A Manse of Special Purpose
Summary The Anchorin Family and its namesake home¸ Anchorin Manse¸ have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer¸ Webster¸ has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity¸ Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after¸ his recklessness released a deluge of planar energy into the home¸ transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family's estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family¸ the manse¸ and potentially collect some very rare¸ perhaps legendary magical items. Enter the manse¸ tour the planes¸ take a villain¸ leave a villain¸ it's up to you. One thing is certain¸ verity and villainy is relative in a manse of special purpose. About this adventure 4-8 hour session for 4-7 players with Tier 3 (level 11-15) characters DM's Adventure Clue Flowchart breaks down essential information to progress the adventure Unique mechanics¸ monsters¸ and items Play-tested material Easily scalable difficulty Share your tales of survival (or destruction) with me! Did you enjoy your time in the manse? Use the hashtags: #AMOSP #amanseofspecialpurpose Twitter: @jakefriday / Instagram: @jakeofthefriday March 3¸ 2020 edit -- Murdered some typos. Fixed some formatting.