The Curse of Griefmund Manor

  • full one-shot ghost story
  • The story summary

    A group of old friends arrive at the manor together in a carriage, as they do every year. It is a cold autumn afternoon, around 5 pm. Mama Ada, the old housekeeper ushers them into the Reception room while she taking care of their luggage, then opens the Cigar room and tells them that their host, the owner of the manor, is late, but the dinner will be served at 7 pm. as usual, in the Dining room. When they sit down to dinner (or it will be 7pm) the lights go out all over the house.
    During this evening, they can meet Old Simon, the groundkeeper, if they are looking for him, and talk to Mama Ada as well. While exploring the house, they experience many strange things before the dark truth is revealed: The characters are cursed souls who have been reliving the events of those few days for many centuries, unaware of the passage of time or their own condition.The story is also stirred up by the arrival of a medium named Lilla (see: Lilla).

    Playing this one-shot

      This story is system-independent, you can narrate in any TTRPG, that is suitable for a victorian ghost-story kind of game. (First time I wrote and did as a solo D&D 3E game-test, last time I DM-ing it in Shadowdark, and both was good!) It is suitable for 4-6 players, and Level 4-5 (middle-aged or elderly) Characters. You can modify the level to your preferred system.
    In the description of the place and the story, I did not quantify the DC or name the cheks. I have labeled the locks as easy-, medium-, and hard-level locks, so you can easily adapt them to the system of your choice.

    I think the best team has a very religious person and offsetting him is an extremely superstitious or occult character. In the event that they have to face the Wraith of Lord Griefmund, it is good to have someone with combat experience. Someone who knows about plants or medicine can be useful to explore an interesting side thread with Lady Griefmund.


    NPC-s

    Lilla

    Lilla Griefmund is a young medium who lives long after the characters have died (roughly 120 years have passed). She is the youngest member of the Griefmund family, her ancestors tried to sell the manor several times, but the ghosts scared away potential buyers. The girl wants to solve this problem using her innate abilities.
    Lilla had already been to the house before, researching the office, the library, and the living room. She has a ouija board with which she can communicate with characters in the second phase, but can only ask yes or no questions.

    Lilla works to find out the identity of the ghosts here (the PCs, old Simon, and Mama Ada), find out why they're stuck here, and break the curse.

    The girl arrives at the house after eight o'clock, continues her research, and can detect the PCs that have entered the second phase, i.e. the ghosts.
    Notes:
     

    You can narrate Lilla as an NPC or give it to a trusted player as a Character.

    The important thing is that when she enters the house, act as if she is a ghost to try to lure the PCs in the direction of the Living room, the Boardroom, or the Library. If the player chooses to visit the cemetery, the other PCs can see the light of her flashlight from the north windows of the house as an unearthly apparition in the Graveyard.

    Mama Ada

    The housekeeper is older than Lord Griefmund and has worked at the manor all her life. Today, only she and the groundkeeper live here, and the group of friends visits the estate once a year together with the lord of the manor. She spends her days in the Kitchen and sleeps after dinner time in her room.
    The reality:
    Mama Ada died long after her master, her mummy rests in her bed (see: The Servants' quarters).

    Old Simon

    Old Simon is the groundkeeper, he is responsible for the garden and maintenance around the house, but it is becoming increasingly difficult for him to perform his duties. He is usually outside, then eats his dinner in the Kitchen, and then retires to his room, where he sleeps until morning. If he is disturbed, he tells the person to turn off the light because the evening is short and he is trying to sleep.
    If he is cornered or intimidated with questions (outside of his room), he can give two clues:
    If the subject is Lady Griefmund, he whispers 'At the lake', if it's the owner of the house, he stutters 'He's here' and then hurriedly leaves the scene.
    If attacked in his bed, he deals damage to the opponent as an angry ghost (use the ghost stats of your chosen system). He doesn't initiate a fight, but he defends himself.
    The reality:
    Old Simon died in his bed, when the Wraith of Lord Griefmund frightened him. He tries to avoid it by spending the nights in his bed. He did not understand his death (unlike Mama Ada) and was stuck in his daily routine.

