The Muston House

A d20 System Freeport Adventure for four or five 3rd-level characters, by Tim Emrick

Copyright 2001 Timothy E. Emrick

This adventure requires the Player's Handbook, Dungeon Master's Guide and Monster Manual [v.3.0]. One monster is taken from the Psionics Handbook; for DMs without that book, relevant stats are summarized here, with psionics translated to equivalent spell effects.

The party should include a cleric, and should own at least one magical weapon. A rogue and an arcane spellcaster would also be useful. Surviving characters should earn from one-third to one-half the XP needed to reach 4th level, and will acquire a magic weapon that will prove quite useful in Madness in Freeport.

This adventure was originally run in a campaign that was set in H.P. Lovecraft's Dreamlands and focused on the adventure trilogy Death in Freeport, Terror in Freeport and Madness in Freeport (Green Ronin Publishing, www.greenronin.com). See those adventures for more information on Freeport, Thuron, Lucius, Milos and Egil. In that Dreamlands campaign, the God of Knowledge was defined as Nasht (AL N), patron of travelers, scholars, and dreamers. However, like Freeport, "The Muston House" may be set in any city in your campaign. Simply replace Nasht with another appropriate god, such as Fharlanghn or Boccob.

An Unexpected Possession

A few days before the full moon, one or more player characters are contacted by Thuron, high priest

of the temple of Nasht. An unusual problem has come to his attention, and he wishes the party to investigate. When the adventurers are assembled at the temple, he explains:

As you know, Lucius hasn't been himself in quite some time, so we recently tried having him audit our temple's accounts, in the hopes that such a mundane task would help him regain some of his lost serenity. It seems to be having a good effect on him--and he seems to have a true gift for figures that we've been in sorry need of ever since Milos was unmasked. However, he did uncover one intriguing problem that predates the arrival of most of our current clergy, including myself.

First, let me explain that, because our order's vows of poverty, we own very little property in town beyond the temple grounds themselves. However, a few members of the faithful have been known to will us their property when they have no heir. When a building is involved, we rent it out to supplement the more common donations and fees received by the temple. We have a long-standing arrangement with the city that, while our temple pays taxes on those rents, we pay none on the value of the properties themselves.

Well, Lucius found the record of a residence that we own that has never generated any revenue for us. Because of this, our clergy had long forgotten that we ever owned such a place. Apparently, we acquired the house a few decades ago, after the owner and his family vanished mysteriously. Let me check these notes Lucius gave me about the Mustons...ah, yes, here we go...

Rowland Muston was a well-traveled scholar and wizard who moved to Freeport about fifty years ago to engage in a long-term research project using our library. Something about elemental languages, apparently, though that was only one of his many interests. He found the library and the city to his liking, so settled here permanently, and made a comfortable living as a legal advisor and magical researcher to several wealthy merchants in town. In his eighth year in Freeport, he married and started a family, and moved into a townhouse in the Eastern District.

On the night of the full moon about thirty years ago, the neighbors were awakened by a horrible scream coming from the Muston house. The cry ended abruptly, then thick clouds of green gas could be seen issuing from the doors, windows and chimney. This gas soon dispersed, but the would-be rescuers could not approach the house for days afterward without being overcome by nausea. When a search party was finally able to enter the house, they could find no sign of Rowland Muston, his wife Eleanor, or their four children, Giles, Alys, Simon and Talya.

The neighbors were even more spooked when, at the next full moon, the entire house was lit by a dim, pearly glow, which persisted even when clouds passed over the moon's disk. Several neighbors claimed to have seen pale faces at the windows, but none were brave enough to investigate. When this apparition continued to recur once every full moon, the Muston house was shunned by most locals as a cursed site.

No heir stepped forward to claim the house, so after several months, the city awarded ownership of the house and land to our temple, per Muston's will. The temple briefly attempted to investigate the house, but dropped the case after one too many novices fell prey to hysterics after entering it. The Muston place's reputation as a haunted house meant that we were never able to rent or sell it, so it has been abandoned ever since.

Now we get to the reason that I contacted you. As I'm sure you're aware by now, our clergy aren't particularly well suited to this kind of "field work," and my duties here limit what I can do personally. I would like to ask you to investigate the house, and try to learn as much as you can about what happened there, and the fate of the Mustons. If the place is truly haunted, please do what you can to lay their spirits to rest. The full moon is nearly here, so in just a few nights, you will be able to see for yourself how this decaying house periodically assumes its original appearance.

