Ron's Ravenloft DM's Page
The Mordentshire Miser
These are my notes on The Mordentshire Miser, an original
adventure from Session 2.
If you find it useful, let me know:
GonzoRon@hotmail.com.
Author's Notes
- I wrote this adventure without the benefit of Ravenloft Gazetteer
III. If that book had been available at the time, things would probably
have been much different. For one thing, the Lamplighters would probably be
involved. But I don't think anything directly contradicts canon. The buildings
in town come from a variety of sources, including assorted Van Richten's
Guides and Children of the Night books and the original I10:
The House on Gryphon Hill.
- I ran the Seepage adventure from Children of the Night: The
Created at the same time, so you'll notice locations from that module.
Your Mordentshire might not have them. I also placed Lian's manor from
the Wandering Hands adventure in the same book, here but haven't yet run that adventure.
- At this point of my campaign it was 730BC, although some events have been
moved around in the timeline. So I've got Van Richten (a.k.a. Ritter) there,
and the Twins are toddlers. If you want to replace him with the Twins, go
ahead.
- In my campaign the jewel thief was Vir,
and the theft happened while he was following the party, the last time they were
in Mordentshire, eight days previous. This dictated the number of victims,
which was probably a few too many. I think five or so would be ideal.
Adventure Background
The creature that would become known as The Mordentshire Miser, was once Cyrus
Weathermay, a wealthy and greedy member of the famous clan. He loved nothing so
much as acquiring and hoarding money, with a particular fondness for gems,
especially rubies. Perhaps he saw the fire within them was a substitute for
the warmth that never touched his own heart. He found the square-cut variety to
be the most aesthetically pleasing, and procured a collection which will
probably never be rivaled. Cyrus's distinctive monocle and bowler hat made him
an easily recognized local celebrity, but his gruff demeanor won him no friends.
Despite all that, he was not an evil man, merely very single-minded, selfish and
callous.
Never married, with no children, his siblings, nieces and nephews did not weep
when he finally died at a ripe old age. They were somewhat dismayed by his
will, however, which gave as small a pittance as custom required to the family
and demanded that the rest of his riches be buried with him in a lavish private
wing of the family Mausoleum. While they grumbled, the family knew better than
to disobey a dead man's wishes and complied with his instructions to the
letter. Cyrus was embalmed in the fashion of the weathiest of the Mordentish
and set to rest in his crypt, his riches protected by secrecy, superstition, and
elaborate traps of his own devising.
And so it remained until one week ago when Vir passed through town. (Feel
free to replace Vir with a thief appropriate to your campaign.) Seeking
some unrelated information at the Town Clerk's office, he stumbled upon the
construction permits and plans for the crypt of Cyrus Weathermay. A bit more
research on the man turned up a guess as to what the elaborate crypt was
guarding: gems. Having a hunger for gems almost the equal of Cyrus himself, and
armed with the crypt plans stolen from the Clerk's office, Vir slipped in, stole
a chest full of square-cut rubies, and slipped out. He left Mordentshire that
day and hasn't been back since.
But that night, the preserved corpse of Cyrus Weathermay rose from his crypt as
an Ancient Dead, in search of his beloved gems. Mordentish embalming is not as
thorough as those of the Amber Wastes, and the years have not been kind to the
corpse, which still has some scraps of flesh, but is mostly skeletal, except for
his piercing blue eyes. He still
wears his trademark monocle and bowler hat, and is dressed in the dusty and
slightly tattered, but otherwise pretty well preserved, remains of his best
black suit. From the Mausoleum, he stalked into the town and followed his rage
to the wealthiest looking home he could find, barged in, and killed the lone
occupant. He grabbed all the jewels he could find, and stalked back toward his
lair, sifting through the jewels for any square-cut rubies. The others he
discarded, throwing them casually over his shoulder as he walked.
Each night since then has been roughly the same, and each morning another
wealthy Mordentshire resident has been found dead in a pile of gems. The
town guard is stumped, since there seems to be nothing to connect the victims,
and theft doesn't seem to be a motive, since the killer could have easily
scooped up the fallen gems. The few missing square-cut rubies have thus far
gone undetected.
Adventure Notes
The PCs arrive in Mordentshire on a cold and damp morning, (in my campaign,
Tuesday, March 14th). It's drizzling a
bit. (Like any good cemetery crawl, the adventure will culminate in a storm.
So keep the atmosphere of a coming storm in mind. I10 and Gaz III
will be very helpful for descriptions of places.
