756345-The Haunt 2 - v1.3 - Optimized

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Struggle in Three Horn Valley

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P.B. PUBLISHING PRESENTS

The Haunt
by
Travis Legge & Phil Beckwith
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MATURE AGE WARNING - This adventure is intended for a mature playing
group, in that it contains scenes that some younger players may find
disturbing. It is advised that this adventure is only played by those 15 years
or older - parental discretion is advised.

Credits
Authors: Travis Legge & Phil Beckwith
Layout: Phil Beckwith
Editor: Ken Carcas
Proof Readers: Ken Carcas
Cover Artist: Shutterstock (90452866)
Interior Illustrators: Phil Beckwith, George Cotronis,
Brett Neufeld, Dean Spencer, Bartek Blaszczec, Earl Geier,
Gary Dupuis, Jason Ammons, Teresa Guido
Battle Map Cartographer: Chris Bissette
Playtesters: Joshua Szpakowski, Nick Bailey, Freeman Patterson, and Carter Lemon. Brandon Swangin and his group of
mighty adventurers. Johann Carlos and his ghost fighting gladiators. Paul Beebe and The Flaming Pigs - Sean Rando,
Carol Vogel, Kenneth Sellers, Patrick Nordaby. Tanya Jackson. Storm Gillman.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,
Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

Copyright © Phil Beckwith (P.B. Publishing) 2018


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Contents
Chapter 1: Introduction................................................................................................................................ 4
Adventure Synopsis................................................................................................................................................. 4
Running the Adventure.............................................................................................................................................. 4
Set the Mood............................................................................................................................................................. 4
Character Advancement......................................................................................................................................... 4
Boxed Text................................................................................................................................................................. 4
Adventure Referencing........................................................................................................................................... 4
Setting and Location............................................................................................................................................... 5
Drawings and Visions................................................................................................................................................. 5
Vision 1....................................................................................................................................................................... 5
Vision 2....................................................................................................................................................................... 6
Vision 3....................................................................................................................................................................... 6
Vision 4....................................................................................................................................................................... 7
Vision 5....................................................................................................................................................................... 7
Spectral Reconstruction............................................................................................................................................ 8
Background................................................................................................................................................................... 9
Adventure Hooks......................................................................................................................................................... 9
Chapter 2: St. Greycastle's Hospital..........................................................................................................10
The Hospital Ruins Below.......................................................................................................................................10
General Features....................................................................................................................................................10
Basement Level..........................................................................................................................................................11
B1. Stairwell & Receiving Room........................................................................................................................11
B2. Hallway.............................................................................................................................................................12
B3. Quarantine.......................................................................................................................................................12
B4. Maternity Ward................................................................................................................................................13
B5. Stairwell............................................................................................................................................................14
B6. Main Sickroom................................................................................................................................................14
Sub-Basement............................................................................................................................................................14
S1. Nurse's Quarters.............................................................................................................................................14
S2. Stairwell ...........................................................................................................................................................14
S3. Chapel...............................................................................................................................................................15
S4. Sanatorium .....................................................................................................................................................15
S5. Hallway 1..........................................................................................................................................................15
S6. Hallway 2..........................................................................................................................................................16
S7. Hallway 3..........................................................................................................................................................16
The Ground Floor (above ground level)................................................................................................................16
R1. Main Hall..........................................................................................................................................................17
R2. Central Passage..............................................................................................................................................17
R3. Privy Chamber.................................................................................................................................................17
R4. Bedchamber.....................................................................................................................................................18
R5. Dining Hall/Pantry.........................................................................................................................................18
Chapter 3: Not So Fast.................................................................................................................................19
Conclusion..................................................................................................................................................................20
Appendix A: Monsters.................................................................................................................................21
Appendix B: Maps........................................................................................................................................27
Appendix C: Handouts................................................................................................................................30
Appendix Reference Page...........................................................................................................................33
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Chapter 1: Introduction