We can offer you some help up front, but I'm afraid that I'll need to see what you discover about the house before I can repay you properly. Meanwhile, Muston was a well-to-do wizard and scholar, and the house's reputation has likely kept out local thieves, so you may find some items of interest in there. Our records indicate that Muston borrowed some linguistic texts from our collection shortly before his disappearance, but other than those, you're welcome to anything you find, as long as you give me a thorough report. And if you don't find enough to compensate you, we'll work something out.

So, will you accept this commission?

If the party accepts, see "Thuron's Aid," below. Thuron does not know what effects the moon-glamour has, but wishes them to see it in case it gives them any clues. Allow the party to enter the house when they see fit--before, during or after the full moon, and either day or night.

The books that Rowland Muston borrowed were A Primer in the Elemental Tongues, and a work in Auran titled Tales of the Great Eagles.

Thuron's Aid

Thuron will issue one vial of holy water to each party member. If the party includes a cleric, he will loan that character a necklace of prayer beads, with a bead of blessing, and explain its use (see DMG, p. 223). (The necklace is the a temple relic, and he expects its return in good condition.)

If the party needs some items of basic equipment other than weapons and armor, Thuron will try to acquire them. The DM should allow most requests for items up to 25 gp value; more expensive gear will require Diplomacy checks, and outrageous requests will be denied out of hand (and may sour future dealings with Thuron).

Thuron will gladly provide basic (1st-2nd level) healing spells for characters hurt during the investigation. Egil [Clr2, spells prepared 4/3+1] and a novice [Adp1, spells prepared 3/2] will wait in the street outside to provide immediate first aid and healing, but will refuse to enter the house. They will bring a horse and cart to transport seriously wounded characters, as well as any important objects found, back to the temple. (Full stats for these two priests can be found in Terror in Freeport.)

The Real Story

Rowland's eldest son, Giles, was a spiteful child, and hated his father's apparent preference for books over his own children. Having spent six of his twelve years as a spoiled only child, he also resented his three siblings (Alys, six, and the twins, Simon and Talya, five) for usurping his favored place in his mother's heart.

Giles spent much of his time exploring the attic, where his father kept a large collection of

souvenirs from his travels. One day, the boy broke open a chest that contained a masterwork crossbow, which he vowed to learn how to use. Over the next several weeks, he cautiously practiced in the attic whenever his parents were absent from the house.

When he judged himself competent with the weapon, he confronted his father in the library. Rowland was engaged in reading a spell scroll, and ignored his son's intrusion in order to complete the spell. Angered at this lack of attention, Giles drew the crossbow and fired it point-blank into his father's chest. The shot was lucky, and proved fatal--but not before Rowland let out a bloodcurdling scream. The interruption of his spell triggered a backlash that filled the house with a toxic green gas, which killed Giles and his mother (who had rushed to the library too late to stop him). The three young children were trapped in their room in the attic, and became too ill to cry out to would-be rescuers. They soon died of dehydration.

Giles and his family were cursed by his crime: The ghosts of the four children still haunt the house, and will not be at rest until their corpses, which have risen separately as corporeal undead, are destroyed. The bodies of Alys, Simon and Talya are zombies, trapped in the attic where they died. Giles' corpse became a ghoul, which now uses his attic room as its lair (and hid there whenever search parties entered the house). The Giles-ghoul, since grown strong in its slight body, still uses the Muston house as a lair, venturing out on dark nights to feed in nearby Scurvytown.

Rowland's corpse remains in the library, which the new ghoul-child accidentally re-locked. Eleanor's corpse, in the hallway outside, was less lucky and provided the ghoul's first meal. The two adults' ghosts were trapped in the library, which was protected against ethereal intrusion--and escape. They have since degenerated beyond any semblance to their former lives, and now exist as a pair of thought eaters (see the Psionics Handbook, p. 154).

Overview of the House

The house is approximately 50 ft. by 85 ft., with two full stories plus a narrow attic. Use the "Halloween Bonus Haunted House" map (10/31/2000) from the Map-A-Week feature on the Wizards of the Coast website: http://www.wizards.com/dnd/DnD_MW_Display.asp?map=HauntedHouse

Normal animals will refuse to enter the house. Animal companions that have learned the Come or Heel tricks will be uneasy, but will follow their masters. Familiars and other magical beasts will be uneasy as well, but will obey more readily.

