Clooze - A 5e Murder Mystery (47192476)
Clooze - A 5e Murder Mystery (47192476)
A 5e Murder Mystery
The Homebrewery
Legal Stuff Homebrewery.Naturalcrit.com
the description in the “Murder Mystery Party” than savory dealings. The invitation came just as you began
section of this chapter. to sniff around the black market, and you seized it to
investigate the lion’s den.
Character Creation You were surprised to find the mansion deserted of
Each player can have any nonmagical items they are guards: only Lod Khel, his drow housekeeper, and a host of
able to carry, within the limits of your setting. unseen servants reside in the splendid, if somewhat ominous,
Each player can also choose: one uncommon magic building. Nor are you the only guests: five others are joining
item that isn’t single-use, two uncommon magic you for dinner.
items that are single-use, or two common magic Your host grants you all free rein of the ground floor and
items that aren’t single-use. informs you that dinner will be served at 7:30 before
This adventure attempts to provide thorough secluding himself in his atelier. You retreat to the music
guidance for any investigative tools the player may room, confident that the music will drown out the sound of
use, so that you do not need to ban any spells or
other features. Refer to the Clue-Gathering Tools your planning. And it appears to work, because the only
chapter whenever a player tries to gather sound that you hear from the outside is that of a grandfather
Fourteen years ago, the firstborn daughter of a to the upper floors and trapping you in.
prominent drow house fled her obligations to her family You are able to break into the Atelier, and your suspicions
and the church of Lolth to elope with her concubine, are confirmed: Lord Khel lies dead on the floor. Who
who would go on to take her name. murdered him? Why? And what is the meaning of the barrier
Lady and Lord Khel made it to the surface, where around the mansion?
their combined magical might, aptitude for deception,
and lack of scruples allowed them to gain a solid
foothold in the black market of a nearby kingdom. The What Really Happened
drower couple carried out “favors” for high-ranking Earlier that day, Khel’s drow housekeeper, T’puuli,
figures in the realm’s military, arcane establishment, was murdered and then impersonated by a yochlol
and the upper class, consequently blackmailing their dispatched by priestesses of Lolth, both to enact
way into said upper class. punishment on the betrayer and to retrieve the signet
Their triumph was short-lived, however: a fulminant ring of mind shielding that belonged to his wife.
disease plunged Lady Khel into a coma from which no However, when the yochlol snuck into the mansion,
arcanist or cleric was able to wake her. But sleep would the first guests had already arrived, so she decided to
not do the two lovers part. When he discovered that bide her time.
even resurrection magic would only restore her to her
1
While the living unseen servants laid the table and 7 pm: Lord Khel is murdered in the Atelier, the wall
entertained the guests, “T’puuli” stealthily made her of force goes up, and the bedrooms become
way to the Study (unaware that a secret passage inaccessible.
connects the two rooms), although her footsteps 7:10 pm: Dame Crimson warns the players about the
were heard by Sir Dijon. She then assumed her mist traces of blood just outside the Atelier. The suspects
form to quietly slip under the door and then returned are then confined to the rooms they were in at 7 pm.
to her original form to cast dominate person on 7:30 pm: The investigation begins in the Atelier.
Arcanist Prune, ordering him to murder T’puuli. 8 pm: T’puuli finishes attuning to the ring of mind
Prune opened the door of the Study and released the shielding.
slithering tracker hidden in his iron flask, which 8:30 pm: Unless she was questioned or killed before
crawled under the door of the Atelier and killed Khel this time, the clueblex kills and impersonates Lady
just as the grandfather clock in the hall struck seven. Pheasant.
When the bloodied slithering tracker left the Atelier, 9:30 pm: Unless Priest Verdant was questioned or
Prune recaptured it from afar (the threshold of the killed before this time, the clueblex kills and
Study) with his iron flask, preventing its bloody trail impersonates him.
from pointing toward the Study. 10:30 pm: Unless Arcanist Prune was questioned or
“T’puuli” then turned into mist to enter the Atelier killed before this time, the clueblex kills and
without opening the door, assumed her drow form to impersonates him.
retrieve the ring from Khel’s corpse, slipped it under 12 am: Unless it was freed before this time, the
the door (causing it to leave a mark in the fresh clueblex escapes confinement and attacks.
blood), left the room in her mist form, took a drow
guise once more, donned the ring, and walked back House Features
to the Kitchen. Her footsteps were heard by an The mansion has two floors, but only the ground
intoxicated Lady Pheasant in the Lounge. floor is on the Material Plane: the bedrooms and
Having returned to his senses, a terrified and frantic other essential rooms are located in isolated
Prune opened the window and threw the iron flask demiplanes that can be reached via portals located in
into the garden, unaware that a wall of force had various corners of the ground floor. These portals
sprung up around the house, causing the flask to were magically sealed when the wall of force was
bounce off and fall in the mud under the Study activated. The entire area encompassed by the wall
window. of force is considered part of the house and affected
The sound of the window opening and closing by its magical properties.
caused Dame Crimson (Library) to look outside and East to West (with the Hall to the North and the
notice the invisible wall. She then hurried into the Ballroom to the South), the house is approximately
Hall and deduced that everyone in the house was
trapped. 110 feet wide and 125 feet long. If you are playing
Spotting the blood pooling into the corridor from the the adventure on a Clue(do) board, refer to your
Atelier, she intuited that Khel had been attacked, so
board.
she hid her bag of holding, which contained a stolen The ceilings are 15 feet high.
tome as well as vial of midnight tears, under the All rooms and corridors (but not the tunnels of the
ashes of the Hall fireplace. Her movements in the secret passages) are lit with soft, bright light.
Hall awakened Lady Pheasant (Lounge).
Creatures and objects can’t teleport into or out of the
Dame Crimson rushes to warn the players. The mansion, but they can teleport within the mansion if
suspects are subsequently confined to their rooms. both the starting space and the destination are
within the mansion.
The time wasted by Dame Crimson in the Hall, Planar travel is only available to creatures through
coupled with the ensuing conversations and the portals on the ground floor (which are currently
(presumably) the investigation of the Atelier should give disabled) and through magic items that are rare or
the yochlol enough time to attune to the ring of mind rarer. Bags of holding and similar items work
shielding. The few moments she spent in the corridor normally, but creatures can’t enter or exit them, only
with the other suspects after the murder, before each of reach inside them.
them returned to their previous room, allowed Priest Sensors created by Divination spells can’t appear
Verdant to notice the ring on her finger. inside the house or pass through the perimeter of the
wall of force.
Timeline Living unseen servants can be found in the kitchen,
5:30 pm: The yochlol lures T’puuli out of the house, the dining room, the corridor connecting them, the
then kills and impersonates her. ballroom, the billiard room, and the library.
6 pm: The first guests arrive.
6:30 pm: It starts to rain.
2
If a creature damages the floor, walls, or ceiling, as to steer the city guard away from his black market
well as the doors, windows, and trapdoors, in any dealings and toward his competitors’.
way, a magical alarm rings out for 6 seconds; if a
player damages the house a second time, or Lady Pheasant
damages a portion of it larger than a 5-foot cube, or Lady Pheasant was an author of sultry romances who
harms an unseen living servant, five living unseen achieved widespread popularity, but when she realized
servants merge into a single, hostile Construct that that she couldn’t leave her husband without forsaking a
uses statistics similar to those of an invisible stalker. sizable portion of her wealth, she knew that Lord Khel
It attacks the offending creature and fights to the had the contacts to make her a widow. But she only
death or until that player is reduced to 0 Hit Points, traded one leech for another, as Lord Khel has been
at which point it splits into five living unseen blackmailing her ever since. Her coping strategy
servants again. involves unleashing her naturally sharp tongue on
anyone within earshot and copious amounts of alcohol
NPCs at all times of the day.
