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The Phantom Manor

10 rooms, 13 ghosts, and a mysterious door in the Phantom Manor. Can the adventurers survive until dawn, lift a family curse, and get a new—albeit haunted—house for themselves?

The Phantom Manor is a 40-page adventure fit for adventurers of any game and level. Written by Jakub Wisz and laid out by Anna Urbanek, the adventure continues Double Proficiency’s tradition of most-ages-appropriate content (let’s say, 7+), with little to no mechanics, and focus on creating memorable non-combat encounters.

This haunted mansion adventure can be used in any fantasy setting, including D&D 5e and Pathfinder, but will also work in modern and horror settings with minor changes.

NOW IN STORES!

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Get ready for the spooky season!

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The Phantom Manor is a haunted house-type adventure. It’s suitable for any fantasy tabletop roleplaying game, though it will work well with historical or modern-era games as well with some modifications.

This adventure contains everything you need to play except for the rules, as those will come from the game you’re playing.

 

It’s built as a short, spooky story with a slight comedic undertone, with replayability value and an interesting reward adding depth to your party’s downtime activities.

The Phantom Manor’s theme is gothic horror, though it doesn’t introduce gory or particularly unsettling concepts on its own—it’s up to the party and their GM to decide how scary they want to make it. The story is presented through visual storytelling and clues left by the previous denizens, leaving plenty of narrative room for game masters to fill in to make it suit their storytelling style.

The game’s intended as a one-shot or a few game sessions, to be run as a standalone game or as a part of an ongoing campaign. The rewards are intended to add depth to your downtime activities and variety to your travels, not replace your game system’s mechanics.

Ready to play?

The PDF version of the adventure allows the game master to keep track of the game as you play it. We have drop-down boxes, check boxes, and other methods of making sure you don’t have to take separate notes as the PCs investigate the manor. They might get lost – but you will not!

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