  falls to 25 hit points or below, if it is not destroyed 
  outright, it will lurch to a sudden standstill and close 
  its eyes. 
   The stone door leads to the chapel. It appears 
  locked at first but a DC 10 Religion or Arcana check 
  reveals it is open to the hand of the living. 
   Treasure: Amongst the mess of the floor can be 
  found intact a 2oz bottle of Universal Solvent, a 1oz 
  bottle of Sovereign Glue, a Potion of Heroism, and a 
  Potion of Water Breathing.  
   An enterprising character can try to clean up some 
  of the puddles in the room, placing them into 
  appropriate containers. The black puddle can yield 
  one Oil of Slipperiness. The green puddle can yield 
  two bottles of stinking liquid which cause the 
  sickening effect on a creature they are splashed on. 
  The orange puddle yields two vials of acid (2d6 acid 
  damage). 
  11. The Chapel 
  This once beautiful chapel has been utterly 
  destroyed and defiled. The walls are covered in 
  profane writing and crude pictograms of 
  torture. The middle of the floor is dominated by 
  a huge pile of splintered furniture, bent 
  candlesticks, shredded tapestries, and other 
  destroyed religious paraphernalia. A thick layer 
  of scum covers the surface of a rectangular 
  pool along the far wall. To the far left, across 
  the pile of junk, stands an altar with an unlit 
  candle at each of the four corners. 
   The pile is difficult terrain and after Ergion’s first 
  round of combat it becomes the bonfire (see below). 
   The Pool houses the Corrupted Elemental which 
  will attack any character within 10 feet. The 
  elemental will not leave the pool for any reason and if 
  no character is within its reach it sinks back into the 
  water. Attacks against the water have no effect on the 
  elemental. If the characters find a way to drain the 
  pool, the elemental goes out with it. 
   During combat, the elemental’s tactic is to drag 
  characters into the pool where it will use its Whelm 
  ability on them. 
   The Altar has four candles on it which burst into 
  green flame when the elemental is awakened. At the 
  end of each round, one of the candles goes out. A 
  candle can be re-lit with magical fire by expending a 
  spell slot of Level 1 or higher. When all of the candles 
  have been extinguished a portal appears and Ergion 
  steps from it. 
  A swirling portal appears behind the altar and 
  you catch a glimpse of a fiery, hellish dungeon 
  before it closes. 
  A tall figure in armor stands before you 
  wielding a fiery lash. The armor is the color of 
  blood and ornamented with horns that look as 
  though they’ve sprouted from the wearer. 
  “Kneel and serve me!” shouts the figure, “Or 
  prepare to die by my hand!” 
   Ergion Valesworn attacks immediately, assuming 
  each and every one of the characters does not actually 
  kneel and swear allegiance to him. 
   On his first combat turn, Ergion will cast his Unholy 
  Flame at a character on or adjacent to the pile. Hit or 
  miss, the Unholy Flame ignites the pile and turns it 
  into the Bonfire. 
   The Bonfire causes 7 (2d6) fire damage to any 
  creature that starts its turn on top of it. It cannot be 
  extinguished by any regular means. 
   Resolving the Encounter: When Ergion is killed, 
  the bonfire goes out suddenly and any remaining 
  Quasits vanish in a puff of ash. The Corrupted Water 
  Elemental expels any character in the pool and then 
  sinks back into the water.  
   Treasure: Ergion’s armor has fused with his new 
  fiendish flesh and it cannot be recovered. His 
  demonhide whip, however, can be taken and used. 
  The Gate Candle Stubs from the altar can also be 
  taken, though they could be extremely powerful they 
  could also lead to an interesting adventure in their 
  own right. See Appendix 3 for more details on 
  treasure. 
   
   
   
  
   
   
  Leomund’s Misplaced Manor/9 
   
  Conclusion 
   
  “Nothing like a place to hang your hat. Now, where did 
  I put my hat?” 
   