    Running this game

    From the perspective of the characters, the game has three phases.
    Part 1: The unsuspecting characters discover the house and its oddities. They can still communicate with the staff, but they can't (usually) see Lilla or what the mansion looks like. For a description of each room, read the text written in bold. Locked doors can only be opened with Mama Ada's keys or by picking the locks.
    Part 2: When a character realizes that they are probably dead, he will be moved automatically to the second phase. He will see the real state of the mansion, and Lilla as a blurry, strangely dressed figure. The medium will be able to follow him and communicate with him through the ouija board. However, he becomes invisible to other PCs until they enter too the second phase, further increasing the number of oddities. For a description of each room, read the text noted as "Changes".
    Part 3: The third phase begins when:
    A, Someone's a ghost opens the south attic door and they find the body there. (Lilla can't open the door by herself, but she can find it.)
    B, Lady Emilia Grifemund's body is discovered and identified in the pond.
    C, All PCs have moved to Phase 2.
    Then the angry Wraith appears attacking those present. Use the appropriate statistics of your chosen system for BBEG.
    The PCs can run away from the Wraith to avoid fighting.

    The curse is broken when Lord Griefmund's body is taken to the crypt or the Wraith is defeated. After that, the characters can rest in peace and the game ends.
    To maintain tension, roll on the table below at the end of each round so that the characters can experience the oddities firsthand. If the characters are scattered, use the room most suitable for the result of the roll.
    1d10 Oddities
    1 Sounds of footsteps
    2 A door opens
    3 Book(s) appear nearby
    4 Newspaper(s) appear nearby
    5 A real epitaph becomes readable
    6 The real environment becomes partially visible
    7 A door slams shut
    8 Slurred speech sounds are heard
    9 Lights blink or go out
    10 Lilla becomes visible for a moment

    Backdrops

    Locations

    1. The Garden:

    The manor's garden is beautiful thanks to Old Simon's work. There are benches by the lake, and birds and squirrels live peacefully among the trees within the high stone wall. The water of the lake is clean and cool. Goldfish swim in the water. There is a picnic area with benches on the beach.
    Changes:
    A rusty old iron gate stands before you. If you can't cross it, even if it breaks, some invisible force is preventing you from leaving. The road is worn, broken, and overgrown with weeds. Vegetation has grown wild, and tall grasses have taken over in places where the ground hasn't dried out. The water in the nearby lake is cloudy and marshy, and there's something in it that makes it hard to see through. The only living creatures around are frogs, and there are lots of mosquitoes buzzing about.
    Clues:
    There are the remains of Lady Emilia Griefmund lying at the bottom of the lake, with her locket still intact on her chest, albeit discolored.
    Notes:
    If someone discovers and identifies the corpse of Lady Griefmund, the game will automatically enter the third phase!


    2. Entrance hall:

    The grand entrance of the mansion features a wide, glazed door leading to a marble-floored hall. The foyer is adorned with elegant decorations, including two huge statues, several knights' armor, and paintings on the exposed walls. Two wide marble staircases lead to the first floor, while two doors on the east wall lead to the Reception room and Cigar room. On the north wall, two narrow doors and one wide door lead to the Service corridors and the Salon. The hall feels cool and drafty, with a pleasant smell of freshly baked bread wafting through the air.
    Changes:
    The hall is in extremely poor condition, with garbage and leaves scattered all over the floor. The front door is missing, and the walls are covered in mold. The eastern staircase has been demolished for a long time, and the eastern service door is covered in ruins. The entrance to the salon is blocked by a grate, while the west service door is still intact. There is no sign of the knight's armors or decoration, and the door to the reception room is also missing.
    Doors:
    Both doors of the Service corridors are locked with an "easy-level locks" and the Salon's door is locked with a "medium-level" lock.
    Notes:
    Mama Ada always uses the west staircase.

    3. Reception room:

    Beyond the wooden door is a cozy and inviting room with plush sofas, elegant wallpaper, and an area for guests to wait for their hosts and servants to arrange their luggage. There is a small bookcase located beneath the window, which only holds a few volumes.
    Changes:
    The room is empty except for some scattered trash. The door seems to have been lost a long time ago.

    4. Cigar room:

    The lounge in this house is the favorite spot for the owner and his guests to meet. The walls of the comfortable room are adorned with hunting trophies, which serve as conversation starters around the fireplace. All the necessary items for a cozy evening, such as the wood for the fire and a table with wine and glasses, are readily available.
    Changes:
    • Part 2: The furniture is covered with a dusty cloth. On the walls hang many trophies, covered in cobwebs and moth holes, including bears, antlers, wild boars, a fox, and a pheasant.
    • Part 3: The door is difficult to open, but the room is empty except for a dead fox and some trash.
    Notes:
    There is a large crossbow among the trophies on the wall, which the lord used during his hunting expeditions. (You have the freedom to choose whether the projectiles are in this room or elsewhere in the house.)