Several encounters can be used to tell the PCs something funny is going on:
- The Thieves - In a crowd, the PCs overhear two enterprising thieves
planning to capitalize on the murders. "I'm telling you, it's easy money. No
danger. We just gotta get there before the guard does." These two ruffians
plan on finding the next victim first and scooping up the gems. If pursued,
they are belligerent and tight-lipped.
- The Madman - a man in rags runs up to a PC raving wildly, "Take it,
take it! I don't want to be next! Here, take some gold!" He shoves some money
at the PC and runs off down the street. He is Johnathan Correy, a wealthy
villager who has heard the rumors about rich folk being killed. He is deathly
afraid of being next, and is trying to give away his fortune and live a
peasant.
- The Guards - Guardsman Nigel Kent can tell the PCs that there have
been eight attacks in the past eight days. Seven of the victims died. All were
wealthy, and all found surrounded by their riches. If the PCs offer their
services, the guards are glad to have their help. They may need to show some
credentials or otherwise prove themselves to get full access to the crime
scenes. The Guards don't want troublemakers pretending to help and stealing the
evidence.
- The Gossip - Somewhere in town, the PCs can hear two peasant women
talking: "I'm glad I'm not rich, for once in me life." "I bet it's an angry
ghost. And 'e leaves the jewels behind because 'e can't pick 'em up!"
- The Merchant - A traveling merchant named Gilbert Mahoney is passing
through town. He may sit down next to the party in an inn or somewhere and
start talking about the rumors. "Poppycock and superstition, that's what half
these theories are. Probably one of the commoners has snapped and gone barking
mad, taking revenge for his poor life on his betters. I'm not afraid of the
'ghost' while I have my trusty crossbow at my side."
If the PCs manage to get deputized, or otherwise get friendly with the guards,
they may be given the list of the victims. They might also get this information
from the Town Clerk, or by paying attention to gossip, or any other appropriate
information gathering.
Location on map |
Date of death |
Name |
Cause of death |
Description |
62 |
Monday, March 6th |
Martin Heatherby |
Blunt Trauma |
Descendent of Mayor Malvin Heatherby |
63 |
Wednesday, March 8th |
William Fielder |
Fright |
Owns estates in Borca and Dementlieu |
66 |
Thursday, March 9th |
Kyra Finhallen |
Fright |
Widow |
14 |
Tuesday, March 7th |
Dirk Thatcher |
Blunt Trauma |
Wanderer, staying at the Beached Mermaid |
65 |
Friday, March 10th |
Silas Dunharrow |
Blunt Trauma |
Halfling "eccentric," had an underground home built into the
cliff |
61 |
Saturday, March 11th |
Catherine Nottingham |
Blunt Trauma |
Spinster |
64 |
Sunday, March 12th |
Evan Milburry |
Blunt Trauma |
The only survivor, a former swordsman who survived by jumping from a
third story window, and is now committed at the Saulbridge
Sanitarium. |
60 |
Monday, March 13th |
Algernon Bently |
Blunt Trauma |
Wealthiest man in town, after the Weathermays. The most recent
victim. If his house is searched, the party may find an important
clue in the fireplace. There is a single gem clutched in a charred,
skeletal hand. The hand is not severed by a blade, but seems to be
burnt off. |
67 |
Tuesday, March 14th |
Gilbert Mahoney |
Fright |
The Merchant the PCs talked to earlier. If they don't stop the
Miser within a day, he will be the next victim. |
68 |
Wednesday, March 15th |
Carmen Dey |
? |
If they don't stop the Miser within two days, she will be the
next victim. |
Investigating the murder scenes should be the bulk of the adventure. The major
clues to find are:
-
The piles of gems actually trail off from where the bodies were found. The
guards are stretched thin, patrolling the streets at night and searching crime
scenes by day. They haven't noticed a few gems wedged between cobblestones or
stuck in the mud or grass. The trails all point toward the Mausoleum. The
Miser discards the gems he doesn't want while walking back home. None of the
trails go on for more than 100 feet or so, but if the PCs get a map from the
Town Clerk, they could plot the trails and triangulate to see where they would
cross: The Mausoleum. Since I was running the Lumley adventure at the time, I
placed it in such a way that the trails could lead there too. But
Mahoney's death disproved that, since it occured between Lumley House and the
Mausoleum. Feel free to place the Red Herring of your choice in place of Lumley
House.