Arcanist Prune
Suspects
Research is about pushing boundaries, and the
There are six suspects in this adventure. Each suspect university expects results. This was the twofold impetus
has their own agenda and reasons why they may want behind Prune’s decision to procure fresh blood from the
to keep secrets from the players, who must earn their black market to deepen his - and humanity’s -
trust or figure out other ways to glean the information understanding of malconvoking. Unfortunately for him,
each suspect knows: even the suspects that are willing it was very easy for Lord Khel to identify the buyer and
to cooperate have secrets they’d rather remain so, and blackmail him. With murder seeming to be the only way
are unwilling to subject themselves to detect thoughts to be free from under Khel’s thumb without
or zone of truth spells. incriminating himself, Prune secured an iron flask and
If the players are too forceful in their attempts to an extraplanar specimen: a slithering tracker, the
gather information, the suspects may band together and perfect creature to prevent a spellcaster from speaking
jointly attack the party (see the “Billiard Room”). verbal components while killing them in a way very few
The sections below contain an overview of each would be able to make sense of.
suspect. The room in which a suspect was at the time of
the murder, and in which they can be found at the start T’puuli
of the adventure, has a section with all the relevant “T’puuli” is a yochlol summoned by priestesses of Lolth
information, while the stat blocks of the suspects can be from the drow city Lord and Lady Khel fled specifically
found at the end of the adventure. to assassinate him and recover her signet ring. The
fiend is currently impersonating the real T’puuli, whom
Dame Crimson she killed and replaced earlier that day. Her goal
Lord Khel isn’t the only accomplished mage with a dark achieved, she wants to enjoy watching a band of
side. Research is tedious, and crime is both profitable pathetic mortals try to pull at her tapestry of deception;
and exciting: Dame Crimson devotes the time that she after all, should she be discovered and slain, she will
could spend poring over dusty tomes in moldy simply reform in the Demonweb Pits.
chambers to studying promising arcanists, injecting
herself into their social circles, and then stealing their Priest Verdant
research, with the occasional murder to cover her Priest Verdant is a cleric of Mielikki who has caught
tracks; what she doesn’t use to bolster her own fame, wind of Lord Khel’s interest in oozes and connected
she sells to desperate academics or unscrupled battle illegal activities. He believes that Lord Khel is a follower
mages. of Juiblex’s, which makes him dangerous. The dinner
Unbeknownst to Crimson, Khel’s contacts in the invitation was supposed to provide a chance to snoop
underworld allowed him to discover her true intentions, around the mansion and secure physical evidence of the
and he invited her to dinner with the goal of making her host’s crimes.
part of his experiment. Verdant guards a secret that could get him
excommunicated from his church (and possibly
Sir Dijon arrested) if it became public knowledge: he is hiding his
An aging knight plagued by early onset memory loss brother, a criminal Malarite on the lam, while trying to
and a gambling addiction. The latter has ruined him reform him.
financially and forced him to turn to some unsavory
characters for a loan, including Lord Khel. The drow
promised to keep Dijon’s financial troubles a secret in
return for the honorable war veteran using his influence
3
Other NPCs satisfied with the clues they have gathered from a room,
they can spend 10 additional minutes to search it again
Clueblex and repeat any checks they failed or didn’t think to
The oblex formerly controlled by Lord Khel will escape make previously. You may grant them Advantage on
confinement at midnight, if it is not freed by the players repeated checks, and you can halve the time required to
before that time; however, it is able to extrude pieces of search a room if a player rolls a total of 30 or higher for
itself and create simulacra before that time, which it will a check.
use to drain the memories, kill, and impersonate as Spells with a casting time longer than 1 minute
many suspects as it can. (including spells cast as rituals) are not factored into the
After three suspects (presumably Lady Pheasant, search time of a room.
Priest Verdant, and Arcanist Prune, in this order) are Short Rests. Players can take a Short Rest while
killed and impersonated, the clueblex becomes more searching the rooms and interrogating the suspects. If
brazen with its attacks. If Sir Dijon is still alive, or if any they do so, the time required to search a room is
of the suspects above were killed before the clueblex doubled. Make sure to inform them of this possibility.
could impersonate them, it attacks Sir Dijon, who Passive Charisma (Deception) Score. A suspect’s
manages to survive just long enough to cry for help. passive Charisma (Deception) score sets the base DC
The clueblex will then move on to the players, using for any Insight checks a player makes to determine with
its Eat Memories through its simulacra to weaken them certainty whether the suspect is withholding
and steal their memories (stealing each player’s information. You can increase or decrease the DC as
memories once before targeting any of them a second you see fit.
time). Since the origin of Eat Memories is not obvious, Atelier
the players might suffer multiple attacks before they
realize what is attacking them and how. Size:25 × 35 feet (or see your board)
Location: Center, opposite the Hall
Simulacra Search Time: 30 minutes (10 minutes if the body is
The clueblex uses Lady Khel’s knowledge of the secret not examined)
passages of the mansion to allow its simulacra to Clue-Gathering Tools: Advantage on Wisdom
ambush the suspects in the connected rooms. (Perception) checks that rely on smell; Arcana,
The simulacrum drains the target’s memories, kills Investigation, Medicine, and Perception checks;speak
them, then assumes the suspect’s appearance and hides with animals; speak with dead
their body in the secret passage: from that point on, the
simulacrum behaves exactly like the suspect and has
complete access to their memory. It can only be A square room with only one entrance. Amidst the various
unmasked by a player who magically discovers its unfinished sculptures and neatly arranged tools towers a
creature Type (Ooze) or who is close enough to notice statue with a 5-foot pedestal. It depicts a woman kneeling
that it smells like sulphur (a player with advantage on before a man and grasping his left hand, both elves
Perception checks related to smell notices the brimming with happiness. Halfway between the statue and
sulphurous smell as soon as they walk into the room a the door lies Lord Khel’s corpse, his face warped in an
simulacrum is in). expression of pain and terror, a faded trail of blood leading
Even if a suspect is replaced by a simulacrum, do not
deprive the players of the pleasure of solving the away from his body toward the door, cutting off abruptly in
mystery: have the simulacrum share the same the corridor just past the threshold.
4
Lord Khel and that the female elf is proposing, but her DC 13: Khel’s blood was syphoned through the skin,
outstretched thumb and index fingers hold nothing. At not sucked out mechanically.
midnight, or when Khel’s ring of mind shielding is DC 16: There is older, encrusted blood in his
placed between the two digits or on the male elf’s left nostrils. It is a symptom of psychic damage
ring finger, the magical effect binding the clueblex is sustained over a long period of time and it is
dispelled and the hostile Clueblex is released (see the unrelated to the attack (as the cause of death is
“Loose Ooze” section below). The statue’s magical exsanguination).
properties are hidden with a permanent Nystul’s magic Arcana:
aura spell, preventing them from being sensed with
detect magic or discovered with identify until the
DC 14: There is at least one spell capable of sucking
illusion is dispelled. out a creature’s moisture, but it doesn’t drain the
Smell. A creature that has Advantage on Wisdom target’s blood. If blight is on the player’s spell list or
(Perception) checks related to smell, such as a creature they can cast it through other means, they recognize
with the Keen Smell trait, can detect a faint smell of that spell as blight.
sulphur. With a successful DC 11 Wisdom (Perception) DC 19: There are no known spells capable of killing
check made at Advantage, it can determine that it their targets in the way Khel was killed.
seems to get stronger around the base of the statue. DC 22 (lower the DC by 1 for each clue related to the
Speak with Animals. A DC 11 Wisdom (Perception) body gathered through an Investigation or Medicine
check spots a centipede in a corner. See the “Speak check): You have heard of some kind of ooze that
with Animals” section in the Clue-Gathering Tools kills its targets in a very similar way to how Khel was
chapter for what it has seen. murdered.
Lord Khel’s Body DC 25 (lower the DC by 1 for each clue related to the
Dead men do tell tales to those who know how to listen. body gathered through an Investigation or Medicine
When a player makes an Ability Check, share all the check): The creature responsible for the murder is
clues locked behind a DC equal to or lower than the probably a slithering tracker, an ooze created
total for their roll: for example, if a player rolls 14 on through foul rituals that drowns its victims with its
their Intelligence (Investigation) check, relay both the body (hence Body being unable to cast spells or call
DC 11 clue and the DC 13 clue. for help) while draining their blood.
Key. A player who searches Lord Khel’s body finds a Loose Ooze
slim silver key (which opens the hidden trapdoor in the There are two ways for the clueblex to be freed: by the
Study).
players when they place the ring of mind shielding in
Intelligence (Investigation):
one of the correct spots on the statue, or at midnight.