    5. The Boardroom:

    This room was mainly used for property matters during the days when Lord Bardolf Gifemund, the owner, resided here. Comfortable chairs are arranged around a large table, waiting to be used. The walls are adorned with paintings. A double door leads to the Cigar room on the south wall, while a narrow door on the north wall leads to the Office. Additionally, a small servant door on the west wall is barely noticeable.
    Changes:
    As you enter the Boardroom, you quickly notice that some furniture remains. Newspapers, official documents and books are scattered on the table, some of them seem to have been brought from the nearby office. The door leading to the service corridor has been torn down, while the office door is wide open.
    Clues:
    Most of the documents date back to 120 years ago.
    Doors:
    The doors of the Office and the Service corridor are secured with medium-level locks.
    Notes:
    Documents: One of the documents is an invoice from a tombstone. However, the name of the deceased is barely legible. You can choose a few letters from the name of the oldest person or a random character. But it's important to give them a reasonable chance to solve the puzzle.

    6. The Office:

    The room is filled with huge bookcases containing the estate's neatly arranged items such as contracts, delivery notes, and diaries. In the center of the room, there is a big desk and a sprawling armchair, which serve as the only seating option.
    Changes:
    The room is surprisingly well-preserved compared to the rest of the ground floor, though most documents have disintegrated or become moldy.
    Clues:
    In the room lies Lord Griefmund's will, which designates his son as the rightful heir.

    7. Eastern service corridor:

    The Eastern service corridor serves as a connection between the Dining room, Entrance hall, and Boardroom. It is directly linked to all levels of the house and the Western service corridor through stairs. The corridor has plain, plastered walls, stone stairs and a simple stone floor.
    Changes:
    The Dining room and Boardroom are connected by the Eastern service corridor, but the Boardroom's door is broken.
    Doors:
    The Entrance hall's and the Dining room's doors are secured with easy-level locks, the Boardroom's door is secured with a medium-level lock.

    8. Western service corridor:

    The corridor connects the Entrance hall, Kitchen, Dining room, and all floors.The corridor has plain, plastered walls, stone stairs and a simple stone floor.
    Changes:
    The corridor connects the Entrance hall, Kitchen, and Dining room, but it is thickly dusty and deserted. The northern staircase, which leads directly to the second floor, has collapsed.
    Doors:
    The Entrance hall's and the Dining room's doors are secured with easy-level locks.

    9. The Kitchen:

    The Kitchen is spacious enough to accommodate a large number of people. Twenty people once worked in it simultaneously. The oven and stove are lit up with fire, and the food is being prepared with great care. The Servants' quarters are located to the south of the Kitchen, the Pantry to the north, and the Western service corridor to the east.
    Changes:
    The Kitchen appears to be abandoned. It's cold, dusty, and filled with cobwebs, cockroaches, and mice. The sliding door that divides the Pantry from the Kitchen stands wide open. The oven is empty, it looks like it hasn't been used in a long time. The wooden door leading to the Servant's quarters is closed and appears to be locked (easy-level lock).
    Doors:
    The pantry is accessible through a sliding door, and a shabby wooden door leads to the servants' quarters.
    Notes:
    Mama Ada is usually found in the kitchen, spending most of her time here. Mama Ada holds the keys to the mansion. The ghost disappears when the characters pickpocket the keys from her.

    10. The Pantry:

    In the Pantry, preserves, drinks, and food are neatly arranged on shelves. An iron door leads to the backyard.
    Changes:
    The steel door stands ajar, rusty, and neglected. The shelves are mostly bare, draped in cobwebs. Mice have taken up residence in one of the barrels.
    Doors:
    The steel backdoor is secured with a medium-level lock.

    11. Servant's quarters:

    Six small bedrooms branch off from the narrow corridor. Formerly occupied by all the resident staff, now only the two elderly people reside here.
    Changes:
    The place is infested with rodents and spiders, and Mama Ada's room is especially filled with cobwebs.
    Notes:
    Mama Ada's mummy lies in her bed, she has the keys to the mansion. When her body is discovered, her spirit vanishes. Old Simon's spirit turns aggressive when the remains are disturbed.