During the night of the full moon, the house appears as it did before the Mustons' deaths: an old but well-maintained building, clearly the home of a well-to-do family. Inside, the house is tidy, the furniture is intact, the decor is clean and brightly-colored. This moon-glamour hides the truth that is obvious during the rest of the month: the house is derelict, with rotting woodwork, numerous fallen stones, rusty and tarnished metalwork, and broken furniture. If the house is searched when the illusion is absent, many of the ruin's hazards can be more easily avoided: weak floors can be examined, holes can be avoided, etc. During the moon-glamour, however, these dangers are multiplied, because the illusion (which is strictly visual) cannot be dispelled. Therefore, two DCs are given for Search checks; use the second, higher DC during the night of the full moon. Because of their greater experience with illusions, gnome characters may add +2 to all Search checks made against the higher DC. "NA" means that a check is not allowed.

The house's furnishings look expensive when cloaked in the glamour, but are now worthless except for items specifically detailed in the key below. Unless noted otherwise, common features are as follows:

Ceilings and floors: Most ceilings are 8 ft. high, with 1-2 ft. thick floors, so treat each floor as 10 ft. elevation above the last. Weakened floors/ceilings cannot be spotted if the moon-glamour is present, but can be found using Search (though at a higher DC).

Doors: Originally good quality wood, but weakened by rot; 1.5 inches thick, hardness 5, 10 hp, open DC 13, unlocked.

Light: During the full moon, the house and its furnishings give off a dim light, resulting in one quarter concealment (10% miss chance). At other times, there is no light source, giving total concealment (50% miss chance and must guess target's location) at night, or nine-tenths concealment (40% miss chance) during the day due to light coming in through holes in the walls.

Roof: The center portion of the roof is Climb DC 15, and comes to a sharp peak 30 ft. above the ground. The outer edges are Climb DC 0, Balance DC 15. The roof is weak in places; in particular, the corner directly over rooms 2 and 9 is hazardous (a CR 1 trap; see area 9).

Walls: Originally superior masonry, but now pitted and cracked with age; 1 ft. thick, break DC 35, hardness 8, 90 hp (per 10 ft. by 10 ft. section), climb DC 15.

Windows: All windows are now broken, but the glamour makes them appear whole. Most windows are large enough for small and medium-sized characters to fit through without skill checks.

Special Encounters

Most of the house's inhabitants are keyed to specific rooms, but the children's ghosts may be encountered anywhere inside the house. (They are unable to leave the building.) None of these ghosts will (or can) speak except to use their frightful moan ability. The hate-filled Giles will watch the party to get a sense of their capabilities, then will attack to the best of his ability, trying to pick them off one at a time. His three siblings will merely follow the party, pretending to play games with each other as they spy on the party. They will not attack unless threatened. They are afraid of Giles, and avoid him; he has been known to fire his ghostly crossbow at them. (See also "Conclusion and Rewards," below, about laying the ghosts to rest.)

Creatures: Giles (15 hp), Alys (8 hp), Simon (4 hp), Talya (4 hp); Hide +10 (Giles), +13 (others).

The fiendish spider (area 2) and the ghoul (area 18) may also be encountered anywhere in the house (except rooms 12 and 20), at the DM's discretion. They will certainly investigate any disturbance near their lairs. These two predators will avoid each other, so are unlikely to be encountered at the same time. If the ghoul is defeated, Giles's ghost will appear immediately in order to prevent the party from destroying the body.

Ground Floor

There are several entrances to the house: the front pair of doors (area 1), the kitchen door (7), and several windows on both floors can be seen on any day of the month. In addition, the chimney is still mostly intact, but requires an Escape Artist check (DC 30 for medium-sized, 20 for small) to negotiate, and one corner of the building (see area 2) has large holes which are hidden by the moon-glamour.

Garden: There used to be a small garden in back of the house, but it has since become overgrown enough to make passage difficult (half speed, no charge or run possible). This garden is not covered by the moon-glamour. Making a commotion here will attract abyssal dire rats (see room 8), whose tunnels have exits hidden in the garden (Search DC 25).

1. Foyer: This hallway is empty, but excess noise may attract the spider (room 2) or ghoul (room 18). The 10 ft. by 10 ft. room under the stairs was a cloakroom; it holds many moth-eaten woolen cloaks and fur jackets, as well as several rotting boots. An Intelligence check (DC 15) after a quick search will reveal that the clothing fits into four general sizes: a tall man (who liked arcane sigils on his garments), a shortish woman (with a fondness for exotic furs), a young adolescent, and one or more younger children. A more thorough Search (DC 15) will locate two silver clasps (worth 30 and 50 gp). This room is a favorite place for the ghost-children to hide while wandering the house.