T
he Haunt 2 is designed to be both To run this adventure, you will need the
a one-shot on its own merits, and a Dungeons & Dragons Player’s Handbook (PHB),
sequel to the platinum bestselling Monster Manual (MM), Dungeon Master’s Guide
adventure The Haunt. It is a (DMG), and the information found within this
Dungeons & Dragons 5th Edition adventure module. Although the stat blocks are
horror themed fantasy adventure. listed in Appendix A, a copy of Mordenkainen’s
This is a very challenging adventure Tome of Foes (MToF) and Monsters of the Guild
for 5th level player groups of 3 to 5 players (MotG) is not required but may come in handy.
with some deadly encounters. However, ideally,
The Haunt 2 is tailored as a medium difficulty Set the Mood
adventure with plenty of excitement and danger It is highly advised to run this adventure with
for a 6th level party of 4 to 5 players. dim lighting (or candle-lit), spooky organ music,
and have a creepy children’s lullaby ready to play.
Adventure Synopsis This will ensure the right vibe is achieved, and
In this horrific tale, the party enters a ruin in provide maximum satisfaction for you, the DM,
hope of finding shelter from a damaging hail and your players.
storm. They find it by entering the basement
level (Area B1) from a stairwell, the only thing Character Advancement
left standing within the ground level ruins above. This adventure is designed to utilize the
Once inside, they are beset upon by dark forces Milestone Leveling System, by which it is
who antagonize, harass and toy with them. As expected that the characters start at level 5 at the
the party delves deep into the subterranean beginning of the adventure, and upon escaping
region of the ancient hospital, the ruins they left St. Greycastle's Hospital, they advance directly
above, slowly start to reconstruct themselves, into level 6.
trapping the party in a nightmarish hellscape.
The characters discover a number of children’s This is only a suggestion, however, and you, as
drawings which provide clues as to the nature the DM, are in no way forced to use this method.
of this dreadful haunt and act as the key, upon This adventure runs perfectly fine with the
their destruction, to allowing the characters to Experience Points based leveling, and you are
escape the evil place. Can your party survive long encouraged to use XP if it is a better fit for you
enough to solve the mysteries of this foul haunt? and your playing group.

Running the Adventure Boxed Text


This adventure is essentially an escape effort This adventure includes boxed text to assist
from a dungeon, set in a sick, haunted and those Dungeon Masters who like to have a
ruined hospital. However, the aim is not to just description of a scene or location. The use of
have the players move from room to room, killing boxed text is by no means required; many great
creatures to make their way out. This adventure Dungeon Masters avoid the use of boxed text
will have a focus for story and flavor too. and instead feel more comfortable describing the
The Haunt 2 is split into three Chapters: action in their own words. You should consider
what works best for you and your group. If you
• Chapter 1: this chapter is the introduction. choose not to read aloud any of the text provided,
• Chapter 2: focuses on the main dungeon you should at least paraphrase the information to
areas of St. Greycastle's Hospital. keep the players aware of their environment.
• Chapter 3: contains the information required
to complete the adventure and the climactic Adventure Referencing
final battle with a freshly powered-up Evil
Doll. Throughout the adventure, references for text
written in BOLD or italic can be found at the end
of the book in the Appendix Reference Page.

The Haunt 2
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Setting and Location
The Haunt 2 is designed to be a drop and play
adventure that can fit into any setting and any
campaign.

Drawings and Visions


One of the main ways to escape the haunted
Greycastle’s Hospital is for the PCs to collect the
five children’s drawings and destroy them. The
drawings are scattered throughout the hospital
and are cursed. The evil scenes they depict are
designed to allow the PCs to learn of the Evil
Doll’s horrific origin story.

Characters who touch or examine the drawings


experience powerful, pathos-ridden visions
of the dark events they depict. These visions
begin in the same way each time. The character
experiencing a vision hears a horrific wailing, Vision 1
like the pained cries of childbirth. Next, the
target sees their current surroundings begin
A young, blonde girl walks hand in hand with
crumbling to ash, the ashes being pulled up
into the sky and revealing the locations, items,
an older, yet beautiful woman. The girl looks
and creatures featured in the vision. Once the troubled as she glances up at the woman.
vision plays out, the observer’s vision blurs with
a blood-red light, rendering them blinded for one “Why do we have to go to the hospital,
round (or about six seconds) before their vision Gertrude?” She asks.
returns to normal.
“Your mother,” the elder woman answers.
When a vision is to be played out, read or “She’s going to give us a present today.”
paraphrase the respective vision below then see
the after effect: “I don’t like the hospital,” the young girl says.
“But I do like presents.”

The woman pauses and crouches to look at


the young girl in the eyes.

“I know,” the older woman says. “How about I


give you a special present today?”

The young girl nods. Gertrude smiles, her


face warping momentarily to take on deep
wrinkles, sharp teeth, and evil eyes before
then returning to normal. Gertrude stands,
and the pair resumes their walk.

After Effect. Once this vision is over, the PCs


hear a childish giggle and a little girl’s voice echo
from an indistinguishable location say, “come
and play with me. I bet you can’t find all five!”

The Haunt 2
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Vision 2
The young, blond girl runs down a hallway
towards closed doors. Screaming can be
heard from behind the door. She presses
her way through the door, to see a bloody
woman lying on the delivery bed, weeping
uncontrollably. Two nurses stand at the foot
of the bed, one holding the stillborn child.
Gertrude stands next to General Montarthas,
who sits in a chair, weeping. Seeing the girl
run into the room, Gertrude steps toward her.