    12. The Salon:

    This room is perfect for entertaining guests. The place is decorated with comfortable sofas, low tables, and armchairs, all facing the center of the room. The floor is covered with a thick carpet, and although there are no windows, the wooden paneling and three wide chandeliers create a warm and intimate atmosphere. The walls are adorned with numerous paintings, mainly depicting members of the family. You can also find several photos on the walls, showing the guests of the host (the characters) enjoying their time in the room.
    Changes:
    Outside the door of the entrance hall, there is an iron grill which has helped to keep the furnishings of the room intact. Unfortunately, the furniture and carpet have been damaged by moths and bedbugs have infested the picture frames.
    Doors:
    The salon has two doors, one facing the entrance hall and the other leading to the dining room. Both door is secured with medium-level locks.
    Notes:
    In the photos, the members of the group of friends are getting smaller and smaller around the host, as they die one by one.

    13. Dining room:

    Within this hall, three lengthy tables can serve up to 20 people simultaneously. The southern side of the room hosts three doors, two of which lead to the service corridors while the other leads to the salon.
    Changes:
    Only the northernmost table remains; it's in poor condition due to broken windows. Nature has begun to reclaim the room.
    Doors:
    The doors of the Service corridoors are usually secured with easy-level locks, and the double-door of the Salon has a medium-level lock.
    Notes:
    On the first night, Mama Ada served dinner to the guests. The food looked so delicious and real that they could easily believe they were eating it. If they discovered any poisonous plants in the greenhouse, they could test the food to see if it was contaminated, and find out that it was not.

    14. First floor corridors:

    This stunning staircase features white marble stairs, beautifully crafted stone floors and walls adorned with wallpaper. Adorning one of the walls are three impressive deer trophies that have won awards. From this area, you can access the doors that lead to the Library (west), Chapel (south), and Guest rooms (east), as well as the Living room (north) and bathroom. Near the living room, there is a ceiling-high statue of a warrior who is fully armored and holds a greataxe and shield. The warrior's shield bears the Griefmund family crest.
    Changes:
    The corridor is chilly and drafty, with damp, moldy wallpaper and no decorations. The guest room and bathroom doors are missing. The library and chapel doors are open, and the latter emits a cold light.
    Doors:
    The Chapel' door is secured with medium-level lock. All of the Sevice corridor's doors are secured with easy-level locks.

    15. The Bathroom:

    The Bathroom located on the first floor, across the Living room. It is primarily intended for the guests of the Guest rooms. The Bathroom features white stone tiles and equipped with a porcelain bathtub and sink. The bronze faucets reflect the warm light of the wall lamps.
    Changes:
    The faucet is discolored and there is no water in the pipes; even the door is missing.
    Notes:
    There is a mirror above the sink, but the ghosts who know they are ghosts cannot see their reflection in it.

    16. Service cooridor in the first floor:

    The corridor has plain, plastered walls, stone stairs and a simple stone floor.
    Changes:
    All doors are closed, but not locked anymore.
    Doors:
    There are three doors in the corridor. Two doors lead to the main stairwell (east and west), while the other door leads to the living room. All doors are usually shut with easy-level locks.

    17-20. Guest rooms:

      There are four guest rooms available on the first floor of the castle. All four door is slightly open, when the characters arrive.
    • The first room has a canopy bed, nightstands, a wardrobe, a dressing table, and a fold-out children's bed, which is usually folded.
    • The second room also has a canopy bed and bedside tables, but it also has a wardrobe, a dressing table, and a comfortable sofa.
    • The third room, which also has an open door, features a wide bed, a bedside table, a chest of drawers, a comfortable sofa and coffee table, and a narrow desk with a chair.
    • The fourh room comes with a spacious bed, nightstands, a wardrobe, a cozy armchair, and a large bookshelf filled with books.
    Changes:
    • Part 2: All four room's doors are locked with medium-level locks. There is a dust cover on the furniture. (You can skip this and jump straight to Part 3. version.)
    • Part 3: The rooms are completely bare as the doors are nowhere to be seen.


    21. The Chapel:

    The small chapel inside the house was previously used for services for the residents, which were led by the parish priest. However, it has been abandoned for quite some time now and is mostly used only for family weddings. There are twelve comfortable pews arranged in two rows facing the altar, which is located under the tinted windows on the southern side.