DC 11: Khel’s death was quick, but not Either way, the clueblex spills into one of the secret
instantaneous. It is plausible that you didn’t hear the tunnels, creates as many simulacra as it is able to, casts
struggle, however brief, because it was covered by detect thoughts to locate the players, and emerges in the
the chiming of the grandfather clock in the Hall. room with a trapdoor closest to the players. See the
DC 13: Khel was a wizard, but he doesn’t appear to “Clueblex Tactics” entry in the Creatures chapter for its
have cast any spells, nor did he call for help. He must actions in combat.
have been prevented from speaking in some way. Challenge Adjustments.* You can adjust the difficulty
of the encounter by increasing or decreasing the
Wisdom (Perception): number of simulacra that appear, or by having surviving
The skin around the base of Khel’s left ring suspects join the fight against the clueblex. In the latter
DC 10:
finger is lighter, suggesting the presence of a ring. case, consider having them only attack the simulacra.
Surprise. If the players have failed to deduce the
Where is it now? existence of the clueblex (or of a creature that will be
If the players succeed on this check and also notice released at midnight/with the ring of mind shielding),
the mark in the blood under the door, they might deduce they are Surprised on the first round of combat.
that it was caused by the ring. Feel free to confirm that a Hall
ring being slid under the door would presumably leave a
similar mark. Size:30 × 35 feet (or see your board)
Wisdom (Medicine): Location: North, opposite the Hall, between the Study
(West) and the Lounge (East)
DC 10: Much of Khel’s blood has been drained, but Search Time: 10 minutes
there are no visible wounds. His face and hair are Clue-Gathering Tools: Arcana, Investigation, and
still damp and encrusted with blood, but the rest of Perception checks; detect magic; identify
his body is dry and without any traces of blood.
5
A large hall with double doors leading both in and out of the No Clock? No Fireplace?
mansion, and a smaller door on the west wall. Though the Clock. If you are using a Clue board as a map, your edition of
fireplace in the east wall is unlit, the room is still warm. A the game might lack the grandfather clock in the hall.
grandfather clock ticks quietly in the northeastern corner. A few Describe it as being there anyway, as a time-keeping device
that both triggers the wall of force spell and allows the players
stools, chairs, paintings, potted plants, as well as a cabinet,
and NPCs to place the time of Lord Khel’s death is essential
a narrow table, and a rectangular rug make up the rest of the to the adventure.
room’s furniture. Using a clock that is not in the hall would create
inconsistencies with Dame Crimson’s actions after the
murder.
Grandfather Clock. An identify spell or a successful DC Fireplace. If there is no fireplace on your map, you can hide
15 Intelligence (Arcana) check reveals the information Dame Crimson’s bag of holding anywhere else in the room:
from the “Identify” section in the Clue-Gathering Tools under the armchair cushion, behind a cabinet, inside a
chapter. potted plant, etc.
Fireplace.
Crimson’s personal effects, an annotated copy of small table next to the armchair, which a startled Lady
“Mordenkainen’s Tome of Foes” stolen from the Pheasant reflexively reaches for when you open the door.
Library and a vial of midnight tears. Unfortunately, the “Knocking is a dying custom, it would seem,” she laments,
vial is protected by a glyph of warding in which a blight setting the pistol back down next to an empty chalice.
spell is stored. A creature other than Dame Crimson
that reaches into the bag and touches the vial must There is a wine stain on the rug under the
make a DC 14 Constitution saving throw, taking 8d8 Armchair.
armchair, and a DC 14 Wisdom (Perception) check
necrotic damage on a failed save, or half as much reveals faint traces of make-up on the backrest. A player
damage on a successful one. The glyph cannot be who succeeds on a DC 12 Intelligence (Investigation)
noticed except by a creature who sticks their head into check or with a passive Investigation score of at least 12
the bag and who succeeds on a DC 14 Intelligence can surmise that Lady Pheasant nodded off at least
(Investigation) check: an adventurer should know better once before 7 pm.
than to blindly reach into someone else’s bag of holding. Secret Passage. A DC 15 Intelligence (Investigation)
If the bag is turned inside out and its contents spill or Wisdom (Perception) check reveals the presence of a
forth, the glyph of warding is dispelled harmlessly. trapdoor in the south-eastern corner of the room, but it
Mordenkainen’s Tome of Foes. A creature that
examines the book notices that the section on oblexes can’t be opened except by solving the puzzle of the print.
Print. Any player examining the framed prints notices
bears the most annotations. Examining the book takes one depicting six people - three men and three women -
the player a number of minutes equal to 6 − their brandishing different tools with murderous intent: a
Intelligence modifier. Most of the notes, all penned in candlestick, a dagger (or knife), a lead pipe (or a billiard
Lord Khel’s handwriting, focus on how to locate or stick), a revolver (or pistol), a rope, and a wrench (or
create such a creature, but one reads as hauntingly broken bottle). The tools (except the revolver) are the
personal: “Will it still be her in there?” and a bit below, only part of the print that is black-and-white, but if a
written in differently-colored ink: “Doesn’t matter.” player places one of the depicted tools on the table, the
printed version becomes colorful. The revolver in the
print is not black-and-white, as Lady Pheasant’s pistol is
already on the table. Each of these tools can be easily
6
found in the mansion (T’puuli doesn’t know where they killed by a large amount of instantaneous psychic
are, but covers by asking unseen servants to retrieve damage, and speak with dead can be used to reveal that
them for her), or the players can use pieces of their own the suspects briefly thought they saw a Lady Khel
equipment. When all six pieces are assembled, the before dying.
trapdoor opens. Trap. If they players traverse the secret passage
without noticing the pressure plate (DC 15 Wisdom
Lady Pheasant (Perception) or Intelligence (Investigation) check to
Neutral evil human noble (age 64) notice the trap, after which it can be disarmed with a
Roleplay Inspiration. Salome Otterbourne (Death on DC 15 Dexterity check using thieves’ tools or simply
the Nile , 1978) avoided), they trigger a magical rolling sphere trap.
Magic Item. Alchemy jug (no wine left) Have your players give you their marching order: they
Motive. Lord Khel used his contacts to have her are affected starting from the last to the first (do not tell
husband killed and has been blackmailing her since. them so until after they decide on a marching order).
At 7 PM. She was asleep (which she denies) in the Each creature in the passage must make its choice of
Lounge when she was rudely awakened by the a DC 20 Strength check (with Advantage if it is Large or
grandfather clock in the Hall (she suffers from the most larger, and with Disadvantage if it is Small or smaller)
terrible migraines!). or a DC 15 Dexterity (Acrobatics) check (with
What She Knows. She remembers hearing footsteps Disadvantage if it is Large or larger, and with Advantage
in the corridor not long after the clock struck 7 (T’puuli), if it is Small or smaller).
but not their direction. A few moments or minutes later
(she dozed off again) she heard steps hurry into the Hall Teleportation. A creature can choose to fail its Ability
and roam about there for a little while (Dame Crimson). Check to teleport itself or other creatures if it has the
Though her obvious intoxication may cause the ability to do so; a teleporting creature doesn’t need to
players to distrust her, the information that she provides make the Ability Check, and the teleporter’s failure is
is reliable and she shares it willingly (with the exception turned into a success if it teleports.
of her motive and alcoholism). A combination of liquid Pushing Effects. A creature with the ability to push
courage and her noble status makes her very difficult to objects away from itself via an attack or a magical
intimidate, with Intimidation checks directed at her effect can choose to fail its check to use that feature.
being made at Disadvantage. The AC or DC is 15. On a success, deduct the
Passive Charisma (Deception) Score: 15. distance (in feet) the sphere would be pushed from
After the Interrogation or 1 Hour. The clueblex forms its damage for any subsequent checks (round up).
its Lady Khel simulacrum in the secret passage and, Failed Check: On a failed check, a creature takes 52
using her knowledge of the house, has it emerge in the magical bludgeoning damage and is knocked prone:
lounge and use its Eat Memories on Lady Pheasant, it will have to make a new Ability Check at the start
killing her instantly. of its next turn.
The chalice ever in Pheasant’s hand shatters when Successful Acrobatics Check: The creature vaults
she is killed. The players shouldn’t be able to hear it, but over the sphere and reaches the staircase: it doesn’t
make sure they see a new chalice float to the lounge have to make any additional Ability Checks, but it
and/or pieces of expensive crystals being taken out of can try to assist other creatures remotely.
the lounge and toward the kitchen by an unseen servant. Successful Strength Check: The DC of any
As usual, its smell or creature Type might also give it subsequent Ability Checks is lowered by 2 and the
away. bludgeoning damage on a failure decreases by 13
Secret Passage (Lounge-
(that is, to 39, 26, 13, and finally 0).
