The scent of cinnamon and mulled wine filled Thane’s nostrils as he pushed through the ornate lobby of Blau’s Theater. Gold statues lined the walls—nude figures of the city’s most notable residents that made him avert his eyes with embarrassment. His companions, the half-elf rogue Sera and the dwarven cleric Magnus, seemed less bothered by the scandalous décor.
“Ghost hunters,” Sera muttered, reading the hastily scrawled notice they’d torn from the job board. “Good coin, but the last three groups never came back.”
“Aye, that’s what worries me,” Magnus grumbled, his holy symbol gleaming against his chainmail. “What kind of spirit kills seasoned adventurers?”
They found Edsel Blau in her office, surrounded by paintings from past performances. She was an elegant woman with flowing white hair and an easy smile that didn’t quite reach her watchful eyes. When she spoke, her voice carried the practiced warmth of someone accustomed to charming crowds.
“Ah, more brave souls!” she exclaimed, rising from behind her desk. “I do hope you’ll have better luck than the others. This ghost has been nothing but trouble—collapsing scaffolding, tearing curtains, snapping orchestra strings. It’s ruining my reputation.”
“What do you know about this spirit?” Magnus asked, his weathered hands clasped behind his back.
Edsel’s smile flickered for just a moment. “Very little, I’m afraid. It seems drawn to the upper floors. The locked room at the top of the theater—that’s where the… incidents… seem to originate.”
She pressed a heavy key into Thane’s palm, her fingers lingering on his hand longer than necessary. “I’ll pay you each fifty gold pieces if you can rid me of this menace. The theater simply cannot continue under these circumstances.”

The narrow staircase creaked under their boots as they ascended to the theater’s upper level. Bronze railings gleamed in the torchlight, but the air grew colder with each step. When they reached the locked door, Sera examined it with professional interest.
“Strange,” she murmured. “The lock’s been turned from the outside recently, but look at these scratches on the wood. Someone—or something—has been clawing at this door from the inside.”
Thane inserted the key with trembling fingers. The lock turned with a grinding sound that seemed to echo through the entire building. As the door swung open, a wave of arctic air washed over them, carrying the stench of decay.
The room beyond was a charnel house. Decomposing bodies of previous adventurers lay scattered across the floor, their equipment corroded and useless. Sera covered her nose with her cloak while Magnus whispered a prayer for the dead.
“Look at this,” Thane said, kneeling beside one of the bodies. A leather journal lay open beside a skeletal hand. “The last entry… it says ‘The ghost won’t appear unless we speak her name, but how can we learn it?'”
They searched the room methodically, stepping carefully around the corpses. Sera discovered a hidden compartment in the wall containing old letters, while Magnus found a small portrait wedged behind a loose floorboard. The painting showed a young woman with kind eyes and auburn hair.
“Isabella Hartwell,” Sera read from one of the letters. “She was Edsel’s ward… and according to this will, she left everything to Edsel when she died.”
“Died how?” Magnus asked grimly.
Thane found the answer in another letter—a physician’s report. “Poisoning. They ruled it suicide, but look at this…” He pointed to a line near the bottom. “The physician notes that the symptoms were consistent with nightshade poisoning, but Isabella had no access to such plants.”
“Isabella,” Magnus called out to the empty room. “Isabella Hartwell, we know you’re here.”
The temperature plummeted. Frost began forming on the walls, and their breath came out in visible puffs. Then she appeared—a translucent figure in a blue dress, her face twisted with anguish and rage.
“You… you know…” Isabella’s voice was like wind through autumn leaves. “You know what she did to me.”
“Edsel poisoned you,” Sera said gently. “She wanted your inheritance.”
The ghost nodded, tears streaming down her ethereal cheeks. “I trusted her. I loved her like a sister. And she… she killed me for money. Then she trapped me here, bound me to this room with dark magic so I couldn’t find peace or justice.”
“We can help you,” Thane offered. “We can expose the truth.”
Isabella’s expression shifted, hope flickering in her spectral eyes. “You would do that? Even knowing that Edsel will never let you leave alive if you try?”
Before anyone could answer, they heard footsteps on the stairs—many footsteps, heavy and purposeful.
“She’s listening,” Isabella whispered urgently. “She always listens. She knows you’ve learned the truth.”
The door slammed shut behind them with supernatural force. Through the walls, they could hear Edsel’s voice, no longer warm and welcoming.
“Kill them all,” she commanded. “Make it look like the ghost did it. No one can know.”

Masked figures poured into the room—actors from Edsel’s company, armed with swords and crossbows. Their faces were hidden behind theatrical masks of comedy and tragedy, but their intent was unmistakably murderous.
“So much for the easy coin,” Sera muttered, drawing her daggers.
The battle was fierce but brief. Magnus’s hammer crushed the first attacker’s ribs while Sera danced between opponents, her blades finding gaps in their hastily donned armor. Thane’s sword sang as it cleaved through mask and flesh alike.
But even as they fought, Isabella watched from the corners of the room, her form growing more solid, more real.
“I can feel it,” she gasped. “The binding… it’s weakening. Your courage, your willingness to seek justice—it’s breaking the spell that holds me here.”
As the last masked actor fell, Isabella stepped forward, her ghostly form now blazing with ethereal light.
“Edsel Blau,” she called, her voice carrying through the entire theater. “Face me now. Face what you’ve done.”
The ghost passed through the locked door like mist, her cries of accusation echoing through the building. They heard Edsel scream from somewhere below, then running footsteps, then silence.
When they finally broke down the door and descended to the theater proper, they found Edsel’s office empty. A window stood open, curtains billowing in the night wind. But on her desk lay a confession—written in Edsel’s own hand, detailing how she had slowly poisoned Isabella and forged documents to claim the inheritance.
Isabella appeared one last time beside the desk, but now she looked peaceful, the anguish gone from her features.
“Thank you,” she whispered. “Edsel escaped, but not before I extracted a confession. Justice has finally been served. I can rest now.”
She faded like morning mist, leaving only the faintest scent of roses.
The city watch arrived at dawn, summoned by concerned neighbors who had heard the commotion. They found the confession, the bodies of the hired actors, and the evidence of Isabella’s murder. By noon, Edsel Blau was wanted throughout the kingdom for murder and fraud.
Magnus counted out their payment from Edsel’s abandoned safe while Sera pocketed a few choice pieces of jewelry. Thane, however, stood looking up at the empty theater seats, thinking about trust betrayed and justice delayed.
“The deed’s here too,” Sera announced, waving a legal document. “Looks like Isabella’s will was real—she really did leave everything to Edsel. But now that Edsel’s a fugitive…”
“The theater belongs to Isabella’s estate,” Thane finished. “Which means it belongs to no one.”
As they prepared to leave, a warm breeze stirred through the theater despite the closed windows. For just a moment, they heard the sound of applause—soft, grateful, and tinged with the peace that comes only after justice is finally served.
Outside in the Theater District, life continued as always. But in one small corner of the world, a young woman’s spirit had finally found rest, and three adventurers walked away knowing they had done something truly good.
The show, as they say, must go on. But this particular performance had finally reached its end.
This short story was created by Claude.AI, using the book “The Theater District” as the training set (using the adventure “The Spirit Upstairs”). This is an experiment to see if the Heartwizard Games roleplaying supplements can be used as source material to generate stories. Hopefully you liked it!