    
   
   
  — L 
  Once Ergion has been defeated, you can make the 
  cleansing of the manor take as much or as little time 
  as you like. You might consider having the characters 
  detail their plans for setting the manor back in order 
  so that they feel even more ownership. 
   Once cleansed, the manor has several amenities 
  that are sure to be appreciated by adventurers. 
  Anything produced by the manor fades away to 
  nothingness if taken outside the front door: 
   The Servant willingly serves the new masters of 
  the manor. He does not age, though as the manor 
  is cleansed he looks healthier and acts happier. He 
  will accept any name or names the characters 
  choose to give him. 
   The fireplace in the main hall never requires fuel. 
   The kitchen can magically produce enough food to 
  feed ten medium creatures three meals a day. Food 
  that has been consumed does not fade away if a 
  character exits the manor. 
   The bedrooms resume a pleasant, clean, and 
  homey appearance. 
   The mimic can be tamed to guard the manor (see 
  Appendix 1). 
   The flesh golem can be repaired and re-educated 
  to consider a new character its master if a 
  spellcaster of appropriate level uses the Manual of 
  Flesh Golems found in the library. This can be done 
  at half the cost and in half the time it would take to 
  create a new flesh golem. It is up to you whether or 
  not to allow the spellcaster to take the golem with 
  them on adventures or if it must stay with the 
  manor. 
   The pool in the chapel, once cleansed, no longer 
  houses a corrupted elemental but instead is home 
  to a healing spirit. A character immersed in the pool 
  for 3d6 hours regains all hit points and gains the 
  benefits of a Lesser Restoration spell. A creature 
  immersed in the pool for 1d6 days gains the benefit 
  of a Greater Restoration spell or can regrow a lost 
  limb. Once used in this way, the pool cannot be 
  used again until after the next new moon. 
   
  Expanding the Manor and the Adventure 
   
  Getting to name things around the Manor should be 
  part of the reward and will give players a better 
  sense of ownership as they clean up and repurpose 
  rooms as they see fit. 
   
  When the players have truly made the Manor their 
  own, you might consider letting them expand it. 
  Future rooms could include: 
   
   Smithy or forge 
   Stables for horses or more exotic creatures 
   Trophy room for stuffed monster heads and 
  weapons of vanquished foes 
   Training room with padded floors and racks of 
  wooden weapons 
   A back entrance that could be close to the main 
  entrance or a thousand miles away 
   
  If you’d like the events in Leomund’s Misplaced 
  Manor to lead directly into another adventure, here 
  are some ideas: 
   
   The ghost of Lady Tamariel tells the characters that 
  after she committed the murder, she buried all of 
  her art, some of it magical, and that she cannot be 
  laid to rest until the art collection is given to the 
  family of the artist she killed. Until this is done, the 
  ghost of Lady Tamariel will continue to haunt the 
  Manor, making it difficult for anyone to rest or 
  concentrate while she wails. 
   Ergion can attempt to escape back to the Abyss 
  through another portal, vowing revenge. If you 
  decide to do this, make sure they players don’t feel 
  cheated by being powerless to stop his escape. 
   They find Ergion’s journal which reveals the 
  location of another lair. 
   Letters to Ergion from a fallen paladin still hiding 
  within the ranks of the Order of the Radiant Heart. 
   When the characters leave the Chapel, they find 
  that the Flesh Golem has escaped the Manor and is 
  rampaging through the city or across the 
  countryside. 
   A map, scroll, or book found in the library could 
  lead the characters anywhere. 
   
   
   
   
  
   
   
  Leomund’s Misplaced Manor/10 
   
  Appendix 1: Encounters 
   
  The Servant 
   
  Small, sad humanoid, neutral 
   
  Armor Class 10 
   
  Hit Points 16 (3d6 + 6) 
   
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 10 (+0) 14 (+2) 
  9 (-1) 10 (+0) 9 (−1) 
   
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common 
  Challenge 0 (0 XP) 
   
  Ageless. The Servant does not age, naturally or 
  magically. 
  Hungerless. The Servant never needs to eat or drink. 
    
  Actions 
   
  Cower. The Servant will not fight, no matter what is 
  done to him. 
   
   
  Roleplaying The Servant 
   
  The Servant's purpose is to invoke pity and to answer limited 
  questions about the manor. He should be accommodating and 
  respectful at all times but it is important that he not appear 
  fawning and obnoxious. 
   
