jayoungr
Legend
I have run the following adventure for two separate groups, both of which have had a blast:
Title: A Night in Seyvoth Manor
Edition: D&D 5E (2014); D&D 4E
Starting Level: 6
Link(s): The 5E version is available at DriveThruRPG; the 4E version appears to be out of print but might be archived somewhere if you poke around.
Summary/Why it's Great: This is one of the best-organized adventures I've ever run. It requires a bit of prep to print or set up the cards, but once you've done that, you're home free. Each room has its own map, which is very handy for VTTs, although not every room has combat. Everything you need to know for each room is on the information page for that room, or clearly cross-referenced.
The PCs are tasked with entering a creepy old mansion that has been shut up for years in order to rescue two missing girls. Nobody really knows what's been going on at Seyvoth manor ever since Count Maltus shut the place up following the deaths of four of his six sisters. It might be abandoned, but then again, maybe not... The story's tone is nicely balanced between the spooky and the lighthearted, and a DM could easily lean more heavily on whichever flavor the players prefer. It's also chock-full of Easter Eggs referencing classic monster movies and even things like Everquest.
The adventure seems to be designed for tourmament play, with a time limit and a scoring system. However, it works just fine if you ignore the time limit and allow the players to explore freely. There's so much in the house that it's highly unlikely a single party could solve all its mysteries within the four-hour time limit anyway.
Title: A Night in Seyvoth Manor
Edition: D&D 5E (2014); D&D 4E
Starting Level: 6
Link(s): The 5E version is available at DriveThruRPG; the 4E version appears to be out of print but might be archived somewhere if you poke around.
Summary/Why it's Great: This is one of the best-organized adventures I've ever run. It requires a bit of prep to print or set up the cards, but once you've done that, you're home free. Each room has its own map, which is very handy for VTTs, although not every room has combat. Everything you need to know for each room is on the information page for that room, or clearly cross-referenced.
The PCs are tasked with entering a creepy old mansion that has been shut up for years in order to rescue two missing girls. Nobody really knows what's been going on at Seyvoth manor ever since Count Maltus shut the place up following the deaths of four of his six sisters. It might be abandoned, but then again, maybe not... The story's tone is nicely balanced between the spooky and the lighthearted, and a DM could easily lean more heavily on whichever flavor the players prefer. It's also chock-full of Easter Eggs referencing classic monster movies and even things like Everquest.
The adventure seems to be designed for tourmament play, with a time limit and a scoring system. However, it works just fine if you ignore the time limit and allow the players to explore freely. There's so much in the house that it's highly unlikely a single party could solve all its mysteries within the four-hour time limit anyway.