2. Parlor: Large sections of this room's ceiling and outside walls have collapsed. The room is filled with cobwebs, even with the moon-glamour. Most of these were spun by the room's inhabitant, a fiendish monstrous spider. (Webs: escape DC 20, break DC 26, hp 6, damage reduction 5/fire.) The ceiling here is weak, and may collapse if damaged (see area 9). If this occurs, anyone in the room at the time (including the spider) must make Reflex saves (DC 15) or take 1d6 damage from falling debris.

Creature: Medium-sized fiendish monstrous spider: 14 hp, Hide +10.

Trap: CR 1/2; see above, and room 9.

3. Dining Room: The walls of this room are covered with tapestries that were once quite stunning but are now rotted tatters.

The torch sconce shown on the map was once enchanted to cast daylight on the room on command. However, that enchantment was damaged when Rowland's spell was interrupted. Now, the torch appears to light itself when any character enters the room, and douse itself when all characters have left. If the party spends more than 1d6 rounds in the room, the flame changes into a small globe of light (like a will-o'-wisp), which moves randomly around the room (but never more than 20 ft. from the torch). A Spellcraft check (DC 20) will identify the basic spell effect asdancing lights, but will not explain its bizarre behavior and apparently unlimited duration. The light globe cannot cause harm, and cannot be destroyed short of using a counterspell. Removing the torch from the wall is 50% likely to ruin the remaining enchantment unless the character makes a Dexterity or Disable Device check (DC 15). If the torch is removed, the light will continue to behave randomly, but will remain within 20 ft. of the torch; the torch lights whenever any creature come within 20 ft.

The ghost children (except for Giles) enjoy playing with the wandering globe, but it ignores them unless they manifest, which they are loathe to do with mortals around. However, if the children have not revealed themselves by the time the party triggers the torch's magic, they will begin cavorting about the room at that time, unless and until threatened by the party.

4. Buffet Room: Platters on the table once held copious amounts of food, which has since decayed into an amorphous layer of soil containing the husks of several dead vermin.

5. Sitting Rooms: Rowland entertained male guests here, so the room reflects his tastes: ship models, paintings of distant cities, carved figures of mythological beasts. The models and paintings have not survived in good condition, but three of the stone statuettes (a pegasus, an owlbear and a manticore) would fetch 1d10x10 gp each (and weigh 1d4 lbs. each).

6. Sitting Room: Eleanor entertained female guests here, so the room is decorated with portraits of the family, embroidery samplers (in several languages), and a large number of images of cats. None of these are in any condition to fetch more than a few silvers, except for one portrait of the four children that might be worth as much as 100 gp if restored (Craft [painting] skill check, DC 20). Anyone reading the samplers (Decipher Script DC 20) will be treated to saccharine homilies about home, family, and cats.

7. Kitchen: This room has suffered much from weather and vermin coming through gaps in the walls and floors: the floor is covered in filth and broken furniture. Balance checks are required to cross the room without tripping (DC 15/20 with the moon-glamour). There is nothing in functional condition here. The chimney is passable to small characters (see above), but the room and hearth are too dirty to make a fire safe.

8. Pantry: The floor of this room is riddled with holes, most of which are only a few inches across. These lead into tunnels that rats have burrowed beneath the house. The normal rats that once lived here, however, have been driven out by a pack of abyssal dire rats that were attracted to the eerie magic of the building. Only one hole, located between the shelf units (Search DC 10/20), is large enough for the dire rats; other exits can be found in the garden. The rats will attack anyone who enters the room; there will be one rat per member of the party.

Creatures: Abyssal dire rats: 5 hp each, Hide +11.

Second Floor

9. Gallery: The floor and ceiling directly above room 2 has been seriously weakened by rotting timbers and fallen stones, and is likely to collapse if more than 100 lbs. is placed upon it. Any character falling through the floor lands in room 2 (and must deal with the spider and webs found there). The roof directly above this area should be treated as an identical trap; characters falling to area 9 must then make a second Reflex save to avoid falling into room 2 and taking further damage.

Trap: Weakened Floor: CR 1; no attack roll necessary (1d6); Reflex save (DC 20) avoids; spot using Knowledge (architecture and engineering) or Craft (stonemasonry) (DC 20/NA); Search (DC 20/25); Disable Device NA. Once the floor collapses, the gaping hole in the floor is only hazardous if covered by the moon-glamour (Reflex save DC 20, Search DC 15).