  He seems happiest when given a task to perform, such as 
  shining shoes, polishing armor, or neatly arranging the 
  contents of a pack. When given a simple, domestic task, the 
  Servant performs it with admirable skill and total dedication. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armored Skeleton 
   
  Medium humanoid (any race), any alignment 
   
  Armor Class 18 (plate) 
   
  Hit Points 52 (8d8 + 16) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 14 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
     
  Damage Immunities poison 
   
  Condition Immunities exhaustion, poisoned 
   
  Senses darkvision 60 ft., passive Perception 9 
   
  Languages understands all languages it knew in life but 
  can’t speak 
   
  Challenge 3 (700 XP) 
   
  Actions 
   
  Multiattack. The armored skeleton makes two melee 
  attacks or a single Heavy Crossbow attack. 
   
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Leomund’s Misplaced Manor/11 
   
  Mimic 
   
  Medium monstrosity (shapechanger), neutral 
   
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
   
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 12 (+1) 15 (+2) 5 (−3) 
  13 (+1) 8 (−1) 
   
  Skills Stealth +5 
   
  Damage Immunities acid 
  Condition Immunities prone 
   
  Senses darkvision 60 ft., passive Perception 11 
   
  Languages Limited Undercommon 
  Challenge 2 (450 XP) 
   
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies. 
   
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage. 
   
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object. 
   
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it. 
   
  Actions 
   
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If 
  the mimic is in object form, the target is subjected to 
  its Adhesive trait. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 4 
  (1d8) acid damage. 
   
   
   
   
   
   
  Taming the Mimic Skill Challenge 
   
  If the characters do not kill the mimic, they can tame 
  it as a guardian for the manor. 
   
  If a character attempts to clear the junk piles away, 
  the mimic will attack in its usual pattern. If the 
  mimic is ever caught or cornered with no way to 
  hide in a junk pile, it fights to the death. 
   
  The first step in taming the mimic is to feed it. A 
  mimic will eat food in any condition, though it 
  prefers fresh, raw meat. The first time food is left 
  near the junk pile the mimic will eat it after 1d4 
  hours if no character is in the room. The next time, it 
  will eat the food immediately, staying near the pile 
  but allowing an unarmed character to approach. 
   
  After feeding the mimic at least ten pounds of food, 
  an adjacent character may make a DC 15 Animal 
  Handling check. On a success, the mimic ceases to 
  exhibit aggressive behavior and instead seems 
  curious. On a failure, the mimic hides for 1d4 hours 
  and must be coaxed back out with food. 
  If the check fails by 5 or more the mimic attacks once 
  with a bite and then goes back into hiding in the junk 
  piles for 1d4 days, after which it can be enticed out 
  again with food as long as no character has attacked 
  it or tried to move the junk piles. 
   
  A character needs three consecutive successes to 
  tame the mimic. The DC for Animal Handling 
  decreases by 2 for every success, but a failure resets 
  the DC to 15 and the successes needed back to three. 
   
  Once tamed, the mimic will move freely about the 
  manor and the junk piles can be cleared away. It can 
  be spoken to in Undercommon and it will 
  occasionally give one word expressions of a feeling, 
  most often, “hungry.” The mimic will not attack 
  anyone in the manor unless it is attacked or unless a 
  regular resident of the manor is being attacked, in 
  which case the mimic will defend them. The mimic 
  will not willingly leave the manor and if it is forced 
  to it runs away, never to be seen again. 
   
  The mimic might even learn to play with certain 
  residents of the manor, appearing suddenly to 
  startle them. 
   
  If the characters also fixed up the flesh golem from 
  the laboratory, the mimic and the golem will exhibit 
  a particular fondness for one another. 
   
   
   
  
   
   
  Leomund’s Misplaced Manor/12 
   
  Lady Tamariel’s Ghost 
   
  Medium elven undead, chaotic neutral 
   
  Armor Class 11 
   
  Hit Points 45 (10d8) 
   
  Speed 0 ft., fly 40 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (−2) 
  13 (+1) 10 (+0) 14 (+2) 12 (+1) 17 (+3) 
   
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
   
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
   
  Senses darkvision 60 ft., passive Perception 11  
  Languages Elven 
  Challenge 4 (1,100 XP) 
   
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, 
  and vice versa. 
   
