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Ghost Manor

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0% found this document useful (0 votes)
59 views12 pages

Ghost Manor

Uploaded by

nigeltimehw
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ghost

VIDAR FALK

MANOR
heroes of
A DUNGEON FOR

CERULEA
ghost A DUNGEON

MANOR
DESIGN
Vidar Falk This is an independent production,
unaffiliated with Bläckfisk Publishing,
WRITING, LAYOUT, MAP published through the Heroes of
Lucas Falk Cerulea Third Party License.
Heroes of Cerulea is copyright
ILLUSTRATIONS Lucas Falk and Bläckfisk Publishing.
Ronja Melin,
Lucas Falk modifying stock art
COPYRIGHT Based on a solo session
© 2024 Vidar Falk of Hero of Cerulea
Amidst the depths of the woods
lies a forsaken mansion, its halls steeped
in dark history and eerie stillness.
Recent accounts speak of strange lights
and ghastly apparitions haunting the night.
Will the heroes dare to uncover
what dwells within the manor?

1
C2
H1

E1 B2
C1 B1
A2
A1 F1
G1
D1 DUNGEON LOCATION
Place the Ghost Manor somewhere in
the woods (for example, L3).

2
▶ EXTERIOR ▶ FOYER (A1)
▶ A grand mansion with ▶ Four lit candelabras.
Gothic architecture. ▶ The northern wall is covered with drapes.
▶ Surrounded by a garden
with gnarled trees.
▶ Veiled in an eerie mist.
HIDDEN DOOR
▶ A rusty a gate leads inside. Burning or slashing the drapes on the northern
wall opens a path to Block Room.
Room. If heroes study
the wall, they notice it; otherwise, ask for an
▶ INTERIOR INSIGHT roll.

▶ Walls with peeling wallpaper.


▶ Dusty, creaking floorboards. HIDDEN OPENING
▶ Dimly lit by flickering candles. The ceiling has a large hole in it. If heroes study
▶ Scary portraits with tracing eyes. the ceiling, they notice it; otherwise, they will
have to rely on the clue given by the skeletons
in Treasure Room.
Room.

ELEVATION PUZZLE
The hole has a rolled up ladder by it. Using
the Dustbuster or possibly the Grappling Hook,
Hook,
the ladder can be pulled down.

3
▶ BLOCK ROOM (B1) ▶ LOWER PIT ROOM (C1)
▶ Two stone blocks. ▶ Reverse L-shaped platform.
▶ Two pots. ▶ Empty bridge anchorage.
▶ EAST: Creaking door. Leads to Library. ▶ Small, distant platform with a rolled up bridge
▶ SOUTH: Hidden passage. Leads to Foyer. and a small chest containing a key.
▶ WEST: Sealed door. Leads to Lower Pit Room. ▶ EAST: Open passage. Leads to Foyer.
▶ SOUTH: Hidden passage. Leads to Bat Room.

PUSH PUZZLE
The stone blocks can be pushed once each; PIT PUZZLE
leaving the room resets them. Pushing Using the Dustbuster or possibly
the two blocks together opens the sealed the Grappling Hook,
Hook, the rolled up bridge
door to the west. can be stretched across the pit.

4
▶ BAT ROOM (D1)
▶ Plus-shaped platform. BAT
▶ A large pit in each corner. ▶ Flying rodent.
▶ Three pots. ▶ Swoops down from above when prey comes close.
▶ Three hidden bats—one over the eastern end, ▶ HEARTS: 1
one over the western end, one over the southern
end. They ambush when a hero comes close.
▶ NORTH: Open passage. Leads to Lower Pit Room.
KEY
When the heroes defeat the last bat,
it drops a key.
key .

5
▶ LIBRARY (E1) ▶ CANDELABRA ROOM (F1)
▶ Bookshelves line the walls. ▶ Four unlit candelabras.
▶ Three skulking ghosts. ▶ Two tall pots containing a torch each;
They attack when a hero two regular pots.
comes close. ▶ NORTH: Hidden passage. Leads to Library.
▶ WEST: Creaking door. ▶ SOUTH: Sealed door. Leads to Coffin Room.
Leads to Block Room.
CANDELABRA PUZZLE
GHOST Lighting all four candelabras opens the sealed
▶ Vengeful spirit. door to the south.
▶ Depletes 1 HEART
and 1 ENERGY
ENERGY..
▶ HEARTS: 3

▶ COFFIN ROOM (G1)


HIDDEN OPENING
Pushing the bookshelf on the southern wall to ▶ Large stone coffin, containing someone hungry
the side opens a path to Candelabra Room.
Room. reaching out with a pale hand. Will hand over
If heroes study the shelf, they notice it can a key in exchange for a MEAL.
be pushed; otherwise, ask for an INSIGHT roll. ▶ NORTH: Sealed door. Leads to Candelabra Room.

6
▶ TREASURE ROOM (H1) ▶ HOLE ROOM (A2)
▶ Platform with a large chest containing ▶ Four lit candelabras.
the Dustbuster. ▶ North: Creaking door. Leads to Upper Pit Room.
▶ Cage with a locked door surrounds the platform. ▶ Floor: Hole. Leads to Foyer.
▶ Eight shambling skeletons (friendly).
▶ Two pots.
▶ South: Locked door.
Leads to Block Room. ▶ UPPER PIT ROOM (A2)
▶ A wide pit stretches across the room.
SKELETON DIALOGUE ▶ Empty bridge anchorage.
“Look… up… where you… started…” ▶ Rolled up bridge on the other side.
▶ Two pots.
▶ North: Large door. Leads to Boss Room.
▶ South: Creaking door. Leads to Hole Room.
DUSTBUSTER
Can pull in distant objects
and absorb ghosts. PIT PUZZLE
Using the Dustbuster or possibly
the Grappling Hook,
Hook, the rolled up bridge
can be stretched across the pit.

7
▶ BOSS ROOM (K)
▶ Spikes along the walls. NIGHTMARE EYE
▶ Ring-shaped platform. ▶ A huge, terrifying eye hovering in the air.
▶ Swirling mists. ▶ Two detached arms with large claws.
▶ The Nightmare Eye materializes when ▶ When attacked, it immediately vanishes and
heroes enter; the door seals. appears somewhere else, without being harmed
▶ South: Large, sealed door. Leads to Hole Room. by the attack.
▶ HEARTS: 7

BOSS WEAKNESS
Pulling in the Nightmare Eye using the Dustbuster 1D BOSS ACTIONS
makes it incapable of vanishing. While its being pulled 1 Shoots a ghastly beam, sweeping across
in, heroes can attack it. the room and attacking all heroes.
2 Slashes with its claws toward a random hero.
3 Swoops toward a random hero, pushing them
towards the spiked walls. The hero’s ACTION
ROLL determines the outcome: 1–2 Miss and
lose 2 HEARTS; 3 Attack successfully but
lose 2 HEARTS; 4 Attack successfully and
avoid getting pushed.
4 Becomes invisible during this ROUND.

8
9
Amidst the depths of the woods
lies a forsaken mansion, its halls steeped
in dark history and eerie stillness.
Recent accounts speak of strange lights
and ghastly apparitions haunting the night.
Will the heroes dare to uncover
what dwells within the manor?

© 2024 Vidar Falk

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