Conservatory) When all creatures teleport or succeed on their
Acrobatics checks or when the sphere’s damage is
reduced to 0 (that is, after four successful Strength
A stone staircase descends 10 feet into the ground, leading
checks or when it would be pushed 50 feet away from
into a cold, dark tunnel that is about 5 feet wide and 7 feet the players), the sphere stops moving and the trap is
high. Its musty smell has strange sulphuric undertones. disarmed.
Dining Room
Darkness. The passage is completely dark.
Corpses. If the passage is opened after the players Size:35 × 35 feet (or see your board)
have already questioned Lady Pheasant or Priest Location:East, between the Lounge (North) and the
Verdant, the suspect’s body is at the bottom of the stairs Kitchen (South)
closest to their room (the Lounge for Lady Pheasant Search Time: 5 minutes
and the Conservatory for Priest Verdant). A DC 13 Clue-Gathering Tools: None
Wisdom (Medicine) check reveals that the suspect was
7
a DC 21 Strength check, which is made at Advantage if
The spacious dining room has two doors, one on the the player uses a crowbar (subtract the total for the
western wall and one on the northern wall. You can just either check from its DC to determine how many
picture the glistening light of dawn shining through the minutes it takes the players to open the trapdoor). A
eastern window onto the exquisite wood table, currently character disguised as Lord or Lady Khel, whether
magically or with a disguise kit, can open the trapdoor
draped with an immaculate tablecloth. Crystal, porcelain,
effortlessly, as can be divined with an identify spell. The
and silver eagerly await diners that will never bask in their
trapdoor can also be attacked (AC 15, or 25 while
arcane lock is active; 7 HP; immunity to poison and
opulence. The walls are lined with cabinets bursting with
precious china imported from all over. psychic damage; resistance to piercing and slashing
As you count the seats, the question forms spontaneously damage). Failing the check or attacking the trapdoor
in your mind: did Lord Khel mean for you to eat in the triggers the trap.
kitchen? Trap. The first time a player that isn’t disguised as
Lord or Lady Khel fails the Ability Check to open the
There are no clues to be gathered here. No suspect was trapdoor or attacks it, the stove flares up and shoots fire
in the dining room before, at, or after 7 pm, only a in a 35-foot Cone that narrowly excludes T’puuli. Each
procession of living unseen servants readying the room creature in the cone must make a DC 14 Dexterity
for dinner. Should a suspect ever need to leave their Saving Throw, taking 22 (4d10) fire damage on a failed
room, consider moving them here. save, or half as much damage on a successful one. A
detect magic spell can sense the trap and an identify
Kitchen spell or a DC 15 Intelligence (Arcana) check can
determine its trigger.
Size: 25 × 25 feet (or see your board) Combat. If combat breaks out, T’puuli remains in her
Location: South-East, between the Dining Room drow form and five living unseen servants flock to her
(North) and the Ballroom (West) defense, merging into a single, hostile Construct that
Search Time: 10 minutes uses statistics similar to those of an invisible stalker.
Clue-Gathering Tools: Arcana, Insight, Investigation The Construct fights as her ally until either of them is
(cook’s utensils), and Perception checks; detect magic; reduced to 0 Hit Points.
identify; Divine Sense and detect evil and good (if When defeated, the yochlol briefly resumes her
T’puuli hasn’t attuned to the ring of mind shielding) original form and cackles while ominously promising,
“None of you will see the dawn.”
You enter the kitchen from the north, the stove to your left T’puuli
still lit. Most of the eastern and southern walls are taken up
Chaotic evil yochlol (age ???)
by windows. An assortment of more cooking utensils and Roleplay Inspiration. Marge Simpson ( The
ingredients than you can name clutters the large square Simpsons )
table in the middle of the room. Lord Khel’s aged Magic Item. Lord Khel’s ring of mind shielding . When
housekeeper, the drow T’puuli, sits by the sink with a the investigation proper starts, T’puuli is a little over
dismayed expression. halfway through attuning to it, and the investigation of
the Atelier should give her enough time to complete the
process, at the end of which she will cause the ring to
Dinner. A player who succeeds on a DC 15 Intelligence become invisible. If the players choose to ignore the
(Investigation) check (made at Advantage if the player is Atelier, she completes the attunement after they search
proficient with cook’s utensils) notices that none of the three more rooms (10 minutes per room). If the players
ingredients for the dinner have been cooked and that no come to her before she finishes attuning to the ring, she
attempt to preserve them was made after the murder (if hides it in a pot and suggests that an unseen servant
confronted, the yochlol will simply say that she didn’t may have put it there if the players find it.
think it was a priority): while the living unseen servants Motive. Summoned by drow priestesses to
can perform simple cooking tasks such as dicing and assassinate Lord Khel and retrieve his signet ring of
peeling, T’puuli herself was in charge of assembling the mind shielding (See “What Really Happened”), though
ingredients and the cooking proper, those tasks too she is in no rush to deliver a mortal trinket back to her
complex for the servants to execute. summoners.
Secret Passage. A DC 15 Wisdom (Perception) check At 7 PM. Though she claims to have been in the
reveals a secret trapdoor by the sink. The trapdoor leads kitchen, a few minutes before the murder she headed to
down into a passage to the Study. The trapdoor is the Study to dominate Prune and then into the Atelier
protected with an arcane lock: unless the spell is to retrieve the ring (see “What Really Happened”).
dispelled, the trapdoor can only be opened with a What She Knows. She was too busy at the time of the
successful DC 25 Dexterity check using thieves’ tools or murder to notice much of anything (a lie), and the music
8
coming from the Ballroom would have prevented her
from hearing anyone walking by the kitchen. A ladder descends 20 feet into the ground, leading into a
“T’puuli” has been lying since before the dawn of cold, dark tunnel that is about 5 feet wide and 7 feet high. Its
humanity. Whatever the players ask her, she has a lie at musty smell has strange sulphuric undertones.
the ready. Below are a few examples of her lies:
If the players realize that she is a Fiend, she claims Darkness. The passage is completely dark.
to have been bound by Lord Khel, and that his magic Corpse. If the passage is opened after the players
prevented her from harming him. have already questioned Arcanist Prune, his body is at
If the players try to read her thoughts while she is the bottom of the ladder closest to the Study. A DC 13
attuned to the ring and they don’t know she has it, Wisdom (Medicine) check reveals that he was killed by
she pulls up the hair on her nape to reveal a scar and a large amount of instantaneous psychic damage, and
claims that Lord Khel operated on her to prevent his speak with dead can be used to reveal that he briefly
secrets from being stolen through her (see “Zone of thought he saw a Lady Khel before dying.
Truth”). Trap. If they players traverse the secret passage
If the players discover that she has the ring, she without noticing the cover of the hidden pit (DC 15
responds that Lord Khel was an abusive employer. Wisdom (Perception) or Intelligence (Investigation)
He always took the ring off before working in the check), ask for their marching order: the first player in
atelier (another lie), so, after his death, she took it, the line falls 20 feet into the spiked pit, taking 17 (5d6)
considering it fair payment for her service. piercing damage (which includes the damage from the
If the players know she is attuned to the ring and fall). A creature that takes any of this damage must also
question why she won’t take it off so they can clear make a DC 13 Constitution Saving Throw, taking 22
her of suspicion, she replies (truthfully but (4d10) poison damage on a failed save, or half as much
misleadingly) that, like the other suspects, she has damage on a successful one.
secrets to guard that are unrelated to this case. Ballroom
If you’re a housekeeper, how are you so bad at
cooking/how can you not know where things are in
I’m old, nowadays I mostly just Size:40 × 35 feet (or see your board)
this house?
command the invisible servants. I suppose I don’t Location:South, between the Kitchen (East) and the
have to worry about Lord Khel understanding that I Conservatory (West)
Search Time: 5 minutes
am redundant anymore. Clue-Gathering Tools: None
It’s clear you’ve never cooked a day in your life and
that you don’t know anything about this house. It’s
true. I’m no housekeeper, I’m a yugoloth that Khel Four doors lead into the ballroom: one on the eastern wall,
summoned and bound this morning. He wanted me two on the northern wall, which also houses a fireplace, one
to kill one of the guests, although I don’t know which on the western wall. A large window takes up about half of
one. the southern wall. The most notable pieces of furniture
If the players grow too suspicious of her due to being include a sofa, a fainting couch, and the grand piano which
unable to read her thoughts, she might try to hint that drowned out the sounds of your scheming whispers before -
she knows something, but if it were to be pried from and during - the murder.