    Changes:

    An eerie, dim light emanates from the room, but an invisible force holds the characters back at the door.

    Door:

    The door is secured with a medium-level lock.

    Notes:

    Before the Part 2 cahnges, the altar found inside the chapel is decorated with lit candles and a holder that is filled with fresh holy water. The holy water has no effect on the characters.


    22. The Library:

    In the room, there are floor-to-ceiling bookshelves filled with all kinds of books. Narrow tables, chairs, and armchairs are placed between the shelves under the small windows. The books are not organized according to any category, and the shelves are only broken by the window openings.
    Changes:

    The door is ajar. Books appeared on the tables. Mainly volumes related to the history of the estate and mansion and family trees.

    Door:

    The door of the Library is stuck, but it can be opened with a strong push. (Strenght-check or something like that, if you want.)

    Notes:

    Books on the table: According to the family tree, Lord Griefmund has a son and a grandson, but you were unaware of the latter.

    Other books: The greenhouse contains mostly poisonous plants as revealed by various botanical volumes found by the characters.


    23. Living room:

    The room is spacious and nicely furnished with a balanced mix of light wallpaper and soft carpets, comfortably accommodating up to 12-15 people.
    Changes:
    The door is locked (easy-level lock). The furniture was covered with dusty blankets, while someone folded newspapers on the floor and the furniture.
    Notes:
    Newspapers: The newspapers were published in future dates (from the perspective of the PCs) and someone framed an obituary in red pen that included the name of one of the characters.

    24. Second floor corridors:

    This corridor features white marble stairs, beautifully crafted stone floors, and wallpaper-adorned walls with large paintings. The three doors lead to the Ballroom (south), the Tea room (east), and the Griefmund couples suite (Master bedroom) is on the north end of it.

    Changes:

    The corridor is chilly and drafty, with damp, moldy wallpaper and no decorations. The Master bedroom door is unlocked, and fresh footprints lead from the stairs on the dusty floor towards it. The Ballroom door is wide open, while the Tea room door is intact.

    Doors:
    The Master Bedroom's door is secured with a hard-level lock.


    25. Service cooridor in the second floor:

    The corridor has plain, plastered walls, stone stairs and a simple stone floor. The Master bedroom's door is in the north and the Ballroom's is in the south.
    Changes:

    The staircase is broken, the bedroom door is missing, and the ballroom door is locked with an easy-level lock.
    Doors:

     
    Both doors are secured with easy-level locks.

    26.Ballroom:

    The room is quite spacious and has parquet flooring. On the southern side, there is a wide piano along with an armchair that looks like a throne. Towards the north wall of the ballroom, there is a separate bathroom. The western door leads to the balcony. In the southwest corner, there is a beautiful piano.

    Changes:
    The door to the ballroom is wide open. The floor of the room is in very bad condition and is in danger of collapsing. The piano is located next to the balcony door, which is slightly open. The bathroom door is missing, and the service door is locked with an easy-to-open lock.

      Doors:
    The Ballroom has a double-door as entrance, a large glass sliding door leads to the Balcony, and there is two wooden door, one for the Bathroom, the other to the Service cooridor.
    Notes:
    The ghost of the characters can't fall down, since they have no weight.


     

    27. Balcony:

    There is a long Balcony that runs along the west side of the castle. The wall is lined with carved marble benches.

    Changes:

    The Balcony has been abandoned for years, and there are a lot of leaves and broken branches scattered around. The parapet is incomplete and broken, adding to the desolate look of the place. The benches are lying in ruins.

    28. Master bedroom:

    The Master bedroom is a suite consisting of a small, comfortable dining room, a spacious bedroom with huge bed and a writing corner, a private bathroom, and a wardrobe. The mansion is already elegant and comfortable, but the level of luxury here is even higher. The room boasts several layers of carpeting, and the fireplace features intricate carvings. A large painting of Lord Bardolf Griefmund and Lady Emilia Griefmund hangs above the bed. The bathroom is decorated with feminine touches, including floral motifs throughout.
    Changes:
    The room has been uninhabited for decades. The furniture is covered with dusty covers. The bathroom-, the Service corriodor- and the wardrobe doors are missing. The wardrobe is empty.

    Doors:

    The Master bedroom's door is secured with a hard-level lock from the Second floor corridor, and an easy-level lock from the Service corridor.

