This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500777
APPENDIX B | Death House 5 Two padded chairs draped in animal furs face the hearth, with an oak table between them supporting a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth-covered table surrounded by four chairs. Two cabinets stand against the walls. The east cabinet sports a lock that can be picked with thieves' tools and a successful DC 15 Dexterity check. It holds a heavy crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon. The north cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses. Trapdoor A trapdoor is hidden in the southwest corner of the floor. It can't be detected or opened until the characters approach it from the underside (see area 32). Until then, Death House supernaturally hides the trapdoor. 4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome- shaped oven stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the stove and to the left is a thin door leading to a well- stocked pantry (area 4B). All the food in the pantry ap- pears fresh but tastes bland. Dumbwaiter Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft con- taining a wooden elevator box attached to a simple rope- and-pulley mechanism that must be operated manually. The shaft connects to areas 7A (the servants' quarters) and 12A (the master bedroom). Hanging on the wall next to the dumbwaiter is a tiny brass bell attached by wires to buttons in those other areas. A Small character can squeeze into the elevator box with a successful DC 10 Dexterity (Acrobatics) check. The dumbwaiter's rope-and-pulley mechanism can sup- port 200 pounds of weight before breaking. 5. Dining Room The centerpiece of this wood-paneled dining room is a carved mahogany table surrounded by eight high- backed chairs with sculpted armrests and cushioned seats. A crystal chandelier hangs above the table, which is covered with resplendent silverware and crystal- ware polished to a dazzling shine. Mounted above the marble fireplace is a mahogany-framed painting of an alpine vale. The wall paneling is carved with elegant images of deer among the trees. Characters who search the walls for secret doors or otherwise inspect the paneling can, with a successful DC 12 Wisdom (Perception) check, see twisted faces carved into the tree trunks and wolves lurking amid the carved foliage. Red silk drapes cover the windows, and a tapestry depicting hunting dogs and horse-mounted aristocrats chasing after a wolf hangs from an iron rod bolted to the south wall. The silverware tarnishes, the crystal cracks, the portrait fades, and the tapestry rots if removed from the house. 6. Upper Hall Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of the Durst family: Gustav and Elisabeth Durst with their two smiling children, Rose and Thorn. Cra- dled in the father's arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls. Each suit of armor clutches a spear and has a visored helm shaped like a wolf's head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check reveals that the youths aren't really dancing but fighting off swarms of bats. The red marble staircase that started on the first floor continues its upward spiral to area 11. A cold draft can be felt coming down the steps. 7. Servants' Room An undecorated bedroom (area 7A) contains a pair of beds with straw-stuffed mattresses. At the foot of each bed is an empty footlocker. Tidy servants' uniforms hang from hooks in the adjoining closet (area 7B). Dumbwaiter A dumbwaiter in the corner of the west wall has a button on the wall next to it. Pressing the button rings the tiny bell in area 4A. 8. Library The master of the house used to spend many hours here before his descent into madness. Red velvet drapes cover the windows of this room. An exquisite mahogany desk and a matching high-back chair face the entrance and the fireplace, above which hangs a framed picture of a windmill perched atop a rocky crag. Situated in corners of the room are two overstuffed chairs. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows one to more easily reach the high shelves. The desk has several items resting atop it: an oil lamp, a jar of ink, a quill pen, a tinderbox, and a letter kit containing a red wax candle, four blank sheets of parch- ment, and a wooden seal bearing the Durst family's in- signia (a windmill). The desk drawer is empty except for an iron key, which unlocks the door to area 20. The bookshelves hold hundreds of tomes covering a range of topics including history, warfare, and alchemy. There are also several shelves containing first-edition collected works of poetry and fiction. The books rot and fall apart if taken from the house.