“Carol Anne,” Gertrude says. “You needn’t be


in here child. Come. Let’s go.”

Gertrude takes Carol Anne by the hand and


begins to lead her out of the room. Carol Vision 3
Anne looks over her shoulder and sees the
nurses pass the baby between each other. Carol Anne is playing with the lifeless, inert
The baby’s face is a twisted mask of pain and Evil Doll on the floor of the hallway outside
agony, with bulbous black eyes and a smile the Sanitarium. Gertrude walks up, carrying a
filled with clusters of needle-like teeth. swaddled child. Carol Anne looks at Gertrude
with tears in her eyes and asks, “Is that my
After Effect. Once the vision disappears, the brother?”
heroes hear the whimpering cry of a small girl
echoing from somewhere in another room.
“It is,” Gertrude replies. “He did not survive
However, if investigated, a PC is unable to find
the birth, but I have ways of fixing such
its source. A successful DC 18 Intelligence
(Religion) check determines that the crying is problems.”
ethereal and not from this world.
With that, Gertrude leans down and lays the
blanket on the floor, revealing a baby with
empty black eyes and a needle-like sharp-
toothed grin.

“I promised you a present, didn’t I,” Gertrude


asks as she stands up.

Overcome with joy, Carol Anne leans forward


and hugs the demon-infant. She then
introduces her dolly to the deformed baby
while Gertrude watches with a perverse, evil
grin.

After Effect. As the vision fades away, the


netherchild forsaken (Carol Anne’s “little
brother”) attacks from the shadows attempting
to surprise the PCs, hiding with an opposed

The Haunt 2
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Dexterity (Stealth) check versus the PCs
passive Wisdom (Perception). A -5 penalty
applies against any PC experiencing the vision.
The netherchild forsaken then disappears into
the shadows after the first round, induced by
the Evil Doll’s Shadow Blend ability. The party
hears a little girls voice say, “Tut, tut, tut little
brother… save these souls for me!”

Vision 4
Vision 5
Carol Anne plays with the lifeless, limp doll in
the main hall of Montarthas Manor. Hearing Carol Anne is strapped to a bed in the
the sound of splashing water come from the Sanitarium, her crystal blue eyes wide in pain.
second floor, Carol Anne picks up the doll A bleeder nurse stands on either side of her,
and slowly creeps up the stairs, towards the shoving various medical implements and
Guest Wash Room. As she creeps toward the arcane devices into her arms, legs, and chest.
slightly ajar door, the only sounds are her tiny Gertrude steps up to the foot of the bed,
footfalls and her increasingly deep breathing. carrying the lifeless and limp Evil Doll.
When she reaches the door, Carol Anne
pauses in fear, hugging the Evil Doll close for “Don’t struggle, Carol Anne,” Gertrude
comfort. After a beat, she pushes the door whispers. “This is for the best. You like to
open, revealing her mother, the woman from play, yes? This will let us play together forever!
the delivery room, lying in a bloody bathtub Don’t you want to play with us… forever?”
with slashed wrists. Her eyes, now drained of
life, coldly stare back at you. As she finishes the last sentence, Gertrude’s
attractive face melts away, revealing her true
After Effect. Once the vision fades away, the form, that of a twisted hag.
party overhear whispering and giggling. PCs
that succeed on a DC 12 Wisdom (Perception) Carol Anne’s face turns motionless as she
check can make out the words, “teehehehe, stops struggling.
shhhh! Don’t worry little brother, they won’t
find them all. They won't destroy them and “Now you can play forever … in your new
escape, their souls will be ours!” body” the hag cackles.

The doll in Gertrude’s arms slowly begins


to move as its head swivels around to look
directly at you with cold crystal blue eyes. A
murderous and evil grin adorns her face as
she begins to sing a haunting lullaby before
the vision fades into darkness.

After Effect. As the vision fades, the PCs notice


that the Evil Doll crawls along the ceiling, her
head twists completely around so that she is
looking down, grinning with bloodlust upon the
party. She initiates her Frightening Lullaby, and
attacks for 2 rounds, before using her Shadow
Blend ability to escape with a giggle and the
words, “catch me if you can!”

The Haunt 2
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RUNNING THE EVIL DOLL
The Evil Doll is tied to St. Greycastle’s as something of a ‘second home’ where she can recuper-
ate, recharge, and regain strength after her defeat in the events of The Haunt. Her memories and
the pain she and others endured due to Gertrude’s corrupting influence are restorative to her evil
form. Her connection to this accursed place is represented through the five drawings scattered
throughout the grounds. These drawings have captured influential moments of agony suffered
by the Evil Doll and tell a basic story of her origins. She will seek to defend them if possible and
will grow increasingly angry as each one is discovered and destroyed.