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
   
  Actions 
   
  Withering Touch. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) 
  necrotic damage. 
   
  Etherealness. The ghost enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on 
  the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can’t affect or be affected by 
  anything on the other plane. 
   
  Visage of Crushing Guilt. Each creature within 60 feet 
  of the ghost that can see it must succeed on a DC 13 
  Wisdom saving throw or be psychically damaged by 
  overwhelming guilt. On a failed save, the target takes 
  1d6 psychic damage and has disadvantage on all 
  Charisma rolls that require the target to look another 
  creature in the face. This effect lasts for 1d4 weeks. If 
  a target’s saving throw is successful the target is 
  immune to this ghost’s Visage of Crushing Guilt for the 
  next 24 hours. The Charisma effect can be removed 
  with a lesser restoration spell. 
   
  Possession. A creature hit by Lady Tamariel’s 
  Withering Touch must succeed on a DC 13 Charisma 
  saving throw or be possessed by her; she disappears 
  and the target is incapacitated and loses control of its 
  body. The ghost now controls the body but doesn’t 
  deprive the target of awareness. Lady Tamriel’s ghost 
  can’t be targeted by any attack, spell, or other effect, 
  except ones that turn undead, and she retains her 
  alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It 
  otherwise uses the possessed target’s statistics, but 
  doesn’t gain access to the target’s knowledge, class 
  features, or proficiencies. 
   
  The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or she is 
  turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  of Lady Tamariel reappears in her cell. The target is 
  immune to this ghost’s Possession for 24 hours after 
  succeeding on the saving throw or after the 
  possession ends. 
   
  Possessed Characters 
   
  If the ghost of Lady Tamariel successfully possesses 
  a character, that character will use all of its actions 
  to move to the exit of the manor as fast as possible. 
   
  The possessed character gains the benefits of the 
  Spider Climb spell. For an extra touch of horror, the 
  possessed character could crane its neck back at an 
  impossible angle as it skitters across the ceiling or 
  up the wall. 
   
  The possessed character will only attack a creature 
  that tries to block the way or restrain it. 
   
  If the possessed character succeeds in exiting the 
  manor, the character collapses, taking a level of 
  exhaustion. The ghost of Lady Tamariel immediately 
  reappears in her cell where she begins weeping 
  afresh. 
   
   
   
   
  
   
   
  Leomund’s Misplaced Manor/13 
   
  Ergion's Flesh Golem 
   
  Medium construct, neutral 
   
  Armor Class 9 
   
  Hit Points 93 (11d8 + 44) 
   
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 9 (−1) 
  18 (+4) 6 (−2) 
  10 (+0) 5 (−3) 
   
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  that aren’t adamantine 
   
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
   
  Senses darkvision 60 ft., passive Perception 10 
   
  Languages understands the languages of its creator 
  but can’t speak 
   
  Challenge 5 (1,800 XP) 
    
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
   
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form. 
   
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage 
  and instead regains a number of hit points equal to 
  the lightning damage dealt. 
   
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Magic Weapons. The golem’s weapon attacks 
  are magical. 
  Unstoppable Charge. Ergion's flesh golem can 
  move through spaces containing medium 
  creatures or smaller. If it ends its movement in a 
  square containing a medium or smaller creature, 
  that creature is moved to an adjacent square. 
   
  Actions 
   
  Running Attack. As it moves, the golem makes a slam 
  attack against any creatures in its reach. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage and 
  the target must succeed in a DC 14 Strength save or 
  be pushed 5 feet. 
   
   
   
  Corrupted Water Elemental 
   
  Large fiendish elemental, neutral evil 
   
  Armor Class 14 (natural armor) 
   
  Hit Points 114 (12d10 + 48) 
   
  Speed 30 ft., swim 90 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 14 (+2) 18 (+4) 5 (−3) 
  10 (+0) 8 (−1) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
   
  Damage Immunities poison 
   
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
   
  Senses darkvision 60 ft., passive Perception 10 
   
  Languages Aquan, Abyssal 
   
  Challenge 5 (1,800 XP) 
   
  Water Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing. 
   
