VonGaluss Mansion
VonGaluss Mansion
VonGaluss Mansion
VonGlauss Mansion
A D&D Next adventure for
3-5 players of levels 5-7
By A.A. Amirault
[email protected]
2 Greystone Drive
Halifax, nS B3R 1J1
Canada
With Special Thanks to Marion Marchant
For key design and drawings
Section 1: Overview
Adventure Background
The story so far...
The players have recently killed a powerful yet
somewhat crazed vampire by the name of Victor
VonGlauss. (See the NPC section for info.) For
whatever reasons are necessary to the story,
this vampire attacked your party out of some
insult you afforded him and would not stop until
you were forced to kill.
Upon his demise, you find three items of
interest: a locket around his neck that has the
pictures of a beautiful human woman on one
half and a female human baby on the other; a
map containing the area that the players are
currently in; and a thick iron key.
Upon a closer look at the map, the players will
discover a marking named "home" roughly a day
and a half's walk from where they currently
stand. They should be encouraged to follow this
map and discover how this crazed vampire came
to be and if there are any more dangers that
need to be stopped.
Adventure Summary
This is a side adventure to a main campaign and
by the end will make the players some decent
money they might need.
This adventure has three main goals: a) To learn
the back-story of Victor VonGlauss and his
family; b) To find and destroy any evil creatures
who might do harm to others; and c) To survive.
The VonGlauss Mansion is filled with traps and
monsters left behind by the insane Victor to
hide his past as well as his horrible experiments.
It will be up to the players to work their way
through the rooms of the mansion, fighting foes,
dodging traps, and solving riddles to discover
the whole story of the doomed VonGlauss family
and putting a final end to the evil they uncover
there.
The NPCs
Victor VonGlauss: Before and during the
player's fight with Victor, they should
know almost nothing about him. They
should have encountered him in a
tavern or other public place and his
arrogance should have caused one of
the PCs to offend him in some way.
Later on, during the same evening or
even the next night, Victor attacks the
party while screaming that he will kill
anyone who tries to uncover his secrets.
He refuses to surrender and will even kill
himself if somehow captured. While
obviously high-born, educated, well
spoken, and attractive, Victor is also
arrogant, temperamental, paranoid, and
prone to fits of hallucinations. When he
ultimately dies, there should even be a
moment where he seems grateful for
the release from his tormented mind.
After his death and the discovery of the
items on his person, the true story of
this despicable soul will begin to unravel
and expose him to be a tragic and
unforgivable monster.
Amelia VonGlauss: The wife of Victor
and the keeper of the Mansion. She
never fully recovered after the death of
her daughter and spent more than six
months in morning before ultimately
committing suicide. Her pictures and
writings show that she was beautiful,
educated, loving, and devoted to her
family almost to a fault. Her marriage to
Victor was arranged, but she was quite
happy with him until things started to go
wrong. In the end, she died alone and
wrapped in unrelenting grief.
Victoria VonGlauss: The infant daughter
of Victor and Amelia, she died
unexpectedly at the age of fourteen
months. A happy child as depicted in all
of the family paintings, Amelia described
her as joyful and happy.
SECTION 2: WRAP-UP
After exploring this final room, the players will be free
to leave the mansion and the property with no issues.
At this point, there are a few possibilities for the DM
going forward and you should feel free to use any of
them:
A) The Players can do some research concerning
the immortality ritual and see if it really can be
perfected.
B) Victor may not actually be dead! If he
somehow managed to survive the attack and
discovers that his former home has been
raided by the players, he will most certainly
seek revenge.
C) At some point in the future a relative of Victor
may seek out the players to ask for the whole
story. That relative may just be seeking
closure, or they may be on the path to
continue his work!
Regardless of what the players go on to do after this
adventure, the evil secrets of the VonGlauss Mansion
will haunt their memories for the rest of their lives.