In between scenes involving the drawings, the Evil Doll can be used as much or as little as you
like to assault, taunt, and generally agitate the party. She is most effectively used as a looming,
menacing presence who strikes sparingly, if at all, before retreating again to the shadows. A wise
DM will use the Evil Doll to speed play along if there is a lull or if the party feels too safe, while
pulling back with her in chaotic moments, having her watch from afar as the Hospital torments
the heroes.

Death of the Doll. If the Evil Doll is defeated before the final scene, describe her death as she
shatters into small pieces of broken porcelain that dissolve into shadowy nothingness. She later
returns reborn for the final scene (Chapter 3, Not So Fast).

them so as to increase the terror. For example,


Spectral Reconstruction perhaps even though three rooms are active, the
The deteriorated ruins are that of a five-room characters do not see the first room until they
house above the basement of St. Greycastle’s run up the stairs from Area B1 to escape, only to
Hospital. As the adventurers enter the basement, find a whole new room constructing itself from
the ruined house begins to reconstruct itself the rubble in front of them.
over the course of the adventure. The Dungeon
Master may wish to accelerate or slow the
timeline of this reconstruction to fit the narrative.
Each of the following events reconstructs one
room until all five of the house’s Ground Floor
rooms are reconstructed (see: Chapter 2 - The
Ground Floor):

• 50 points of psychic damage are dealt inside


the basement or sub-basement levels
• A character enters Area B2 for the first time
• A character enters Area S4 for the first time
• A character suffers the frightened condition
• A character experiences one of the visions
but does not suffer the frightened condition
• A PC is reduced to zero hit points
• A necromancy spell of a level equal to 1+ the
number of active rooms of the house is cast
• The party completes a short or long rest

As the ground floor rooms become active,


the Dungeon Master may wish to keep them
unmanifested until the party interacts with

The Haunt 2
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• The PCs have been approached by an
Background elderly wizard who offers them a handsome
This military hospital was once the home of Lady reward for rescuing his apprentice who has
Margery Greycastle, a holy warrior in service to entered but not returned from Montarthas
the Church of Ilmater. After a long career as an Manor. Three tenday ago. Another group of
adventurer, Lady Greycastle decided to settle adventurers had gone to investigate a tenday
down somewhere where she could retire from ago and have not returned…
travel and chaos, but still do good work and help • The PCs have heard rumor of a powerful
the common folk. The city provided the perfect jewel hidden in Montarthas Manor. They hear
opportunity to do both, and the aging paladin it is worth a fortune to the right people. When
served as a healer, spiritual guide, and support they arrive in the ruins of the city, they cannot
personnel to the city’s militia in her late years. find the manor and instead find their way into
Eventually, age and illness began to take their the ruins of St. Greycastle’s.
toll, and Lady Greycastle began preparations to
• People have been going missing when
leave the world. She made arrangements to leave
traveling in ruins of the old city. The nearest
the remainder of her funds, her house, and her
town’s mayor has offered some freelance
property to the city for conversion into a hospital.
adventuring work to anyone who is brave
enough to enter and investigate the ruins.
St. Greycastle’s Hospital served the city through
Once inside, they feel drawn, whether by
the years, mainly treating the wounded and
clues or by a nagging feeling, to investigate
sick among the militia. Over time, the lower
the hospital.
basement was converted into a sanatorium,
housing those who became maddened from • A great evil emanates from the grounds of
enduring the violent, brutal orcs raids which the hospital; all good-aligned heroes who
plagued the region. As Gertrude the Hag began pass through the region will feel a persistent
exerting her influence over the city at large, the urge to remove that evil from the world.
sanatorium began to overfill with those who • The PCs have been traveling along a barren
were driven mad by the abuses and tortures of road for many days. As the winds blow a
the evil fey monster. Gertrude took a particular blithering gale throughout the area, the
pleasure in tormenting the sick, wounded, and heroes long for a reprieve. Craving a warm
mad. She also used the hospital as something bowl of food, an ale, and a warm place to
of a training ground for Carol Anne Montarthas shelter, they come upon the ruins of he
to grow accustomed to her new form as the Evil hospital, which seems more hospitable than
Doll. The hag taught her fledgling plaything to any other place around these parts.
use her powers and to learn an appreciation for • The PCs barely survived (or appeared not
the art of terrorizing her prey. to survive) the events of The Haunt. They
awaken, injured and exhausted, in St.
Now that Montarthas Manor has fallen, and the Greycastle’s Hospital’s Sanitarium (Area
Evil Doll has been wounded, she has returned to S4).
the only familiar and safe place she remembers
• The PCs completed The Haunt successfully.
to lick her wounds and plot her next move. Her
Though dawn breaks around them, they are
presence in the hospital awakens the evil inside,
wounded and tired from the events of their
creating a nightmarish charnel house of terror. In
adventure. They travel to the nearest safe
addition, the hospital itself feeds on fear. If living
place to hunker down, make camp, and tend
souls enter the building and experience fright,
their wounds. This apparent oasis of safety
the hospital begins rebuilding itself.
turns foul as they discover the true nature of
St. Greycastle’s Hospital.
Adventure Hooks • The PCs completed The Haunt successfully.
The adventure does not have any setting specific They left in victory and went on with their
adventure hooks though the following are adventuring. Now, much later, word reaches
provided as suggestions to hook your players and them of disappearances in the area of
campaign into this adventure: Montarthas Manor. Has the Doll returned?

