1. Quests

The Haunt of Melrose Manor

On the outskirts of the city Flatede a sinister manor remains. The owner long dead and  horrid monster of a man, but even in death the man is claimed to remain within, but nobody has ever entered the manor and left alive to confirm this...

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A Tragedy.

Forty years ago on 1379, the Fourth day of Uktar a banquet was being held at the Melrose estate. Noblemen and other aristocracy came to the manor in celebration of James Melrose and his arranged marriage with Ana Ledekshire on a full moon. Nobody truly knows why what happened next did, some believe it was the end result of a family legacy, others some type of magic occurred from the full moon on that night, and others think he was always a monster in the skin of a man, but James Melrose snapped that night.

Locking everyone inside the manor he killed almost everyone in the manor. His sixteen staff members, his fiancé, and the twelve guests inside the manor. The rest of the guests were outside and managed to run away while hearing the screams erupting from the locked doors. City guards arrived and arrested James, found guilty for his crimes he was drawn and quartered and left to rot in the woods.

Unfortunately... this was all the things required for him to return.

Beginning.

A group of adventurer's sat within a monster hunting organization's rest area. One of them had been assigned to this near dead end of a case and decided to uptake it. Joining together for a mix of purposes whether it be to spend time with one another, potential power gain, or financial gain. 

When the group of others finally reach the manor's grounds they were able to unlock the gates door thanks to the monster hunting guild owning a copy of the gate's key.

Entering the Vestibule.

Walking through the gates of the manor the group finds the door is unable to open, assuming that the door is locked a successful DC 16 check can be made to find a spare key underneath a flower pot. Whereas a successful DC 17 Athletics check can force open the door revealing it wasn't locked but rather just jammed.

Entering the manor the stagnant air is the first to be noticed. The smell of a stuffy old room with the addition of mold and water damaged carpeting strong inside. The only sounds filling the room being the occasional dripping of water, the sounds of metal hitting the ground, and the faint music of a piano being played. -DM description of the inside.

Walking into the vestibule there are three main paths to take from there, the library, the parlor, and the downstairs main hall.