her, it would lead to her death, hinting that another
suspect in the house is responsible. There are no clues to be gathered here. No suspect was
Passive Charisma (Deception) Score: 20 in the ballroom before, at, or after 7 pm, only the players
Attacked by the Clueblex. At some point while the and the living unseen servant who was playing the piano
players are investigating a different room, T’puuli is (unless a player wanted to do the honors). Should a
ambushed by the clueblex’s Lady Khel simulacrum suspect ever need to leave their room, consider moving
(thus not alarming the living unseen servants in the them here.
kitchen), but her Magic Resistance trait allows her to
succeed on her Saving Throw against its Eat Memories, Conservatory
or her ring of mind shielding protected her from the 25 × 20 feet (or see your board)
memory drain. The simulacrum then flees, but the Size:
South-West, between the Ballroom (East)
yochlol doesn’t fight back or give chase; instead, she Location:
and the Billiard Room (North)
relishes the additional complications the players will Search Time: 10 minutes
have to contend with. Clue-Gathering Tools: Insight, Investigation (cook’s
Secret Passage (Kitchen-Study) utensils), Perception, Religion, and various Charisma
checks
9
Passive Charisma (Deception) Score: 11
You enter the conservatory from the north-east, from its only After the Interrogation or 2 Hours. The clueblex
door. The southern and western walls are nearly entirely forms its Lady Khel simulacrum in the secret passage
made up of glass panes, nurturing the several potted plants and, using her knowledge of the house, has it emerge in
in the room, many of exotic origin. The air is warm and the lounge and use its Eat Memories on Priest Verdant,
killing him instantly.
damp, but Priest Verdant, sporting a holy symbol that bears
Verdant’s simulacrum recovers his necklace of prayer
beads, but isn’t attuned to it. Its inability, disguised as
the profile of a unicorn, seems perfectly at ease, seated at a
table in deep thought with a cold cup of tea in front of him.
unwillingness, to use this powerful healing item might
arouse the players’ suspicions. As usual, its smell or
Holy Symbol. A DC 12 Intelligence (Religion) check creature Type might also give it away.
identifies the holy symbol on Verdant’s pendant as Billiard Room
belonging to Mielikki, a chaotic good deity of nature and
rangers. Players with levels in cleric, druid, or ranger Size:25 × 25 feet (or see your board)
have Advantage on this check. Location: West, between the Conservatory (South)
Secret Passage. A successful DC 14 Intelligence and the Library (North)
(Investigation) or Wisdom (Perception) check allows a Search Time: 10 minutes
player to notice that the floor tiles near a vase are faded Clue-Gathering Tools: Insight and various Charisma
and scratched, suggesting that vase has been dragged checks
back and forth multiple times. Moving the vase reveals a
trapdoor. However, a player that doesn’t succeed on a
DC 14 Intelligence (Nature) or Wisdom (Survival) check This room houses a billiard table and the necessary
(made at Advantage if the player is proficient with the implements to play on it, as well as a dart board hanging
herbalism kit) to recognize the plant takes 1 piercing from the northern wall. A vigorous man in his sixties, white-
damage from its thorns. If it takes this damage, it also haired and white-bearded, ignores you as he lines up his
takes 11 (2d10) poisn damage and it must succeed on a next shot. A second billiard stick hovers in the air on the
DC 15 Constitution Saving Throw or be Poisoned for 1 other side of the table.
hour.
Speak with Animals. A DC 10 Wisdom (Perception)
check spots a line of ants along a wall. See the “Speak Unseen Servant. This living unseen servant has been
with Animals” section in the Clue-Gathering Tools playing pool with Sir Dijon since 6:30 pm. However, its
chapter for what the ants are able to communicate. limited intelligence makes it unable to confirm Sir
Dijon’s alibi.
Priest Verdant
Sir Dijon
Chaotic good halfling priest (age 75)
Roleplay Inspiration. The Priest (
Fleabag ) Lawful evil human veteran (age 68)
Sergeant Hartman (Full Metal
Magic Item. Necklace of prayer beads (3 Curing + 1 Roleplay Inspiration.
)
Favor) Jacket
Glamoured clothes that make him look in
Motive. Suspects that Lord Khel worships Juiblex and Magic Item.
is working on a foul ritual. better shape.
At 7 PM. He was admiring the plants in the Motive. Unable to pay back his gambling debts to
Conservatory and enjoying the music from the Lord Khal and his reputation would be shattered if
Ballroom, which drowned out other sounds (and exposed.
allowed him to search the room for evidence At 7 PM. He was in the Billiard Room, playing with
undisturbed). an unseen servant (who may have been instructed to
What He Knows. He didn’t hear or see anything lose).
useful, with one exception: he noticed that T’puuli had What He Knows. He has no reason to trust the
Lord Khel’s signet ring after the murder, but a servant players, and doesn’t want his own dirty laundry aired
stealing from her dead, demon-worshipping master is out in the open. He is confident that he hasn’t heard any
not a crime in his book, so he won’t share this piece of doors opening or closing in the adjoining rooms
information without a good reason to do so (e.g. (Conservatory and Library) before the murder. Casting
learning that T’puuli is a fiend). detect thoughts or guidance on him, or succeeding on a
If he believes that the players are working for the DC 17 Strength or Charisma (Intimidation) check jogs
common good and if they don’t subject him to coercive his memory, uncovering that he did hear footsteps from
or violating interrogation methods (such as a detect the south head north before the murder (T’puuli making
thoughts spell), Priest Verdant is forthcoming and her way toward the Study).
willing to use his beads and possibly even his spell slots Passive Charisma (Deception) Score: 10
to cure the players.
10
Cop Show Shenanigans. If the players use coercion, hid inside her bag of holding when she heard a thud and
magic, or worse to pry information from a suspect or kill noticed the wall of force. The way she sees it, there are
one without being able to claim self-defense, Sir Dijon two ways for her to avoid trouble: find the real culprit as
will hear about it and leave the Billiard Room to soon as possible, or pin the blame on someone else.
convince the other suspects to join forces against the She was too engrossed in her thievery to notice much
players (Dame Crimson, Arcanist Prune, and potentially of anything before the clock struck 7, but she did hear
even Priest Verdant may be amenable). It takes him 10 the Study door open or close at some point after it
minutes to convince one of them, and they won’t attack stopped. She then heard a dull thud outside (Arcanist
the players unless at least three of them join forces and Prune throwing the iron flask), which prompted her to
can expect to get the drop on the players. look out the window, noticing the rain running down the
wall of force, so she rushed into the Hall (she omits how
Library much time she lingered there hiding her bag of holding),
Size:30 × 25 feet (or see your board) confirmed that everyone was trapped inside the house,
Location: West, between the Billiard Room (South) and noticed blood leaking into the corridor from under
and the Study (North) the Atelier‘s closed door. She then rushed to warn the
Search Time: 10 minutes players.
Clue-Gathering Tools: Insight, Investigation, She is forthcoming with what she noticed, but will not
Perception, and various Charisma checks; detect magic willingly share information about her goals or her
actions in the Library or the Hall. Should the players
get too confrontational with their methods, she will
Floor-to-ceiling shelves line the walls of this cozy library.
begin to plot their extermination, but will not act unless
Despite the rows upon rows of books being organized with she has at least two allies and she can get the drop on
maniacal care, a few of them are scattered on the ground the players.
and on the table in the center of the room, although an Passive Charisma (Deception) Score: 13
invisible servant is nearly finished putting them back in their
place. Everything seems to suggest that the black-haired
Study
half-elf in the provocative scarlet dress is responsible for the Size:30 × 20 feet (or see your board)
mess. Location: North-West, between the Library (South)
and the Hall (East)
Search Time: 10 minutes
Bookshelves. This living unseen servant, which has Clue-Gathering Tools: Insight, Investigation,
been tidying up after Dame Crimson since 7:30 pm, will Perception, Religion (to recognize the description of a
finish putting all the books back on the shelves in less yochlol; see the “Divination” section of the Clue-
than a minute, after which it will leave. A successful DC Gathering Tools chapter for the DC), Survival, and
11 Wisdom (Perception) check or a passive Wisdom various Charisma checks; detect magic; identify; detect
(Perception) score of 11 or higher notices that a single evil and good
gap remains on a shelf, between “Molting and Other
Disgusting Yuan-ti Processes” and “Mortician Love”
(the annotated copy of “Mordenkainen’s Tome of Foes” A comfortable study with one entrance to the south,
Dame Crimson has stolen). A DC 10 Intelligence windows to the north and west, a couch, a small table with a
(Investigation) check reveals that the missing book was tray holding suspiciously human-looking bones, and a
removed very recently. writing desk. Arcanist Prune gazes at the darkness outside
Detect Magic. Casting detect magic reveals that the western window, seemingly listening to the rain pelt the
Dame Crimson has no magic items on her. invisible dome that holds you prisoner.