The Haunt 2
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PREVIOUSLY IN THE HAUNT (HERE BE SPOILERS)
Dungeon Masters who have not read or run The Haunt may find a few of the elements of this
story a bit confusing.
The following facts and events from The Haunt impact this tale directly:
• The once noble home of General Montarthas was corrupted and twisted by an evil Night Hag
named Gertrude
• Gertrude’s influence allowed her to overwhelm the General, his family, and eventually the
entire village.
• Montarthas Manor was used to bait unwary travelers into a deadly game of cat and mouse
where Gertrude could feed off of their life force and energy.
• The Evil Doll haunted the Manor and may have been apparently destroyed along with the
house.

For further information and details on the events of The Haunt, pick up a copy at
https://www.dmsguild.com/product/206076/The-Haunt

Chapter 2: St. Greycastle's Hospital

T
he years have not been kind to St. Stairwell. Luckily, despite the destruction,
Greycastle’s Hospital. When the the stairwell leading to the basement of the
old house-turned-hospital ruins hospital (Area B1) remains intact, and this is
are first encountered, the majority easily spotted by the PCs. A tired party, whether
of the ground floor, which is the seeking shelter from the storm or respite after
only remaining structure left above battling the horrors of Montarthas Manor, will
ground, is little more than a pile find no more inviting a shelter on this dreadful
of rubble and rotten wood, other than a clearly day.
visible stairwell entrance.
The Hospital Ruins Below
Hail Storm. As the characters reach the ruined
The Basement and Sub-basement levels of
ground floor, read or paraphrase the following:
this dungeon are, for the most part, still intact.
Not many living creatures walk these haunted
The air turns deathly cold, and hail begins to halls anymore, and those that do only wish to
plummet down from the skies above you. escape. There are many horrors and dangers in
As it hits the ground you see the chunks of these two parts of the hospital, but none more
hail smash the rotten wood on the floor into horrific than the Evil Doll and her vile sibling the
splinters. These chunks of solid and compact Netherchild Forsaken.
ice are the size of a human fist. A quick look
around shows the only available shelter from General Features
the damaging projectiles is a stone stairwell Unless otherwise noted in the area description,
leading below ground on the northern side of the following features apply throughout the
the ruins. basement and sub-basement (hospital ruins)
levels:
Any character who stays out in the open must
succeed on a DC 20 Dexterity saving throw Light. Dim light comes down the stairs from the
each round that they are exposed, taking 4 (1d8) outside. Beyond that, the interior spaces of the
bludgeoning damage per failed save until shelter ruins are dark. Characters must provide their
is found. own light sources.

