Mini-Dungeon #061: The Cackling Madness of Umberstone Manor

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(1 customer review)


For 3-4 PCs of levels 13-15

Lingering in the shadow of Mount Shalefor, Umberstone Manor is the ancestral home of the Valninboom family. The mansion is set high upon Umberstone Hill on the outskirts of the city of White Oak’s Shire. The settlement was founded three centuries past when the progenitor of the Valninbooms, Lord Rimbrall, first incorporated it as a base of operation for the White Oak Trading Company.

Renowned dealers of antiquities, the Valninbooms’ trade empire amassed great wealth as masters to the River Wyde. Over the centuries the simple trade outpost grew in population and eventually bore its own thriving economy. Today the city is a bustling trade port. The generations of Valninbooms grew in wealth and power, but they also became reclusive. The Valninbooms focus on company business, and rarely make public appearances.

As the outpost expanded, those who held administrative positions in the trading company soon inherited governing responsibilities for the city. These positions of power in White Oak’s Shire are passed down through generations forming several influential houses within the community. No one interacts directly with the Valninbooms save for the council of governors who each head one of the five houses of White Oak.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

1 review for Mini-Dungeon #061: The Cackling Madness of Umberstone Manor

  1. Rated 5 out of 5

    Thilo Graf

    An review

    This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains…*drumroll* a .jpg-version of the map!

    Since this product line’s goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

    This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

    Still here?
    All right!
    So, first thing you’ll notice is that this mini-dungeon is actually no dungeon – instead, it is basically an adventure sketch of sorts, presenting the basic set-up, plot and providing guidelines to run this adventure, all on two pages. The eponymous Umberstone Manor is the ancestral seat of the Valniboom family, antique dealers of some renown; the manor is situated in the shadow of a massive mountain and, indeed, is the private playground of the family and, indeed, the entire umberstone hill carries a really, really potent global effect that will have PCs struggle, even at high levels – kudos!

    Now, the PCs have been hired to investigate the strange curse that has befallen the local populace – 2/3rd of them have developed a cackling mania, with more affected by the strange cackling curse daily. Weirdly, though, no one seems to be dying from the curse…

    The resolution is actually really cool and a plan befitting of PCs in how wickedly cool and over the top it is: You see, the Valnibooms are actually vampires – and they can, obviously, control the living, right? So, what’s a good vampire hunter gotta do? Well, Nicoletta Vasille’s response was to dump a boatload of specialized poison into the local water supplies; harmless to mortals, but it temporarily renders their blood unpalatable for the undead. Oh, and gibbering mania as a side-effect, but beggars can’t be choosy, right? Well, that’s not all. She also hired dwarves to create a tunnel into the mountain, planning on BLOWING UP THE MOUNTAIN, thus exposing the manor to sunlight AND letting a huge avalanche/rock slide crash down. And you thought your PCs have a tendency for overkill…

    Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

    This is but a sketch of a full scenario, but the amount of details it provides in scant few words is AMAZING. How the PCs interact with the factions, what they do – it all depends on you, but this makes a great 1-page adventure set-up that is more interesting than many that I’ve read. Yes, it needs some fleshing out, obviously, but Justin Andrew Mason’s angle here works admirably well. My one complaint here is that I’d have loved to see this fully developed as a big sandbox; you know, fully depicted villages, progression of everyone becoming ever more manic…the scope feels almost too ambitious for even the sketch-formula of this MD. Still, this is worth getting. My final verdict will be 4.5 stars, rounded up for the purpose of this platform.

    Endzeitgeist out.

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