Dame Crimson
Neutral evil half-elf mage (37) Desk. The writing desk can be unlocked with DC 10
Roleplay Inspiration. Jessica Rabbit (Who Framed Dexterity check using thieves’ tools. The documents it
Roger Rabbit ) contains are unimportant, but a successful DC 10
Magic Item. Bag of holding containing a stolen copy Intelligence (Investigation) check uncovers information
of “Mordenkainen’s Tome of Foes” and one dose of about the magical wards placed on the house (see the
midnight tears inscribed with a glyph of warding (blight) “House Features” section in the Overview chapter). It
Motive. Stealing Lord Khel’s research and selling it to also reveals that the containment spell maintained by
the highest bidder. the statue will wear off at midnight.
At 7 PM. Crimson was in the Library, rifling through Window. The windowsill is still damp from when
Khel’s research. Prune opened the window to get rid of the iron flask,
What She Knows. Crimson found an annotated copy which can be detected with a successful DC 12 Wisdom
of “Mordenkainen’s Tome of Foes”, which she swiftly (Perception) check or a passive Wisdom (Perception)
11
score of 10 or higher. If the player open the window, Study door. He will not divulge any of this information
they can notice the iron flask on the ground outside near willingly.
the house wall. The underside of the flask is muddy, but After the murder, Prune grew terrified that no one
the top side is clean and dry: a player who succeeds on a would believe him. The yochlol left no proof of its
DC 13 Intelligence (Investigation) or Wisdom (Survival) presence, after all. He will only offer information
check surmises that the flask must have been there willingly if the players can persuade him that no harm
since after the wall of force came up. will come to him regardless of his involvement in the
Secret Passage. A DC 17 Intelligence (Investigation) murder (the DC of any Charisma check with this aim is
or Wisdom (Perception) check reveals a tiny keyhole in 17), or if they tell him that they suspect a yochlol is
the floor. Inserting the key found in Lord Khel’s pocket involved and succeed on a DC 12 Charisma (Deception,
opens the secret passage to the Kitchen. Intimidation, or Persuasion) check. Any of these checks
Combat. If combat breaks out or if a spell is cast at are made at Advantage if the players have recovered the
Prune, the shadow demon attacks, surprising the iron flask.
players if it was still hidden at the start of combat. If confronted about the iron flask, Prune claims that it
Though it is forced to help Prune in a fight, it jumps at contains a tremendously powerful fire elemental that
the prospect of an escalation that will get him killed. will kill everyone in the house if released, a precaution
Prune yells “It wasn’t me!” on the first round of in case Lord Khel attempted to harm him, and that it
combat and “It made me do it!” on the second (or right must have fallen out of his pocket when he opened the
before the players reduce him to 0 Hit Points). He will window to smoke. A player with an enhanced sense of
surrender and spill the beans if reduced to 20 or fewer smell automatically knows that the latter claim is a lie.
Hit Points. Passive Charisma (Deception) Score: 10
After the Interrogation or 3 Hours. The clueblex
Arcanist Prune forms its Lady Khel simulacrum in the secret passage
Neutral human conjurer (age 29) and, using her knowledge of the house, has it emerge in
Roleplay Inspiration. Seluvis (
Elden Ring ) the lounge and use its Eat Memories on Arcanist Prune,
Magic Item. An
iron flask containing a
slithering killing him instantly.
tracker that lies in the garden just outside the window. If it is still alive at the time, the shadow demon does
A few hours prior to showing up at the mansion, Prune not intervene, since Eat Memories does not have a
also bound a shadow demon to himself for additional visible wind-up and a fiend is not going to be proactive
security, instructing it to come to his aid if he is attacked in defending its summoner. Prune’s death frees it, so it
or utters the word “plum”. decides to wreak some havoc and attack one of the
Motive. Blackmailed by Lord Khel, who provided him remaining suspects that are not simulacra or are not
with dubious spell components and has been taking going to be turned into them: Sir Dijon or Dame
credit for Prune’s work ever since. Crimson. The players will immediately hear the
At 7 PM. Prune was in the Study at around 7 pm. He targeted suspect call out for help, and by the time they
was then dominated by T’puuli (since he failed to say arrive, the suspect in question has lost 27 Hit Points,
“plum” and was then ordered to stand down, the while the demon has 58 Hit Points.
shadow demon did not attack) and forced to release the The demon being freed can be a clue that the real
slithering tracker that killed Lord Khel. Panicking, he Prune is dead. If questioned, the Prune simulacrum
tried to get rid of the iron flask, but he didn’t notice it claims not to know how his enchantment could have
bouncing off the wall of force and landing right under come undone.
the window in the garden outside.
What He Knows. Prune claims to have heard a door
open and someone walk out of the Library at some Clue-Gathering Tools
point before 7 pm (a lie). All suspects are aware of the existence of magic, and
Despite the opportunity afforded by the dinner, Prune some are spellcasters themselves.
was on the fence about his plan, and failing to psych Suspects unfamiliar with a spell that they see being
himself up when T’puuli deprived him of the ability to cast may grow wary of or even hostile toward the party.
choose. He didn’t notice the orange mist seeping from Arcanist Prune and Dame Crimson instinctively counter
under the door, but he does remember a large eye any spell that is cast in their presence without their
swimming into what looked like molten orange wax (the consent, unless they are convinced that they are not the
yochlol, though he doesn’t know she is impersonating target.
T’puuli) successfully casting dominate person on him. Detecting Effects
He thus ordered the shadow demon to stand by while
he opened the Study door, released the slithering Insight Checks
tracker from the iron flask, which killed Khel in the Insight checks should be used to determine whether:
Atelier while the clock chimed, recaptured it as soon as
it crawled out from under the Atelier door, and shut the the main emotion displayed by a character is sincere;
12
whether a suspect is withholding information, in Below are a few sample visions that the caster may
which case they may be lying or have additional receive if you allow the divination spell to be used to
details that they are willing to share. gather information about the case:
Insight checks cannot be used to determine whether a
character is truthful: a suspect who is withholding Who killed Khel?
information might be lying, or they might have omitted A man on his knees, withered, desiccated. He lifts his head,
something (e.g. most suspects are reluctant to reveal tears streaking down the parchment-like skin of his cheeks.
their motive). Successful roleplay, Charisma checks, or His mouth opens, but instead of a scream, a clear liquid
magical means may then be used to verify the accuracy bubbles out of his mouth, engulfing him, as he becomes one
of the information received and/or coax any missing with it, the ichor forming his anguished visage, which
pieces out of a suspect.
Each player present in a room can make a Wisdom becomes tinged with red just as he is absorbed into a metal
Primeval Awareness reveals the presence of one or tentacle reaches for you, and the vision ends.
the arcane lock spell and the trap in the Kitchen. embraces the nearly unconscious woman, their bodies
merge into a scarlet sludge. Visages bubble into it - Khel’s,
Detect Poison and Disease the woman’s, the guests’, and yours. When the vision ends,
Dame Crimson’s midnight tears can’t be detected by the smell of sulphur lingers in your nostrils for a moment.
this spell while the vial is in her bag of holding.