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn. 
   
  Actions 
   
  Multiattack. The elemental makes two slam attacks. 
   
   
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage and 
  the target is pulled 5 feet closer to the pool by a 
  tendril of water. 
   
  Whelm (Recharge 4–6). Each creature in the 
  elemental’s space must make a DC 15 Strength saving 
  throw. On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage. If it is Large or smaller, it is also 
  grappled (escape DC 14). Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water. If the saving throw is successful, the 
  target is pushed out of the elemental’s space. 
   
  The elemental can grapple one Large creature or up to 
  two Medium or smaller creatures at one time. At the 
  start of each of the elemental’s turns, each target 
  grappled by it takes 13 (2d8 + 4) bludgeoning damage. 
  A creature within 5 feet of the elemental can pull a 
  creature or object out of it by taking an action to make 
  a DC 14 Strength and succeeding. 
   
   
  
   
   
  Leomund’s Misplaced Manor/14 
   
  Ergion Valesworn 
   
  Medium fiend, lawful evil 
   
  Armor Class 16 (chain shirt, natural armor) 
   
  Hit Points 112 (15d8 + 45) 
   
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 10 (+0) 16 (+3) 14 (+2) 
  15 (+2) 12 (+1) 
   
  Saving Throws Str +5, Con +5, Wis +4 
   
  Damage Resistances cold, fire, lightning, poison 
   
  Damage Immunities fire 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common, Elven, Infernal, Abyssal, 
  Celestial. 
   
  Challenge 5 (1,800 XP) 
   
  Devil’s Sight. Magical darkness doesn’t impede the 
  Ergion’s darkvision. 
   
  Magic Resistance.Ergion has advantage on saving 
  throws against spells and other magical effects. 
   Brave. Ergion has advantage on saving throws against 
  being frightened. 
   
  Actions 
   
  Multiattack. Ergion makes two whip attacks and hurls 
  an Unholy Flame at a different target. 
   
  Demonshide Whip. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one target. Hit: 8 (1d6 slashing and 1d6 
  fire damage). 
   
  Unholy Flame. Ranged Spell Attack: +4 to hit, range 
  60 ft., one target. Hit: 10 (1d6 + 2 fire damage and 
  1d6 + 2 necrotic damage). 
   
  Summon Quasits: If no enemy is within 10 feet at the 
  beginning of his turn, or if there are no Quasits in the 
  room, Ergion uses Unholy Flame and then summons 
  1d4 Quasits which appear above the Bonfire. 
   
   
   
   
   
   
   
   
   
   
   
  Ergion’s Quasits 
   
  Tiny fiend (demon), chaotic evil 
   
  Armor Class 13 
   
  Hit Points 7 (3d4) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (−3) 
  17 (+3) 10 (+0) 7 (−2) 
  10 (+0) 10 (+0) 
   
  Skills Stealth +5 
   
  Damage Resistances cold, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
   
  Damage Immunities poison, fire 
  Condition Immunities poisoned 
   
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, Common 
   
  Challenge 1 (200 XP) 
    
  Magic Resistance. The quasit has advantage on saving 
  throws against spells and other magical effects. 
   
  Actions 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must succeed on a DC 10 Strength save or be Grabbed 
  by the quasit. 
   
  Grabbed . At the beginning of a Grabbed character’s 
  turn, that character is pulled 5 feet toward the Bonfire or 
  the Corrupted Pool, whichever is closer. For each 
  additional quasit that has Grabbed a character, move 
  that character an additional 5 feet at the beginning of 
  their turn. 
  A character can attempt to shake off all Grabbing 
  Quasits by succeeding in a DC 12 Strength save at the 
  end of their turn. 
   
  NOTE: Grabbed differs from Grappled in that the target’s 
  speed is not reduced to 0. 
   
  
   
   
  Leomund’s Misplaced Manor/15 
   
  Appendix 2: Maps 
   
   
   
   
  During the Golem's first combat turn, it moves from 
  Point A to Point B, taking advantage of its  
   
  
   
   
  Leomund’s Misplaced Manor/16 
   
  The Laboratory Map 
   
  On its first combat turn, the golem moves from Point 
  A to Point B, taking advantage of its Running Attack 
  and Unstoppable Charge abilities. 
   
