
The Investigation
Info
table-of-contents
Introduction
Link to original
Starting the Adventure
The Investigation
The Confrontation
The Conclusion
Maps
Windlewood Manor
- First Floor
- Second Floor
- Roof
Store & Warehouse
The Drawing
There are numerous people and places involved in this caper, and it’s up to the PCs to put together the series of events and figure out what’s important and what’s not! Listed below are some of the important locations and NPCs in Windlewood Manor.
Lady Windlewood’s Study
This opulent room houses numerous heavy bookshelves stuffed with leather-bound tomes. Plush chairs are nestled in the corners, and it’s adorned with intricate wall tapestries and plush carpet. Across the room a heavy oak desk sits in front of a pair of casement doors, which open onto a terrace and verdant garden. A budgie sporting vibrant plumage of orange, red, and yellow chirrups in a large, ornate cage between the desk and wall.
Several items of interest can be found here:
-
A DC 12 Investigation check reveals an orange feather, warm to the touch, lying on the carpet. The feather appears to match the plumage of the bird in the cage. It s magical, but the bird in the cage is not. Players holding it can feel that it gives off a low level of heat; if they hold it longer than 30 seconds it begins to grow uncomfortable; if they grasp it tightly for one minute or more, it begins to burn them.
-
A DC 14 Investigation check reveals a crumpled piece of paper near the base of a bookshelf. On its surface is a crudely-inked drawing of a bird, colored red, orange, and yellow with various shades of wax.
-
A DC 16 Investigation check reveals that the carpet beneath the feather is scorched, the fibers having fused together from continuous heat.
-
A DC 18 Investigation check reveals a masterwork lockpick on the floor near the cage. It’s partially buried in the carpet’s thick pile.
-
A DC 20 Perception check while examining the crumpled paper reveals a lingering scent on its surface. This is Herbert’s strong cologne, some of which has rubbed off on the paper and is identifiable to people who have interacted with him.
The Garden
Relatively fresh footprints pass outside the study’s casement windows, leading from the front door toward the stables. These are Jane’s tracks from the night before, and a DC 16 Survival check identifies them as being made last night.
The Staff
Higgins, the Butler
Higgins will accompany the PCs as they search for clues and interview the manor’s inhabitants. If the PCs discuss the crime with Higgins, he will admit that although Lady Windlewood believes the present budgie is different from Beatrice, they look the same to him. If asked about the other staff, he notes that several of the maids approached him throughout the day to let him know that Jane was missing from her bed during the night, but he doesn’t know why and hasn’t had the chance to question her himself. Nevertheless, he trusts all of his staff, as he interviews them personally before they’re brought into the household as servants.
Jane, the Scullery Maid
Jane is at work in the kitchen, scrubbing pots and being bossed around by the cook. She doesn’t reveal anything easily, but a DC 18 Diplomacy or Intimidation check convinces her to open up a bit. She firmly maintains her innocence when questioned. If the PCs convince her to talk, she admits that she was up in the middle of the night to meet with Robert, but no one knows that the two of them are in a relationship and she’s desperate to keep it that way. On her way to the meeting she heard weird noises from the study and decided to investigate; however, nothing seemed amiss, so she didn’t tell anyone but Robert.
The Rival
Lady Windlewood’s rival, Matilda Brumblebush, has a very valid alibi regarding the accusations levied against her: she’s currently out of town on vacation, and has been for the past month. This fact is being kept quiet to lessen the risk of burglary during her absence, and the household staff are all being retained in the manor to complete the illusion of business as usual.
If the PCs investigate Lady Brumblebush they’ll be rebuffed by Jenkins, her imposing half-orc butler. If they reveal that she’s suspected of planning the burglary, he’ll give them enough information to clear his mistress of any guilt and request that her absence be kept secret.
Percival’s Pet Emporium
Sooner or later, the PCs’ attention will probably turn to the pet shop where Beatrice was purchased. It’s about a mile away from the manor, and it is easy to find. It is the biggest pet shop in town, and the main proprietor, who is currently away on business, partners with Karvatticus to attract the rich clientele that are drawn to exotic pets.
This large store is crowded with cages, crates, and other containers full of animals of all sorts. The various animal noises blend into a cacophony that is nearly overwhelming, nearly drowning out the sound of the bell as you enter the door. A young halfling woman behind the counter grins broadly at you and a brown gnome stands in the corner, cooing gently at a vibrant green bird.
Karvatticus Fletcher
Karvatticus is very friendly and talkative, and always looking for the opportunity to make a sale. When the PCs first approach he’ll try to entice them into buying various (mis-identified) exotic animals, such as an Emerald Sparrow or a Matriculated Newt.
If the PCs bring up Beatrice, he’ll grow a bit distrustful of them, grousing about “that fellow” who wants him to cancel the sale and worrying that the PCs are working for him. Once he’s certain that the PCs aren’t in league with Herbert (whose name he frequently gets wrong), he will reveal the following:
- He was prepared to sell Beatrice to Herbert, but he was irritated at the excessive haggling and rude treatment. While Herbert was away, he sold the bird to Lady Windlewood instead, and hasn’t heard the end of it from the half-elf.
- One month ago, he sold Herbert a cage identical to the one Lady Windlewood bought for Beatrice.
- One week ago, he sold Herbert an ordinary blue budgie.
- Karvatticus has never come across a budgie like Beatrice before or since, although Herbert has been constantly harassing him for information about where the gnome found her.
Pemma Stoutfoot
Pemma is the cheerful halfling cashier currently working the storefront. She is helpful, sensible, and positive. She’s easily convinced to look up Herbert’s name and business information if it’s to help Karvatticus out. She can give a description of Herbert and doesn’t think much of him.
If the PCs bring the crumpled drawing to their attention, both Pemma and Karvatticus recognize the drawing as one that Herbert brought in as an example to show them the kind of bird he wanted to purchase. They also recognize his cologne if asked to take a whiff.
Tibbles and the Snipe
If the players are having a hard time figuring out where to go next in their investigation or are missing some key information, Tibbles will approach and fill them in. This little orange short-hair tabby with white paws, green eyes, and a black collar is actually Herbert’s familiar. She can speak aloud thanks to an enchantment on the collar. She won’t willingly let anyone touch the collar, as it’s her only way to communicate with people. Herbert has concocted an altered version of find familiar that permits him to form a bond with ordinary animals, and it is this spell that he’s hoping to use on the phoenix once his preparations are finished. Tibbles is a normal cat who has been made into a familiar using this spell a couple of years ago. She doesn’t remember much about her “normal” life before she had the collar and a master, and she can’t offer any details on the process that granted her sentience.
If the PCs talk to her, Tibbles will reveal that she’s been hunting for a snipe all day with no luck. She’s been following the group around for a while as she noticed they are looking for something themselves, and she hopes they can help her. Her master has been busy in his workshop all day ignoring her continuous questions, and finally told her to go find a snipe. She can be convinced to lead the PCs to the warehouse but won’t go in herself as her master ordered her not to return until she finds a snipe. She recognizes the scent on the paper as his smell. She doesn’t know his name and is not good at physical descriptions, because “all you two-leggers look the same from down here.”

