Some kids in town believe that Valdemar Manor is haunted, while others insist that the Sandpoint Devil itself has moved into the abandoned mansion. There must be a reason why the Valdemars left the place after old Ethram Valdemar died a few years ago.
The manor is all boarded up now. Some of your friends swear they’ve seen weird lights shining between the slats after dark, while others are convinced they’ve heard weird noises coming from the ruin. No one has dared go into the house yet, much less attempt to spend the night—that is, until now! Your group was dared to sneak into Valdemar Manor, look around the old building, and spend the night. If you can make it through the night, you’ll surely become local legends!
After you sneak down to the old mansion and search the grounds, you find some loose boards over a window into the manor’s kitchen. You pry them loose, then spend an hour exploring the manor’s dusty, abandoned interior. You fight with some giant spiders that had moved into the ground floor and an entire swarm of them upstairs. In the manor attic you’re attacked by several unsettling leathery homunculi that appear to have been left behind by one of the Valdemars, and finally settle in for the night—a night increasingly filled with creepy sounds, strange lights, and an unexpected attack!
Overcome Checks
DC 13 Arcana to discover clues that a troublemaking villain is using sorcery to frighten people
DC 15 weapon or spell attack to fight your foes
DC 17 Stealth to bravely hide from the things that come out at night
Since there are four of you, you will need three victory points to triumph over obstacles
Each of you will also start with one hero point. Additional hero points are only granted when you fail to overcome an obstacle