SECTION 3: Encounters
MIMIC
Large Monstrosity
(Shapechanger)
Armor Class 14
Hit Points 120 (12d12+20)
Speed 15 ft.
Senses darkvision 50ft.
Str 17 (+3)
Dex 12 (+1)
Int 4 (-3)
Wis 13 (+1)
Alignment neutral
Languages none
Con 15 (+2)
Chr 8 (-1)
Traits
Immunity: The Mimic cannot be knocked prone.
Actions
Melee Attack - Bite: +5 to hit (reach 5 ft.; one creature). Hit: 9 (1d12+3) piercing damage.
Melee Attack - Slam: +5 to hit (reach 5 ft.; one creature). Hit: 7 (1d8+3) bludgeoning damage and a
Large or smaller target is grappled. The mimic can have up to two creatures grappled at a time.
Ranged Attack (Swift) - Acid Spit: +1 to hit (reach 15 ft.; one creature). Hit: 4 (2d4).
Encounter Building
Level 7
XP 400
13
Con 13 (+1)
Chr 14 (+2)
Traits
Immunities: The imp is immune to fire and poison.
Magic Resistance: The imp has advantage on saving throws against magical effects.
Damage Resistance: The imp is resistant to non-magical weapons except those made out of silver.
Actions
Melee Attack - Sting: +4 to hit (reach 5 ft.; one creature). Hit: 5 (1d4+3) piercing damage and the
target must make a DC 10 Constitution saving throw. Failed Save: 10 (2d8+1) poison damage.
Burning Hands (2/day): The imp puts both of its hands together and emits a 15' cone of fire
hitting all creatures inside for 3d6 points of fire damage. DC 13 Dexterity saving throw for
half damage.
Taunt: Any creatures within sight of the imp must make a DC 12 Intelligence saving throw. Failed
Save: Attacking any other creature but the taunting imp this round is made with disadvantage.
Invisability: The imp turns invisible until it attacks, uses suggestion, or ends the effect. It can
end the effect at any time without using an action.
Suggestion: the imp chooses a creature within 50 feet of it that can hear and understand it. The
creature must make a DC 10 Wisdom saving throw. Failed Save: the target is charmed until the
end of its next turn. During that turn the imp can verbally control how the target uses its action
and movement, but cannot command the target to harm itself.
Encounter Building
Level 4
XP 150
14
ZOMBIE: COW
Large Undead
Armor Class 8
Hit Points 20 (4d8); see Traits below
Speed 30 ft.
Senses darkvision 60 ft.
Str 15 (+2)
Dex 6 (-2)
Int 5 (-3)
Wis 7 (-2)
Alignment neutral evil
Languages understands common
Con 10 (+0)
Chr 5 (-3)
Traits
Immunities: The zombie is immune to disease and poison and it cannot be frightened or put
to sleep. It does not need to eat sleep or breath.
Zombie Fortitude: When the Zombie takes damage that reduces it to 0 hit points, it can make a
Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was done
by critical hit. Sucessful Save: The zombie instead drops to 1 hit point.
Actions
Melee Attack - Slam: +2 to hit (reach 5 ft.; one creature). Hit: 6 (2d4 +2) bludgeoning damage.
Encounter Building
Level 2
XP 50
15
ELEMENTAL, SMOKE
Large Elemental (Air)
Armor Class 16
Hit Points 120 (20d10+20); see Traits below
Speed 0 ft., fly 60 ft.
Senses darkvision 60 ft.
Str 16 (+3)
Dex 17 (+3)
Int 6 (-2)
Wis 10 (+0)
Alignment neutral
Languages Auran
Traits
Con 13 (+1)
Chr 10 (+0)
Immunities: The elemental is immune to disease and poison. It cannot be knocked prone,
paralyzed, turned to stone, or put to sleep. It does not need to eat, sleep, or breath.
Formless: The elemental can squeeze through gaps that are at least 1 inch wide.
Damage Resistance: The elemental is resistant to thunder, lightning, and non-magical weapons.