    Notes:

    In the painting, Lady Emilia wears the same necklace as the one resting on her remains in the lake.


    29. Tea room:

    The small room, located on the second floor, was mainly reserved for the Lady of the house and her female guests who came over for tea. On the eastern wall, there is a low bookshelf filled mostly with romance novels. The room has a feminine decor, with shades of pink and floral patterns dominating the space. However, it has become quite dusty over time as Mama Ada, who is finding it increasingly difficult to climb the stairs, rarely comes up here to clean.
    Changes:

    The room's furnishings are destroyed long time ago.

    Doors:

    There are two secret doors to the attics in the house.

    To open the door to the North attic, you need to rotate a gem in the picture frame in a clockwise direction. Be careful while doing so, as the gem may fall out of the frame, making it difficult to put it back.

    To open the door to the South attic, you need to push down one panel of the wall covering, which will reveal a keyhole. The key to this door is with Mama Ada.

    Clues:

    Emma Giefmund's diary: hidden in a book. (Hard to find, but it is there in all part of the game.) She wrote that she wanted to give sleeping potion to her unfaithful husband and push him into the garden pond. This is the last entry in the notebook.

    Notes:

    In Part 2, there is a 50% chance that the Wraith will emerge if someone steps into the room. In this case, Part 3 begins automatically.

    30. North attic:

    In this dark attic room, chests, boxes, and bags store old clothes and small household items. The storage space is inaccessible from the inside.

    Changes:

    The roof has been damaged and it is at risk of collapsing.

    Notes:

    Collapsing roof has no affect to the character's ghosts.

    31. South attic:

    There is a handle on the inside of the door. In this dark attic room is mainly stored unused or damaged furniture. Anything that once comes up here stays up here.

    Changes:

    Here lies the hanged body of Lord Bardolf Gifemund.

    Notes:

    If the body is disturbed not for the purpose of burial, the vengeful wraith will appear.

    The farewell letter, which is kept in his coat, reveals the origin of the curse. Lord Griefmund had wished that he could spend eternity with his friends, but this has resulted in the characters being trapped here as well.
    If the body is taken to the crypt, the Wraith will not appear, and the curse will be lifted.


    32. Backyard:

    The workshops and the stable are located here. The back door of the house opens from here, the road leads to the castle's private cemetery.

    Changes:

    The grass is waist-high, covering the paths leading to the workshops. There are only animal trails.

    Notes:

    The grass at night is full of rats that don't attack and flee from light.


    33. Storage:

    The low-roofed building contains wine barrels, crates, sacks, etc. but the door is stuck.

    Changes:

    The Storage only contains two broken barrels and an easy-level locked door.


    34. Smithy:

    The blacksmith's workshop is located beside the Stable, and inside the well-equipped space, you can find a wide range of tools that can be useful for household repairs.

    Changes:

    The door is slightly open. Upon entering the workshop, it becomes apparent that it is vacant and devoid of any tools or equipment.


    35. Stable:

    The Stable is empty, as no horses are kept despite the capacity to accommodate 15 animals.

    Changes:

    The barn roof has been missing, allowing rats to nest inside.


    36. Workshop:

    In this small workshop, there are woodworking tools, a workbench, and a vise.

    Changes:

    The building has only a few boards in the tall grass. It's been several years since it collapsed.

    37. Greenhouse:

    The greenhouse is not very big, but it is full of colorful and special plants. The different pots are on four long stands. Mainly exotic flowers such as orchids and lilies grow here, and some bonsai trees.
    Changes:
    All plants are dead and all pots are empty.
    Notes:
    It is clear to a character skilled in botany that most of the plants here are poisonous. If they don't know that, the library has books for plant identification.

     