The Haunt 2
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Sound. All of the areas beyond the doors leading faded but a list of names and conditions (see
into Area B2 are haunted with quiet, intermittent Vellum List table below), written in common, can
sounds that are primarily creepy and disturbing. be read with some difficulty, provided that the
Squishy sounds, blood dripping. Children’s vellum is inspected in bright light or the reader
laughter and small footsteps are all appropriate benefits from darkvision while inspecting the
to the environment. None of the sounds are vellum in low light.
severe enough to interfere with Wisdom
(Perception) checks, but they are disturbing. The front of the desk boasts a space for three
drawers:
Ceilings. Unless otherwise noted, the ceilings in • The top drawer is missing.
each area are 10 feet high.
• The middle drawer is not locked and can
Stairs. These 10-foot-wide stairs are carved from be pulled open to reveal a small hinged
stone. box containing two sticks of charcoal and
a sealed scroll case containing three blank
pieces of vellum. The total contents of this
Basement Level drawer are worth 6 cp.
B1.Stairwell & Receiving Room • The third and bottom drawer does not have a
As the PCs make their way down the stairwell, lock but seems to be stuck. A successful DC
read or paraphrase the following: 16 Strength (Athletics) check breaks the
handle off of the drawer, it still will not open.
A flight of stone stairs leads down into a
The back of the desk has a hole in the wood
10-foot-wide hallway. Double doors lead to about a foot wide. It looks as if the hole was
the south, while a chamber appears to open kicked or punched in the desk.
to the east.
Treasure. The hole leads into the bottom drawer,
Moving past the double doors, and into the allowing a small or medium creature to reach
chamber to the east, the corridor opens in and collect the drawer’s contents; a child’s
around a corner to the south, revealing a drawing (see Drawing 1).
rectangular area. Rotten wooden chairs
orderly line the walls, as if waiting for Drawing 1. Inside the drawer is a child’s drawing
which depicts a woman walking hand in hand
someone long gone to sit in them.
with a young girl. The woman is half young and
half old and wrinkly, and the young girl has a
At the southern end of the room sits the big smile on her face. Any character who looks
broken remnants of a desk with a hole about at this picture must make a successful DC 14
a foot wide visible in the back. A similar chair, Wisdom saving throw or suffer 5 (1d10) psychic
in similar condition, sits behind the desk. damage. A character who holds the drawing in
their hands suffers disadvantage on this saving
The Receiving Room is 40-foot by 20-foot in size. throw. Any who fail their saving throw experience
Vision 1 (see Chapter 1, Drawings & Visions).
Investigation. A successful DC 10 Intelligence
(Investigation) check reveals that this room was Apart from the aforementioned furnishings, this
once a waiting room for some type of hospital. room is empty. A decent camp can be set up
All chairs within this area are dry rotten to the here, should the characters choose.
point of uselessness for anything but kindling.
The desk, while heavily damaged, could easily be Future State. When the PCs enter this area
used as firewood. for the first time once the Future State comes
into effect, a skeleton sits at the desk, or stands
The Desk. On top of the desk is a long dried where the desk should be. Though it does not
out inkwell and a scattered mess of aged and attack, it taunts the party, proclaiming their
yellowed sheets of vellum. The ink is largely doom.

The Haunt 2
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character entering the hallway who is not
suffering the blinded condition must succeed
Vellum List table on a DC 14 Wisdom saving throw or become
Name Illness frightened of the hallway for 1 minute. A
Ashland, Bardon dysentery character so frightened cannot move through
Barker, Devin leprosy or in the hallway of their own volition but can be
Connor, Airic consumption dragged by allies.
Caldwell, Keelin hysteria
Once the Future State movement restrictions go
Elm, Mavis hysteria
into effect in the hallway, they do not impact the
Harris, Gilda childbirth movement of the Evil Doll or the Netherchild
Helms, Birgit childbirth Forsaken. Unless they have a fly speed, all other
Minnow, Eghan lunacy inhabitants of the hospital are affected by the
Olson, Kayne mummy rot difficult terrain.
Petersen, Rowena childbirth
Creatures. Once the Future State comes into
Unnamed leprosy
effect, when the PCs enter this area for the
Unnamed leprosy
first time, the Evil Doll and the Netherchild
Unnamed lunacy Forsaken both appear in the roof corners and
Unnamed lunacy attack the party
Unnamed hysteria
Unnamed hysteria B3. Quarantine
This 30-foot by 20-foot room holds eight beds
B2. Hallway which were set aside to accommodate highly
This hallway is ten feet wide with a stone floor. infectious patients. Despite decades of disuse,
When the party first traverses this hallway, the the room is still home to four desiccated corpses,
floor is dry, though the occasional patch of inert which lie in the beds where they died.
mold or fungus grows from cracks in the floor.
The doors can be found as indicated on the Stench. As soon as the doors are opened, a foul
map and can be seen normally. Light behaves stench wafts forth from the chamber, causing any
normally. creatures within 10 feet of the door to make a
DC 12 Constitution saving throw. On a failure,
Future State. Once characters have entered the the creature is poisoned until the end of its next
Sanatorium (Area S4), the hallway undergoes turn.
a number of supernatural changes, becoming
slick with the blood and bile of those who died Creatures. Despite the dried-out corpses and
in the hospital. The entire hallway is considered dusty furnishings, there are four pools of wet,
difficult terrain, and any character taking the seemingly fresh vomit on the floor of the room.
dash action while in the hallway must succeed If any characters enter a space adjacent to one
on a DC 15 Dexterity saving throw or slip on of these pools, the pools all animate, revealing
the fluid and fall prone. A character who falls themselves to be four vomit spawn. These will
into the gore in such a fashion must succeed attempt to crawl into the mouths of the party to
on a DC 12 Wisdom saving throw or become suffocate them and then breed in their corpses.
frightened. They fight until destroyed.

