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

  1. 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.
  2. 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.
  3. 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.
  4. 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:

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 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.