10 & 11. Bedrooms: The hallway outside rooms 10-12 are littered with broken and well-gnawed bones. A Heal check will identify them as human (DC 10), probably from the body of a woman (DC 15). A Wilderness Lore or Knowledge (nature) check (DC 20) will reveal that the creature that gnawed the bones was humanoid rather than animal. (The bones are the only remains of Eleanor Muston's body, which was devoured by the Giles-ghoul.) A heavy crossbow is lying on the floor in front of the door to room 12. It is a masterwork weapon, but needs a new bowstring and a few hours' repair work before it can be used again. If the crossbow is moved, Giles's ethereal crossbow will vanish (see MM, p. 213, about Ghostly Equipment). This will anger Giles even further, and he will put all his effort into returning the weapon to its position before the door, where he dropped it upon his death.

Rooms 10 and 11 were guest bedrooms, so the dressers are empty. The linen chests are now filled with moth-eaten rags, and the beds crawl with (mundane) vermin.

12. Library: The walls, floor and ceiling of this room radiate strong abjuration magic. This aura can be faintly detected from the first floor and attic if the caster looks up or down while usingdetect magic in those areas, as well as from the adjacent rooms and hallways on the second floor.

This room's strong wooden door (2 inches thick, hardness 5, 20 hp, break DC 25) shows no signs of decay, and is fastened with a good lock (open DC 30). As soon as the door is opened, the monsters trapped within will attack. Roll opposed Spot and Hide checks to determine surprise. These two thought eaters are all that remains of the cursed spirits of Rowland and Eleanor Muston. They have been trapped for years inside this room, which is impermeable to ethereal movement. They have somehow survived starvation, and will attempt to gorge until destroyed or the party leaves the house. They will not reenter the library.

Creatures: Thought eaters (2): 12, 15 hp, Hide +14.

The room is dominated by a large desk and a robed skeleton sitting in a chair facing the door. The room is dimly lit by a pale blue glow coming from a sword lying on the desk between the skeleton's hands. The walls of the room are covered in bookshelves.

Once the characters enter the room, they can see more details. The skeleton is pinned to the back of the chair with a heavy crossbow bolt. Its tattered robe is covered with arcane designs (obviously showing that the late owner was a wizard). The skeleton, bolt, chair, desk, shelves and books show strange scorch marks, as if splashed with fire or acid. Most of the books in the room will crumble if handled. Unfortunately for wizard PCs, Rowland's spellbooks were among the ruined books.

The glowing weapon on the table is a +1 ghost touch shortsword with light generation (as a torch, 20 ft. radius). It shows no signs of damage, and has runes etched along the flat of the blade. These symbols are in the Auran language (Decipher Script DC 25), and spell the sword's name: "Whisper." Rowland was analyzing this item when Giles killed him.

Searching the floor (DC 10) will locate a scroll by the skeleton's feet. Rowland was reading this when Giles in interrupted the spell. One end of the scroll is charred and discolored, but the remainder still holds three arcane spells: identify (caster level 1st), analyze dwoemer (11th), and ethereal jaunt (13th).

Searching the desk (DC 10) reveals a drawer holding two books: A Primer in the Elemental Tongues (in Common, with introductory lessons on Aquan, Auran, Ignan and Terran) and Tales of the Great Eagles (in Auran). These two books belong to the library of the temple of Nasht. Although they were shielded from most of the spell backfire, they were still charred. In spite of this damage, each is worth about 200 gp, and the primer can be used to learn any of the four elemental languages. (Thuron will expect the return of these books, but will grant free access to any PC who wishes to study them.)

The Spellcraft check to understand the workings of the magical ward is difficult (DC 30). Ethereal travel into or out of this room is blocked as long as the walls remain undamaged. Closing the door reseals the room, unless the door has been damaged; in that case, the ward remains in place with an open exit.

13 & 14. Storerooms: These rooms contain boxes filled with clothing, linens, writing materials, toys and other miscellaneous items that were used just often enough to avoid exile in the attic. Persistent characters might find a few functional items here, at the DM's discretion.

15. Master Bedroom: Rooms 15-17 are in relatively good condition, though the clothing, bedding and draperies are rather foul from rot and vermin. The space between the bed and door is muddy and scarred; a Search or Wilderness Lore check (DC 15/20) will discover some old blood stains here, plus rips in the carpet that may have been caused by claws.

There is a trapdoor in the 8 ft. ceiling of this room that leads to room 18; the door is not concealed by the moon-glamour, so can be noticed on a DC 10 Spot check or DC 0 Search check. The pull-rope has rotted away, so a character must jump or use tools to reach the trapdoor's handle. The door opens easily, because the ghoul uses the room above as its lair.