Nonmagical light sources are less effective in Investigation. Anything of value


the hallway in this future state, subtracting 10 or use from this room is long
feet from their bright light and dim light radius. rotten and ruined. There are
Magical light sources are unaffected. no drawings in here, as
the Evil Doll never comes
The walls in the hallway also appear to breathe, here.
which is disconcerting, to say the least. Any

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B4. Maternity Ward Read or paraphrase the following:
B4a. Sanitation Area
Entering this room from the north or south leads The bed in the northeast corner is splattered
into a 15 x 20 sanitation area. with fresh, wet blood. The faint sound of a
baby crying can be heard from the bloodied
Read or paraphrase the following: bassinet next to this bed.

Three tubs filled with rusty stagnant water Characters entering this area with a passive
line the western wall, two are made of iron, Wisdom (Perception) of 16 or above, who
the third is constructed of tarnished copper. succeed on a DC 16 Wisdom (Perception)
Small braziers beneath each tub, once used check or who spend one minute looking over
the area succeeding on a DC 13 Intelligence
to heat this water, now sit filled with only
(Investigation) check notice an area in the
ashes and rust. A swarm of mosquitos buzzes center of the floor where the floorboards are
menacingly about the area. The buzzing of unstable from being rotten through; failure
these creatures is extremely disconcerting results in those who try to cross the room
as it sounds like a blending mix of flying crashing through the floorboards. Those falling
insects and the cries of infant children. Blood- through the floorboards must succeed a DC 18
splattered curtains separate this area from the Dexterity saving throw to catch the side of the
eastern area beyond. still intact stable floor; failure results in the PC
falling through the floor into Area S4, suffering 3
Creatures. A mosquito swarm (swarm of (1d6) bludgeoning damage from the 10-foot fall
insects) uses these tubs as a spawning pool and and landing prone.
will attack any living creature who enters this
area. A creature encountering this swarm for the Creatures. Once a creature enters the space
first time must make a DC 14 Wisdom saving adjacent to the bloody basinet, a netherchild
throw or become frightened of the swarm. A forsaken leaps out of the bloody bassinet,
creature so frightened may repeat this saving attempting to grapple the nearest creature,
throw at the end of each of its turns, ending the initiating combat.
condition on a successful save.
Tactics. When combat begins, the remaining
Blood-splattered Curtains. The sanitation bassinets in the room begin bleeding. On the
area is separated from the rest of the maternity netherchild forsaken’s next initiative, it uses its
ward by rotten, blood-spattered linen curtains Wail attack.
that separate the western and eastern sections.
Characters who touch the curtains must succeed If no character fell through the rotten
on a DC 13 Constitution saving throw or floorboards, the netherchild forsaken’s Wail
contract cackle fever. Gnomes are immune. This breaks the rotten wood away, leaving a hole in
can be avoided by pushing the curtains aside the floor.
with a sword, pole, or another object. Burning
the curtains makes the disease airborne for 30 When the wail occurs. Eight netherchildren
seconds, causing any creature within 30ft of rise up out of the forming blood pools, one in
the area to make a DC 16 Constitution saving each bassinet. The netherchild forsaken fights
throw or contract cackle fever. until it is reduced to half of its hit points, at
which point it attempts to flee, dropping into the
B4b. The Ward floor below. The remaining netherchildren fight
Beyond the curtain to the east sits a 20-foot by to the death, swarming one or two creatures and
40-foot chamber. Six adult beds with adjacent trying to drag them through the hole and into the
bassinets sit along the walls. All of the bed sub-basement.
sets sit against the east wall. They are all filthy,
covered in dust, dirt and old, dried blood.