Divination A successful DC 25 Intelligence (Nature) check allows a
A deity called upon to aid the party in the investigation creature to remember that oblexes are oozes with
can provide any clue that the party would be able to psionic abilities that can create simulacra of the people
obtain with an Ability Check, or reveal information that whose memories they have drained and that smell like
can be further unpacked with an Ability Check. sulphur. The DC of this check decreases by 5 if the
party has examined Khel’s copy of “Mordenkainen’s
13
Tome of Foes” or if they have already identified a Targeting Arcanist Prune with one of these spells
simulacrum, and by 10 if they have done both. may result in the shadow demon attacking the caster,
potentially surprising them. If Arcanist Prune becomes
Identify aware that he is targeted by one of these spells, the
Other than on the various magic items and spells, the shadow demon and he immediately attack the party,
identify spell produces useful results when cast on the and he may call for the other suspects to help.
grandfather clock in the Hall: the clock was enchanted
to cast a modified wall of force spell that also extends Charm Effects
underground and that lasts for 12 hours when the clock A Charmed target will not give the party any information
strikes 7. Destroying the clock doesn’t end the spell. that could incriminate it; however, the party has
Advantage on Charisma checks as well as Wisdom
Speak with Animals
(Insight) checks to interact with that suspect.
The centipede in the Atelier saw the slithering
tracker kill Khel, which it describes as Khel being Command
drowned and “drunk” by a puddle. The commotion If a question is asked of a suspect right before they fail a
frightened it, causing it to hide behind one of Khel’s Saving Throw against the command spell and the
sculptures. For this reason, it did not see whoever suspect is ordered to “confess”, the suspect answers
came into the room after Khel died, but it heard that question truthfully for the duration of the spell.
someone walk around the room (but no doors
opening or closing). Detect Thoughts / Read Thoughts
The line of ants in the Conservatory answers Reading the surface thoughts of a suspect with detect
questions as if it were a single creature. They can thoughts or the Knowledge cleric’s Read Thoughts
confirm that Priest Verdant was in the Conservatory grants the caster Advantage on Wisdom (Insight) checks
when the last “house thunders” boomed (the made to determine whether the target is withholding
grandfather clock striking 7 pm). If Priest Verdant information, as described above. Probing deeper into a
has already been replaced by the clueblex, the ants suspect’s mind uncovers truthful information about a
sing the praises of the “stinky sap” for feeding them question that has just been posed to the target.
“one of the giants”. All suspects turn hostile if they become aware that
they have been targeted by this spell, as each of them
Speak with Dead had a motive and a plan to kill Khel.
If speak with dead is cast to interrogate Khel, he Casting this spell on a suspect that is concentrating
answers most of the PCs’ questions truthfully, but is on its own casting of detect thoughts causes the caster
very vague about anything concerning the clueblex. to perceive the thoughts of whatever creature the
Below are a few examples of possible questions and suspect is currently targeting with this spell.
answers: Depending on the caster’s positioning, this spell may
sense the presence of the shadow demon or, if a
Who killed you? An ooze. Not mine. simulacrum is within range, of the clueblex. If one of the
Do you know who had it out for you? Any of the latter’s simulacra is affected by this spell, the clueblex
people I invited. itself is the spell’s target, as usual.
Why did you invite them/us here? You will find out
soon. Some of the guests may already know. Fast Friends
Why did you come here on your own? To set it free. A truthful confession can be extracted out of Arcanist
What happened to your wife? You will join her soon. Prune with this spell if assurances of protection are
How can we escape? The wall of force will drop at 7 made or if the caster also succeeds on a DC 10
am. But there is no escape. Charisma (Persuasion) check.
Where is your ring? I didn’t take it off.
What’s under the statue? You will find out soon
Suggestion
enough. A suspect affected by this spell can be coerced into
sharing any information that they would disclose as a
Mind-Affecting Magic result of a successful Charisma check. Since murder is
Unless a suspect has been rendered willing through punishable by death in Clue(do), Arcanist Prune won’t
successful roleplay, being targeted by an effect that admit to it unless convinced that the party believes him
compels them in any way or probes their thoughts about the domination effect placed on him and that the
causes that suspect to become hostile towards the party, adventurers will be able to exonerate him (for example
refusing to take part in any further questioning and by giving proof that they can capture the yochlol without
trying to convince other suspects to band together killing it, a task for which the iron flask would be
against the adventurers. perfectly suited once emptied).
14
Zone of Truth that she has never learned any spells - a factual
None of the suspects chooses to willingly fail the Saving statement, as her spellcasting ability is innate; likewise,
Throw against the zone of truth spell or remain in its T’puuli may state that she was in the corridor at 7 pm,
area, unless their motive has already been uncovered: but imply that she was in the corridor between the
since all suspects had a reason to kill Khel, they are kitchen and the dining room rather than where she
afraid of incriminating themselves. They may however really was (outside the Atelier). See the Zone of Truth
be willing to answer a single question: whether they table below for additional examples.
killed Khel. A player who wishes to ascertain whether any
If a suspect is coerced into or forced to answer the linguistic trickery is at play in a suspect’s answers may
party’s questions while affected by the spell, they can make an Intelligence (Insight) or, at the DM’s option,
give evasive, misleading, rhetorical, or self-referential Wisdom (Insight) check contested by the suspect’s
answers: for example, if asked if she magically passive Charisma (Deception) score, which is included
influenced a guest into killing Khel, T’puuli may reply in each suspect’s stat block.
Zone of Truth
Innocent
Question Suspects Prune T’puuli
Did you kill Khel? No. I did not. No!
Did your actions No. / Not How should I know? / (As I’ve already said,) How should I know? / (As I’ve already said,) I didn’t kill
result in Khel’s that I know I didn’t kill Khel. / I lack the leverage or the Khel. / Do I look like a mage? / I’ve never learned any
death? of. arcane means to compel any of the guests to spells.
do anything.
Where were you I was in the I was in the study. Gestures at her surroundings. / I was… I remember now, I
at 7 pm? [truthful was in the corridor when the clock struck 7. I’m
answer]. supposed to oversee the servants in both the kitchen
and the dining room.
Why are we / / Baring an illusory scar on her left temple. Bodden had
unable to read many enemies and few scruples. Do you think he would
your thoughts? have allowed his secrets to be gleaned from a servant?
15
Creatures
Suspects Sir Dijon
Medium Humanoid (human), Lawful Evil
STR DEX CON INT WIS CHA Skills Athletics +5, Perception +2
9 (-1) 14 (+2) 11 (0) 17 (+3) 12 (+1) 11 (0) Passive Scores Deception 10, Perception 12
Languages Common
Saving Throws Int +6, Wis +4 Challenge 2 (700 XP) Proficiency Bonus +2
Skills Arcana +6, Deception +3, History +6, Perception +4
Passive Scores Deception 13, Perception 14
Senses Darkvision 60 ft.
Actions
Languages Common, Draconic, Elvish, Undercommon Multiattack. Dijon makes two billiard stick attacks and one
Challenge 6 (2,300 XP) Proficiency Bonus +3 broken bottle attack or three billiard ball attacks.
16
Arcanist Prune
Medium Humanoid (human), Neutral “T’puuli”
Medium Fiend (demon, shapechanger), Chaotic Evil
Armor Class 15 (mage armor)
Hit Points 40 (9d8) Armor Class 15 (mage armor)
Speed 30 ft. Hit Points 136 (16d8 + 64)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (0) 17 (+3) 12 (+1) 11 (0) STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6 Saving Throws Dex +6, Int +5, Wis +6, Cha +6
Passive Scores Deception 10, Perception 11 Skills Deception +10, Insight +6
Languages Abyssal, Common, Draconic, Ignan Passive Scores Deception 20, Perception 12
Challenge 6 (2,300 XP) Proficiency Bonus +3 Senses Darkvision 120 ft.
Languages Abyssal, Elvish, Undercommon
Spellcasting. Prune is a 9th-level spellcaster. His spellcasting Challenge 10 (5,900 XP) Proficiency Bonus +4
ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). He has the following wizard spells prepared: Shapechanger. The yochlol can use her action to polymorph
into a form that resembles a female drow or giant spider, or
Cantrips (at will): acid splash, mage hand, poison spray, back into her true form. Her statistics are the same in each
prestidigitation form. Any equipment she is wearing or carrying isn’t
1st level (3/4 slots): mage armor, magic missile, unseen transformed. She reverts to her true form if she dies.
servant*
2nd level (3 slots): cloud of daggers*, misty step*, web* Innate Spellcasting. The yochlol’s spellcasting ability is
3rd level (2/3 slots): fireball, magic circle Charisma (spell save DC 14). She can innately cast the
4th level (2/3 slots): Evard’s black tentacles*, summon following spells, requiring no material components:
greater demon*
5th level (1/2 slots): cloudkill*, planar binding At will: detect thoughts, web
1/day: dominate person (expended)
*Conjuration spell of 1st level or higher
Magic Resistance. The yochlol has Advantage on Saving
Actions
Throws against spells and other magical effects.