16. Dressing Room: The mirror above the table has been smashed, but amazingly, the silvered glass mirror on the wall is still intact. It is easily worth 500 gp (and would be suitable for enchanting), but is fragile and may break if not handled carefully; it weighs 30 lbs. The drawers of the dressing table hold little but junk, except for an ivory comb (20 gp).

17. Wash Room: Cobwebs fill the space inside and behind the cracked bathtub, as well as the covering the ceiling, but are difficult to see before entering the room (Spot DC 20). (Webs: escape DC 18, break DC 24, 4 hp, damage reduction 5/fire.) A monstrous spider lives in this room, and will attempt to drop upon the first character entering the room.

Creature: Small monstrous spider: 5 hp, Hide +14.

Attic

18. Giles's Room: The trapdoor is more obvious from above, and drops easily if weight is put on it. Any character who moves into or through either of the adjacent squares must make a Balance check (DC 10) to avoid stepping onto the door (or into the hole if it is open). A character who steps on the door (or into the hole) must make a Reflex save (DC 20); success means falling prone next to the door, while failure means falling into room 15 for 1d6 falling damage. The floor here exhibits more mud and blood stains, as well as a handful of cracked, gnawed bones.

Creatures: Ghoul: 16 hp, Hide +7.

If the party defeats the ghoul, Giles's ghost will immediately arrive on the scene to prevent them from destroying the corpse.

19. Attic Storage: This room is a jumbled mess, even with the moon-glamour: it is full of chests and barrels, as well as furniture covered in (rotting) drapes. This clutter provides ample cover, but interferes with movement. To move half speed, a character must succeed at a Balance check (DC 10). Failure means that the character cannot move that round; failure by 5 or more means the character trips and falls for 1d4-2 damage (minimum 0). A successful Tumble check will reduce damage by 1, but not prevent it entirely. Any character who moves no more than 5 ft. per round need not make a Balance check.

If the room is searched, successful Search checks find the following treasure:

DC 10: A rack of weapons holding a shortsword, longsword, bastard sword, shortspear and morningstar. The three swords are engraved (double base value), while the spear and morningstar are masterwork weapons.

DC 15: A box holding 6 masterwork crossbow bolts. This box also has fitted spaces for a quiver and heavy crossbow, but they are missing. (The crossbow is outside room 12; the quiver is lost.) If these bolts are removed, Giles's ghostly bolts will disappear.

DC 20: A chest holding a forgotten stash of spell components. All perishable components are useless, but an arcane spellcaster can outfit one full spell component pouch from the box's contents. The chest also contains 2 small pouches of ruby dust worth 50 gp each and a pouch holding 3 pearls worth 100 gp each. Spellcraft checks will identify these as the special components forcontinual flame (DC 12) and identify (DC 11), respectively; characters who know those spells need not make this check.

The DM may allow the characters to find other useful equipment here, but the majority of the room's contents were useless junk even during Rowland's lifetime.

20. Children's Bedroom: Unlike the rest of the house, this room's door is locked (average lock: open lock DC 25, break door DC 18). The room holds two child-sized beds, a stool, and a bookshelf filled with clothing, toys and drawing implements (all now decayed to worthlessness). An everburning torch illuminates the room, except for the nook behind the shelves. This room has no windows, and the walls are still sound enough to hide this light from view from outside. The walls are decorated with paintings of animals defaced by childish graffiti, including the misspelled names ALIS, SYMON and TALEA. The bodies of the three children have risen as zombies.

Certain items in this room are the originals for ethereal copies carried by the children's ghosts: a fancy lace dress, a recorder, a teddy bear, a bouncy ball, and a large rag doll. The dress is worn by the oldest corpse (Alys, 8 hp), while the other items are piled on the bed furthest from the door.

Creatures: Small zombies (3): 8, 11, 12 hp.

Conclusion and Rewards

The children's ghosts may be destroyed normally through combat, but this allows a chance for rejuvenation (see MM, p. 213). Their ghosts may also be laid to rest by defeating the undead that were created from their corpses (see rooms 18 and 20), then either destroying those bodies entirely, or having them buried with proper funeral rights. Destroying the bodies requires fire, acid, a "destroy" result with turn undead, or similar thorough methods. For burial, a Knowledge (religion) check (DC 15), a bless spell, or several protection from evil spells, will suffice. If the party defeats the corporeal undead but then tries to leave the house without laying the ghosts to rest, the surviving younger ghosts will try to prevent their departure by any means available. In this case, a successful Knowledge (arcana) check (DC 20) or Knowledge (the planes) check (DC 15), or the use of spells such as detect thoughts, will give the party a good clue as to the reason why the children are blocking their escape.