    38. Graveyard:

    The Graveyard is a bit neglected compared to the first half of the park. The Griefmund family crypt rises in the middle, and the graves are arranged in three plots (north, south, and east).
    • N1: General Gillebertus was born as Lord Giefmund, but everyone just called him Papa Bert.
    • N2: In memory of Lord Hardwin Gifemund, restored by the Eaglerock Historical Society.
    • N3: Lady Victoria longed for love, but six none of her husbands could give it to her. She survived them all.
    • N4: A broken, worn tombstone with a rose tree growing at one end. Lord Martin Odger's final resting place.
    • N5: Princess Avilina rests here, rest in peace in the land of his ancestors.
    • N6: Overgrown with ivy. Lord Charlotte's final resting place.
    • N7: Count Frederick was a big man, he had to have a special coffin made for him. His wife didn't complained.
    • N8: Lady Lynette, Lady Alicen and Lady Aleida. Below that are three different dates.
    • E1: Mrs. Malkin, said that her son was going to take her to the grave, she just didn't know which one.
    • E2: Grizel, Lady Rosamunda's favorite mare.
    • E3: Hugo was the best hunter, now forever in hunting fields.
    • E4: Mariorie rests here.
    • E5: Filbert, the most faithful eb. He died after his master.
    • E6: Winnifred - born free but taken by ship. It served well.
    • Lonely tombstone: The tomb has been overgrown by a strange fungus. Final resting place of Count Don Walther.
    • S1: Lord Humpherus Gifemuznd and his wife. Their loving son spends their money.
    • S2: In memory of Father Wiliam.
    • S3: The Tomb of Mrs. Yvette. No one miss her.
    • S4: Miss Emelnie, you were too young for that.
    • S5: Lord Dumphey Griefmund, may peace reign upon him.
    • S6: Milicenta Gifemund, rest in peace. She is mourned by her husband, children and grandchildren.
    • S7: The tombstone is overgrown by the nearby rosehip bush. Tomb of Admiral Reymod.
    • S8: In loving memory of Christinia.
      Changes:
    The real inscriptions appear on the graves.
    • N4: A broken, worn tombstone with a rose tree growing on it. Final resting place of {a PC}.
    • N6: This tombstone is overgrown with ivy. Tomb of {a PC}.
    • Lonely tombstone: The tomb has been overgrown by a strange fungus. {PC name}, lived and died.
    • S4: {PC name} Death is just a new Start.
    Notes:
    Exchange as many epitaphs as there are ghost players at the table.

    Griefmund Manor
    Griefmund Manor by AI: OpenArt Creative
    Lilla Griefmund
    Old Simon
    1. The Garden(60x30)
    by Lia Felis (Dungeon Painter Studio)
    (1:2)
    2. Entrance hall(20x26)
    by Lia Felis (Dungeon Painter Studio)
    3. Reception room(7x6)
    by Lia Felis (Dungeon Painter Studio)
    4. Cigar room(7x8)
    by Lia Felis (Dungeon Painter Studio)
    5-6-7. Boardroom-Office - Eastern service corridor(8x11)
    by Lia Felis (Dungeon Painter Studio)
    8-9-10. Western service corridor-Kitchen-Pantry(11x13)
    by Lia Felis (Dungeon Painter Studio)
    11. Servant's quarters(9x14)
    by Lia Felis (Dungeon Painter Studio)
    12. Salon(8x11)
    by Lia Felis (Dungeon Painter Studio)
    13. Dining room(12x12)
    by Lia Felis (Dungeon Painter Studio)
    14-15-16. First floor corridors-Bathroom-Service corridor(15x22)
    by Lia Felis (Dungeon Painter Studio)
    17-20. Guest rooms(6x22)
    by Lia Felis (Dungeon Painter Studio)
    21. The Chapel(12x8)
    by Lia Felis (Dungeon Painter Studio)
    22. The Library(5x22)
    by Lia Felis (Dungeon Painter Studio)
    23. Living room(12x7)
    by Lia Felis (Dungeon Painter Studio)
    24-25. Second floor corridors-Service cooridor(10x14)
    by Lia Felis (Dungeon Painter Studio)
    26.Ballroom(12x19)
    by Lia Felis (Dungeon Painter Studio)
    27. Balcony(5x22)
    by Lia Felis (Dungeon Painter Studio)
    28. Master bedroom(12x16)
    by Lia Felis (Dungeon Painter Studio)
    29. Tea room(7x7)
    by Lia Felis (Dungeon Painter Studio)
    30. North attic(7x9)
    by Lia Felis (Dungeon Painter Studio)
    31. South attic(7x10)
    by Lia Felis (Dungeon Painter Studio)
    32-33-34-35-36. Backyard and small buildings(21x19)
    by Lia Felis (Dungeon Painter Studio)
    37. Greenhouse(7x8)
    by Lia Felis (Dungeon Painter Studio)
    38. Graveyard(34x30)
    by Lia Felis (Dungeon Painter Studio)
    (1:2)


    Cover image: by AI: OpenArt Creative