Acid Splash. Prune hurls a bubble of acid. One or two creatures
within 5 feet of each other he can see within 60 feet must Spider Climb. The yochlol can climb difficult surfaces,
succeed on a DC 14 Dexterity Saving Throw or take 7 (2d6) including upside down on ceilings, without needing to make
acid damage. an Ability Check.
Poison Spray. Prune extends his hand toward a creature he can Web Walker. The yochlol ignores movement restrictions
see within 10 feet and project a puff of noxious gas from his caused by webbing and is immune to the web spell.
palm. The creature must succeed on a DC 14 Constitution
Saving Throw or take 13 (2d12) poison damage. Actions
Bonus Actions Multiattack. The yochlol makes two melee attacks.
Benign Transportation (Recharges after Prune Casts a Conjuration Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
Spell of 1st Level or Higher). Prune teleports up to 30 feet to an reach 5 ft. (10 ft. in demon form) , one target. Hit: 5 (1d6 + 2)
unoccupied space that he can see. If he instead chooses a bludgeoning (piercing in spider form) damage plus 21 (6d6)
space within range that is occupied by a willing Small or poison damage.
Medium creature, they both teleport, swapping places.
Mist Form. The yochlol transforms into toxic mist or reverts to
her true form. Any equipment she is wearing or carrying is also
transformed. She reverts to her true form if she dies.
Priorities While in mist form, the yochlol is Incapacitated and can’t
Parleying and surrendering as soon as he is reduced to 0 speak. She has a flying speed of 30 feet, can hover, and can
hit points ot less (even outside of his turn). pass through any space that isn’t airtight. She has advantage
Unleashing slithering tracker (if he has recovered the iron on Strength, Dexterity, and Constitution Saving Throws, and
flask) she is immune to nonmagical damage.
If ohe is outside the spell’s area, casting cloudkill (the While in mist form, the yochlol can enter a creature’s space
shadow demon is immune) or Evard’s black tentacles (the and stop there. Each time that creature starts its turn with the
shadow demon can’t be Restrained but can be damaged) yochlol in its space, the creature must succeed on a DC 14
Casting web Constitution Saving Throw or be Poisoned until the start of its
Casting summon greater demon (barlgura) if he starts his next turn. While Poisoned in this way, the target is
turn with 30 or fewer hit points. Incapacitated.
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Clueblex Tactics
Priorities
Casting web (if she can affect at least two creatures); she is With an Intelligence of 21, the clueblex is a masterful
immune to the spell. tactician.
Mocing within the web so she is outside the reach of Round 1. On round 1, the clueblex sends out its simulacra,
melee combatants, then use Multiattack on restrained spreading them out as far as it can to maximize its reach
creatures.
and senses and make itself less vulnerable to area effects. It
only crawls out of the secret passage on round 2, as it is
wary of fighting in the confined space of the tunnels.
Priest Verdant Movement. The clueblex uses its movement on each of its
Medium Humanoid (halfling), Chaotic Good
turns to get away from the players. It won’t crawl back into a
Armor Class 13 (chain shirt) secret passage.
Hit Points 27 (5d8 + 5) Action. The clueblex uses its Eat Memories, prioritizing
Speed 25 ft.
players whose memories it has yet to steal. It only uses its
STR DEX CON INT WIS CHA Pseudopod for opportunity attacks.
10 (0) 10 (0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Legendary Actions. Below are the priorities of the clueblex
in terms of legendary actions:
Skills Medicine +7, Persuasion +3, Religion +5
Passive Scores Deception 11, Perception 13 1. The oblex prioritizes the creation of simulacra to extend
Languages Common, Halfling its reach and to be able to use its Sulphurous Resistance.
Challenge 2 (450 XP) Proficiency Bonus +2 If it drops to 58 or fewer Hit Points, however, it uses its
Psionic Spellcasting to incapacitate as many opponents as
it can before creating new simulacra.
Brave. Verdant has Advantage on Saving Throws against the 2. If it can target at least two players who aren’t clerics,
Frightened condition. druids, or who have saved against this spell, it casts hold
person, prioritizing targets with counterspell and the ability
Lucky. When Verdant rolls a 1 on an Attack Roll, Ability Check, to deal fire damage.
or Saving Throw, he can reroll the die. He must use the new 3. If all its simulacra are within reach of a paralyzed target, a
result, even if it is a 1. foe with counterspell, or one that can deal fire damage, it
Nimble. Verdant can move through the space of any Medium or uses as many legendary actions as possible to knock that
larger creature. target Unconscious.
4. If it can target three players, none of whom is a barbarian,
Spellcasting. Verdant is a 5th-level spellcaster. His spellcasting it casts blindness/deafness.
ability is Wisdom (spell save DC 13, +5 to hit with spell 5. If it is within the range of a foe with counterspell, it uses all
attacks). Verdant has the following cleric spells prepared: of its legendary actions to attack with its simulacra,
prioritizing that foe.
Cantrips (at will): light, sacred flame, thaumaturgy 6. If only two opponents are left, it casts telekinesis on the
1st level (4 slots): cure wounds, guiding bolt, sanctuary target with the lower Strength and moves them until it has
2nd level (3 slots): lesser restoration, spiritual weapon total cover from them.
3rd level (2 slots): dispel magic, spirit guardians
The hypnotic pattern spell was removed from the
Actions clueblex’s spell list due to lethality when combined with the
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. clueblex’s high spell save DC. You may consider including it
Hit: 3 (1d6) bludgeoning damage, and Verdant can spend a again if the party is especially numerous or powerful, or if
spell slot; if he does, the attack deals an additional 10 (3d6) the clueblex is failing to provide the party with an adequate
radiant damage plus an extra 3 (1d6) radiant damage per spell
level above 1st. challenge.
Sacred Flame. One creature that Verdant can see within 60 feet
must succeed on a DC 13 Dexterity Saving Throw or take 4
(1d8) radiant damage. The target gains no benefit from Cover
for this Saving Throw.
Priorities
Casting and maintaining spirit guardians
Casting spiritual weapon and attacking with the mace
Casting guiding bolt (if no enemies are within range)
18
Other Creatures
Clueblex Each time the target is memory drained beyond the first, the
penalty increases by 1: from -2 to -3, then to -4, -5, -6, and
Huge Ooze
finally to -7, at which point the target becomes Unconscious for
1 hour. The effect then ends.
Armor Class 16 (natural armor) The clueblex learns all the languages a memory-drained
Hit Points 115 (10d12 + 50) target knows and gains all its skill proficiencies.
Speed 20 ft.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6)
15 (+2) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4) psychic damage.
Armor Class 14 (natural armor) Slimy Tether. The simulacrum is an extension of the clueblex
Hit Points 23 (2d12 + 10) that can only take actions if the clueblex uses its Sulphurous
Speed 0 ft. (can be moved up to 30 feet with the clueblex’s Manipulation legendary action. The simulacrum can’t take
Sulphurous Manipulation) bonus actions or reactions. The clueblex perceives anything the
simulacrum perceives and it can cast spells, use Eat Memories,
STR DEX CON INT WIS CHA or take opportunity attacks as if it were in the simulacrum’s
15 (+2) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4) space. The clueblex takes any damage dealt to the simulacrum
(up to the simulacrum’s current Hit Points). The simulacrum
Saving Throws Int +10, Cha +8 disappears if the tether is severed, if it drops to 0 Hit Points, or
Skills Arcana +10, Deception +8, History +10, Nature +10, if the clueblex destroys it with its Sulphurous Resistance.
Perception +5, Religion +10 Actions
Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
Incapacitated, Prone Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Passive Scores Deception 18, Perception 15 target. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6)
Senses Blindsight 60 ft. (blind beyond this distance) psychic damage.
19
Invisible Stalker (Modified) Living Unseen Servant
Medium Construct, Unaligned Medium Construct, Unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 1 (-5) 15 (+2) 11 (+0) 2 (-4) 10 (0) 11 (0) 1 (-5) 10 (0) 1 (-5)
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Shadow Demon Slithering Tracker
Medium Fiend (Demon), Chaotic Evil Medium Ooze, Chaotic Evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 16 (+3) 19 (+4) 15 (+2) 10 (0) 14 (+2) 11 (0)
21