If the party has the means to converse with the ghosts (becoming ethereal, using detect thoughts, etc.), they may be able to learn more of "The Real Story" from the children before laying them to rest. (Giles, however, is uncommunicative to the end, and will resist being laid to rest.) Thuron can arrange for speak with dead to be cast on any remains taken from the house. This spell will not work on the children's bodies, because those corpses became undead. Rowland and Eleanor's bodies did not suffer that indignity, however, so the spell will work on their remains, but only after the thought eaters are destroyed.

(If the thought eaters were freed but not defeated, they will haunt the neighborhood until destroyed. The resulting panic will give the house an even grimmer reputation. Thuron will insist that the party hunt down these menaces.)

Thuron will provide additional rewards to the party commensurate with the results they delivered. If the party solved the mystery to his (i.e., the DM's) satisfaction, and laid the dead to rest, the old priest will give each member of the group a potion of cure light wounds. He will extend the loan of the necklace of prayer beads for as long as the party continues to do heroic deeds in Freeport.

The party should find the sword "Whisper" of great use in Madness in Freeport. If they are inclined to dispose of it rather than keep it, let Thuron have an eerie (but vague) premonition that they will need it in the near future.

Once all the undead and thought eaters are destroyed or laid to rest, the haunting is broken: the moon-glamour will stop manifesting, and the house will no longer attract monsters. Once the neighbors realize that the house is no longer cursed, the temple of Nasht may then attempt to sell or renovate the property. If any player character expresses an interest in using the house, or helping the temple find a new owner, Thuron will be eager to discuss selling or renting it, especially if the prospective buyer offers to share the repair bill. However, the building counts as a mansion (DMG, p. 151), and would cost a substantial fraction of its original 100,000 gp value to renovate. It could be rebuilt as a simpler building, or demolished entirely, but those options would also cost a great deal of money. However, if the ward on the library is left intact, the house will eventually attract the attention of another wizard (Falthar, Kenzil, Tarmon, etc.) who can afford the expense.

Appendix: Creature Statistics

Dire Rat, Abyssal: CR 1/2; small magical beast; HD 1d8+1; hp 5 (average); Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (1d4, bite); Face/Reach 2.5 ft by 2.5 ft./0 ft; SA disease (DC 12 Fort save or 1d3 temporary Dex & Cha, incubation 1d3 days), smite good (+1 damage 1/day); SQ scent, darkvision 60 ft., cold & fire resistance 5, SR 2; SV Fort +3, Ref +4, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4; Climb +11, Hide +11, Move Silently +6; Weapon Finesse (bite); AL NE; see Monster Manual, p. 212.

Ghost (Giles): human Com2: CR 3; medium-sized undead; HD 2d12; hp 15; Init +1 (Dex); Spd fly 30 ft. (perfect); AC 15 (+2 Dex, +3 deflection) vs. corporeal, 12 (+2 Dex) vs. incorporeal; Atk +2 melee touch vs. corporeal (1d4, corrupting touch), +0 melee touch vs. incorporeal (1d4, corrupting touch) or +4 ranged vs. incorporeal (1d10, masterwork heavy crossbow, masterwork bolt); Face/Reach 5 ft by 5 ft./5 ft.; SA manifestation, corrupting touch, frightful moan (DC 14 Will save or panicked), malevolence (as magic jar, DC 18 Will save); SQ undead, incorporeal, rejuvenation, +4 turn resistance; SV Fort +0, Ref +2, Will +1; Str 10, Dex 14, Con --, Int 10, Wis 12, Cha 16; Craft (bowmaking) +1, Hide +10, Intimidate +6, Knowledge (arcana) +1, Listen +11, Search +8, Spellcraft +1, Spot +11; Alertness, Skill Focus (Intimidate); AL CE; see Monster Manual, p. 212.

Ghostly equipment: masterwork heavy crossbow, 6 masterwork crossbow bolts. (The original crossbow is outside room 12; the original bolts are in room 19. Giles is proficient with the heavy crossbow but no other weapons.)

Ghost (Alys, Simon, Talya): human Com1: CR 2; small undead; HD 1d12; hp 8, 4, 4; Init +1 (Dex); Spd fly 30 ft. (perfect); AC 14 (+1 size, +1 Dex, +2 deflection) vs. corporeal, 12 (+1 size, +1 Dex) vs. incorporeal; Atk +1 melee touch vs. corporeal (1d4, corrupting touch), -1 melee touch vs. incorporeal (1d4, corrupting touch); Face/Reach 5 ft by 5 ft./5 ft.; SA manifestation, corrupting touch , frightful moan (DC 12 Will save or panicked); SQ undead, incorporeal, rejuvenation, +4 turn resistance; SV Fort +0, Ref +1, Will +0; Str 6, Dex 12, Con --, Int 8, Wis 10, Cha 14; Hide +13, Intimidate +4, Listen +9, Search +7, Spot +9; Alertness, Skill Focus (Intimidate); AL N; see Monster Manual, p. 212.