  When it reaches the door at Point B, it calls forlornly 
  for its master. On its next turn, it charges from Point 
  B to Point C, where it bangs on the closed stone 
  door, calling for its master. 
   
  On its third turn, the golem moves back to its 
  starting position at Point A, which puts it adjacent 
  to the Machine where it receives a healing jolt of 
  lightning (assuming no character has turned the 
  machine off).
   
   
   
  On all subsequent turns, the golem repeats this route 
  until it is destroyed or shuts down. 
   
  The puddle numbers coincide with the numbers and 
  colors enumerated under the room description of 
  the Laboratory above. The only puddle the Golem 
  should ever step in is the GREEN puddle, which has 
  no effect on it (the flesh golem already smells 
  terrible). 
   
  When a character fails the Strength save after being 
  hit by the golem, or if the golem ends its turn in the 
  same square as a character (thereby forcing the 
  character out of that space), the character should 
  always be pushed into a puddle if possible. 
   
   
  
   
   
  Leomund’s Misplaced Manor/17 
   
  Appendix 3: Treasure 
   
   
  Manual of Flesh Golems 
   
  Wondrous item, very rare 
   
   
  This tome contains information and incantations 
  necessary to make a flesh golem. To decipher and 
  use the manual, you must be a spellcaster with at 
  least two 5th-level spell slots. A creature that can’t 
  use a manual of golems and attempts to read it takes 
  6d6 psychic damage. 
   To create a flesh golem, you must spend 60 days 
  working without interruption with the manual at 
  hand and resting no more than 8 hours per day. The 
  special materials needed to create the golem cost 
  50,000 gp. 
   Once you finish creating the golem, the book is 
  consumed in eldritch flames. The golem becomes 
  animate when the ashes of the manual are sprinkled 
  on it. It is under your control, and it understands and 
  obeys your spoken commands. 
   
  Vigilance 
   
  Weapon, rare (requires attunement) 
   
  This weapon, called Vigilance, is embossed with the 
  Heart and Star of the Order of the Radiant Heart (DC 
  10 History or Religion check to recognize). Vigilance 
  is a +1 weapon that deals an extra 1d8 radiant 
  damage against fiends.  
   If a fiend is within 300 feet of Vigilance, the blade 
  (or head) glows as if it has been heated in a forge (it is 
  warm to the touch, not hot) and the wielder gains 
  advantage on initiative checks. If a fiend stays within 
  300 feet of Vigilance for 3 days without the wielder 
  making an attack against the fiend, the weapon grows 
  cold and dull, losing all special properties until 
  someone uses it to slay a fiend. (NOTE: Tieflings are 
  humanoids native to the Prime Material Plane and are 
  not considered fiends). 
   
   
  Demonhide Whip 
   
  Weapon, very rare 
   
  This long whip appears to be made of deep red 
  leather and it is always warm to the touch. If a 
  creature struck with the whip makes a noise of pain, 
  the whip sends a feeling of malicious joy surging 
  through the wielder. 
   The demonhide whip has a reach of 10 feet and 
  deals 1d6 slashing damage and an additional 1d6 fire 
  damage on a hit. The whip is immune to fire damage, 
  is considered a magic weapon, and it gives off an aura 
  of evil. 
   
  Gate Candle Stubs 
   
  Wondrous Items, very rare 
   
  These four candle stubs can only be lit with magic fire 
  by expending a spell slot of Level 1 or higher or from 
  another source of magic fire as the DM sees fit. Once 
  lit, they burn with green flame. 
   Using these candle stubs, you may cast the spell 
  Gate without paying the material cost of a 5,000 gp 
  diamond and without expending a spell slot. 
   The gate still requires a spellcaster to concentrate 
  on it for up to one minute. There is a single use left to 
  the candles before they are consumed, meaning that 
  careless adventurers could be up for a one way trip to 
  another plane. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adventure Leomunds Misplaced Manor.pdf