Actions
Melee Attack - Slam: +5 to hit (reach 5 ft.; one creature). Hit: 12 (2d8+3) bludgeoning damage.
Stinking Cloud (Recharge: 6): The elemental creates a 20 ft. radius cloud of black, nauseating
smoke centered on a point within 100 feet. The cloud lasts for 1 minute or until the elemental
is destroyed. Each creature that starts its turn in the smoke must make a Constitution saving
throw with DC 10. Failed Save: Creature is Prone and cannot take any actions except to cough
and retch on the floor.
Encounter Building
Level 7
XP 500
16
Encounter E: Gargoyles
These gargoyles were well hidden on the roof of the mansion and animate to life when the
players enter the Master Bedroom. They will fly into the room, bursting through the stained glass
window and try to swarm the players.
GARGOYLE
Medium Monstrosity
Armor Class 13
Hit Points 30 (4d8+12); see Traits below
Speed 40 ft., fly 60 ft.
Senses darkvision 60 ft.
Str 15 (+2)
Dex 14 (+2)
Con 16 (+3)
Int 6 (-2)
Wis 11 (+0)
Chr 7 (-2)
Alignment lawful evil
Languages Common, Terran
Traits
Hide in Plain Sight: The gargoyle can hold itself so still that it appears to be an inanimate statue.
A DC 17 Intelligence (Search) or Wisdom (Perception) check can reveal that the statue is, in fact,
a gargoyle.
Damage Resistance: The gargoyle is resistant to non-magical weapons except for those made of
adamantine.
Actions
Multiattack: The gargoyle makes one bite attack, one claw attack, and one gore attack.
Melee Attack - Bite: +4 to hit (reach 5 ft.; one creature). Hit: 6 (1d8+2) piercing damage.
Melee Attack - Claw: +4 to hit (reach 5 ft.; one creature). Hit: 6 (1d8+2) slashing damage.
Melee Attack - Gore: +4 to hit (reach 5 ft; one creature). Hit: 4 (1d4+2) piercing damage.
Encounter Building
Level 5
XP 330
17
STONE GOLEM
Large Construct
Armor Class 17
Hit Points 105 (10d10+50)
Speed 20 ft.
Senses darkvision 100 ft.
Str 19 (+4)
Dex 9 (-1)
Int 3 (-4)
Wis 10 (+0)
Alignment neutral
Languages understands Common
Con 20 (+5)
Chr 1 (-5)
Traits
Immunities: The golem is immune to non-magical weapons except those made out of adamantine.
Additionally, the golem is immune to disease, cold, fire, lightning, poison, and psychic damage.
It cannot be charmed, frightened, paralyzed, petrified, stunned, or put to sleep. It does not need
to eat, sleep, or breathe.
Magic Resistance: The golem has advantage on saving throws against magical effects.
Actions
Multiattack: The golem can make two slam attacks.
Melee Attack - Slam: +7 to hit (reach 5 ft.; one creature). Hit: 25 (4d8 +7) bludgeoning damage.
Encounter Building
Level 13
XP 9000
18
ZOMBIE
Medium Undead
Armor Class 8
Hit Points 20 (4d8); see Traits below
Speed 30 ft.
Senses darkvision 60 ft.
Str 15 (+2)
Dex 6 (-2)
Int 5 (-3)
Wis 7 (-2)
Alignment neutral evil
Languages understands common
Con 10 (+0)
Chr 5 (-3)
Traits
Immunities: The zombie is immune to disease and poison and it cannot be frightened or put
to sleep. It does not need to eat sleep or breath.
Zombie Fortitude: When the Zombie takes damage that reduces it to 0 hit points, it can make a
Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage was done
by critical hit. Sucessful Save: The zombie instead drops to 1 hit point.
Actions
Melee Attack - Slam: +2 to hit (reach 5 ft.; one creature). Hit: 6 (2d4 +2) bludgeoning damage.
Encounter Building
Level 2
XP 50
19