Ghostly equipment: Alys: fancy lace dress, recorder; Simon: teddy bear, bouncy ball; Talya: large rag doll. (The original items are in room 20.)

Ghoul: CR 1; medium-sized undead; HD 2d12; hp 16; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite), +0 melee (1d3 and paralysis, 2 claws); Face/Reach 5 ft by 5 ft./5 ft.; SA paralysis (DC 13 Fort save or paralyzed 1d6+2 minutes), create spawn (uneaten victims rise as ghouls in 1d4 days); SQ undead, +2 turn resistance; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16; Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite); AL CE; see Monster Manual, p. 97.

Spider, Monstrous, Small: CR 1/2; small vermin; HD 1d8; hp 5; Init +3 (Dex); Spd 30 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex); Atk +4 melee (1d4-2 and poison, bite); Face/Reach 5 ft by 5 ft./5 ft; SA poison (DC 11 Fort save or 1d3 temporary Str), webs (escape DC 18, break DC 24, hp 4, damage reduction 5/fire); SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2; Climb +10, Hide +14, Jump -2, Spot +7; Weapon Finesse (bite); AL N; see Monster Manual, p. 208.

Spider, Fiendish, Medium-sized: CR 1; medium-sized magical beast; HD 2d8+2; hp 14; Init +3 (Dex); Spd 30 ft., climb 20 ft.; AC 14 (+3 Dex, +1 natural); Atk +4 melee (1d6 and poison, bite); Face/Reach 2.5 ft by 2.5 ft./0 ft; SA poison (DC 14 Fort save or 1d4 temporary Str), webs (escape DC 20, break DC 26, hp 6, damage reduction 5/fire), smite good (+2 damage 1/day); SQ vermin, darkvision 60 ft., cold & fire resistance 5, SR 4; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2; Climb +12, Hide +10, Jump +0, Spot +7; Weapon Finesse (bite); AL CE; see Monster Manual, pp. 208, 211.

Thought Eater: CR 2; small aberration; HD 3d8; hp 12, 15; Init +8 (+4 Dex, +4 Improved Initiative); Spd 40 ft.; AC 17 (+1 size, +4 Dex, +2 natural); Atk +4 melee touch (eat thoughts, touch); Face/Reach 5 ft by 5 ft./5 ft.; SA eat thoughts; SQ ethereal jaunt, psionics; SV Fort +1, Ref +5, Will +4; Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 10; Hide +14, Listen +7, Spot +7; Improved Initiative; AL N; see Psionics Handbook, p. 154.

A thought eater is a 3-foot-long creature with a vaguely feline body and the skull and claws of a bird of prey. Its skeleton can be easily seen through its wispy ethereal flesh. This flesh dissipates quickly, so a thought eater can only spend a maximum of 10 continuous rounds on the Material Plane before falling dead. They do not speak.

Eat Thoughts (Su): Against a psionic creature, this attack drains 6 power points. Against a nonpsionic, it deals 1 point of temporary Intelligence damage.

Ethereal Jaunt (Su): A thought eater can shift from the Ethereal Plane to the Material Plane as a part of any move action, and shift back again as a free action. (Otherwise identical to ethereal jaunt cast by a 15th-level sorcerer.)

Psionics (Sp): At will--detect magic, distract*, inkling [as augury, but chance of success only 50%], and know direction. Manifested as if cast by 15th-level sorceror. (*Distract: one living creature at close range must make a Will save [DC 10], or be at -1 to Listen, Search, Spot and Sense Motive for duration of concentration, up to 15 rounds.)

Psionic Attack/Defense Modes (Sp): At will--none/thought shield [ignore in games without psionic characters].

Zombie, small: CR 1/4; small undead; HD 1d12+3; hp 8, 11, 12; Init -1 (Dex); Spd 30 ft.; AC 11 (+1 size, -1 Dex, +1 natural); Atk +1 melee (1d4, slam); Face/Reach 5 ft by 5 ft./5 ft.; SQ undead, partial attacks only; SV Fort +0, Ref -1, Will +2; Str 11, Dex 8, Con --, Int --, Wis 10, Cha 1; Toughness; AL N; see Monster Manual, p. 191.