-
Collecting the gems together and sorting them should reveal that there are many
different cuts and gem types. (Mostly pearls, considering Mordentshire's
location by the sea.) But one type is missing: Square-cut rubies. Some digging
at the Town Clerk's archives may reveal the connection to Cyrus Weathermay.
Interviewing the living Weathermay's will reveal the location of the Mausoleum,
and perhaps some information about Cyrus's personality.
-
The burnt hand of the miser, which should hint at its undead
nature and it's vulnerability to fire. (Bently threw a gem into the fire and
the Miser reached for it, thinking himself invulnerable, and lost the hand. Then
killed Bently.)
-
A visit to the Sanitarium to check up on Milburry will give little of substance,
but should be a clue that the murderer is something supernatural. Milburry is
mad, and keeps screaming about "The face! The eyes!"
-
Mahoney's scream should be timed such that heard by the PCs, and they can arrive
in time to glimpse the Miser. A man in a suit and bowler is walking away from
the scene in the darkness, throwing gems over his shoulder. If they approach,
he turns, and they see that he is skeletal, except for his eyes, and the arm
holding the pile of gems is missing a hand. He uses his fear gaze to try to
paralyze them and drops over the cliff.
The final confrontation should come at the height of the storm, at the
Mausoleum. The fog has rolled in, and if possible, it's nighttime. The party
will probably battle the Miser, which is fine, but they can't set him to rest
without getting him some square-cut rubies. If slain, he collapses and bursts,
spewing out vermin, which attack while he rejuvenates. In my campaign, the PCs
got a little help from a mystery man in a red scarf. (See if you can figure out
who he was.) The reason being I was trying to emphasize the role of research
and deduction in a Ravenloft adventure, rather than running into a crypt
brandishing swords. The man in the scarf has written much on that subject.
The Miser's Stats
The Mordentshire Miser - Cyrus Weathermay
Rank 2 Ancient Dead CR6 LE
Human Ari4 hp: 36 BAB: +3 F/R/W:-/+1/+10
STR 19 (+4), DEX 8 (-1), CON --, INT 15 (+2), WIS 18 (+4), CHA 20 (+5)
Speed: 20 AC: 17 DR: 5/+1 Turn Resist: +2
Attack: Slam +7 1d6+4
Feats: Alertness, Toughness, Skill Focus: Appraise, Skill Focus: Forgery, Iron
Will
Skills: Appraise +13, Intimidate +12, Knowledge(gems) +9, Forgery +11, Sense
Motive +11, Bluff +12, Spot +21, Profession (Merchant) +5, Hide +8, Climb +8,
Listen +12, Move Silently +8
SA: Disease (Mummy Rot Fort DC 22, 1 day, 1d6 Con),
Fear Gaze (Will DC 17 paralyze for 2d4 rds)
SQ: Undead Immunities, Rejuvenation (6hp/hour after 1 day of rest), Fire
Vulnerability (double damage), Vermin (When slain explodes with vermin in
10'x5' area, 12 hp to disperse, Damage: 2/rd if fighting off, 1d4+2/rd if not)
Maps
Mordentshire Players Map - Can be found at Town Clerk
Mordentshire DM's Map - With key
(I edited the map from I10 a bit to update it to present day Mordentshire. Probably should add some more, actually.) The red lines show the trails left by the gems.
Places of note:
Inns:
14 - Beached Mermaid - Captain Garret Nancy (Nautical theme, formerly the Salty
Dog)
13 - Old Salt House - Caraway
8 - The Traveller's Inn - Geddar Ironheart the Dwarf
7 - The 7th Sea - Terrington
2 - Blackard Inn - Blackard
57 - Silver Dolphin Inn
Manors:
19 - Mayor's Home - Daniel Foxgrove
56 - Manor - Lian de Loranche Punchinel
38 - Heather House
42 - House on Gryphon Hill
50 - Lumley House
Other:
26 - Saulbridge Sanitarium - Dr. Sean McClintock
54 - Sisters of Mercy hospice - Sisters Bronwyn, Evangeline, Jolinda,
Patrice
53 - Monastery of the Guardians - Brother Griggory, Sister Eleyna
52 - The Chapel of Pure Hearts - Bastion Sarlotta Otrava
55 - Dr. Hansel Ritter's Herbalist Shoppe - (secretly Rudolph Van Richten)
5 - Town Guardhouse/Jail - Inspector Lafeuve
51 - Hall of Records/Town Clerk - Nicolas Huxley
18 - Open air marketplace
Mausoleum Map - For descriptions of the
non-Cyrus areas, see I10.