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Creatures. Standing in the room are four
B5. Stairwell bleeder nurses, who attack anything that moves
This chamber leads to a simple stone stairwell at a speed of 15 feet or more per turn in the area.
that leads down to Area S2.
The Rat. As soon as any character moved
Future State. Once a party member has entered more than 5-feet into this room, a rat skitters
the Sanatorium (Area S4), these stairs flatten, and runs out of the nearest wall toward the
becoming a very steep ramp. Ectoplasm and bleeder nurses. As it passes the first bleeder
blood begin flowing down the ramp, pooling nurse, the bleeder nurse swipes down with her
on the floor of Area S3. Climbing the ramp hand, slicing the rat to bits. As soon as the rat
in the Future State requires a successful stops moving the bleeder nurse then resumes a
DC 14 Strength (Athletics) check made at statuesque stillness. A DC 10 Wisdom (Insight)
disadvantage. A successful dispel magic spell check reveals that the bleeder nurses are
(DC 14) cast at the stairs reverts them to a responding to fast movement and are otherwise
normal staircase, though the stairs are still slick blind and inert.
with ectoplasm and blood, making the stairway
difficult terrain. Drawing 2. In the center of the room, on the
floor, is a drawing which shows a woman lying on
B6. Main Sickroom a delivery room bed. Two nurses are at her feet,
This chamber is the hospital’s main sickroom. one of which is cradling a baby with x’s for eyes.
Six beds line the eastern and western walls. Next A man stands next to the delivery table crying,
to each bed is a small table covered with bizarre, and the half old, half young woman stands beside
rusted medical equipment. A successful DC 10 him, with a hand on his shoulder. Any character
Wisdom (Medicine) check deduces that these who looks at this picture must make a successful
tools were designed to inflict a massive amount DC 14 Wisdom saving throw or suffer 5 (1d10)
of pain to any creature hooked up to them. In the psychic damage. A character who holds the
southwest corner, an armless and legless ghast drawing in their hands suffers disadvantage on
lies prone on a bed. The ghast moans in agony this saving throw. Any who fail their saving throw
and begs for help. If any character gets within experience Vision 2 (see Chapter 1, Drawings
5 feet of the ghast, it attempts a bite attack. & Visions).
The ghast fights until destroyed, pursuing any
characters who try to run from it by pulling itself S2. Stairwell
along by its chin, moving 5 feet per turn. The floor at the bottom of these stairs is covered
with a 10-foot by 10-foot patch of brown mold.
Aside from the ghast, this room is unoccupied. Beyond that, the dank, dark corridors extend
Doors leading to the Areas B2 and B5 can outward to the North, South, and West.
be blocked with beds from within this room,
offering a place of comparative security within
the hospital.

Sub-Basement
S1. Nurse's Quarters
Once the characters open the door to this room,
read or paraphrase the following:

This room is filled with dry rotted wooden


furniture, rusty medical equipment, and filthy,
desecrated text.

If inspected, the texts are procedures on the


healing arts.

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Creatures. 14 maniacs (use stats for the
S3. Chapel wretched as seen in MToF) and one bleeder
The doors leading into the chapel from the North nurse are in this room and attack anything that
are made of crumbling wood and hang askew on moves in the area. They fight to the death.
their hinges. A gap wide enough for a medium
sized creature to squeeze through is formed as A DC 12 Wisdom (Insight or Perception) check
the doors lie, but a successful DC 12 Strength notices that the bleeder nurse is responding
(Athletics) check can pull the rotten wood free to fast movement and are otherwise blind and
from its hinges. inert.

Once the characters can see inside the room, Drawing 5. If the characters search this room
read or paraphrase the following: and make a successful DC 12 Intelligence
(Investigation) check, they find a drawing
Inside the room, it is immediately obvious laying in the corner that shows the half-old
this was once a beautiful chapel. Now, woman standing next to a bed where the child is
strapped down with various implements stuck
however, the room contains broken pews
in her limbs and head. The child is crying. Any
and shreds of rotten tapestries are scattered
character who looks at this picture must make
across the floor. At the southern end of the a successful DC 18 Wisdom saving throw or
old chapel sits a broken altar. Before the alter suffer 5 (1d10) psychic damage. A character
are shattered holy symbols and tools of divine who holds the drawing in their hands suffers
ritual splayed out across the floor. Sitting in disadvantage on this saving throw. Any who fail
the center of the shattered altar is a badly their saving throw experience Vision 5 (see
beaten and bloodied winged creature. Chapter 1, Drawings & Visions).

Characters who succeed on a DC 10 S5. Hallway 1


Intelligence (Religion) check recognize the This short space leads to the sanatorium doors.
broken iconography of the church as relating to The doors are made of banded wood and locked.
the god Ilmater. The doors have AC 15, a damage threshold
of 10 and 30 hit points. They are immune
Creatures. At first glance, on a successful DC to psychic and poison damage. Forcing them
10 Intelligence (Religion) check this appears open requires a successful DC 25 Strength
to be a wounded deva, who pleads for any soul (Athletics) check. The lock is a standard lock,
who happens upon it to lend aid. Those who which can only be picked from the outside with
approach the creature and have a passive a successful DC 15 Dexterity (Thieves Tools)
Wisdom (Perception) score of 10 or above or check.
who succeed a DC 10 Wisdom (Perception)
check notice that it exudes a sulfurous odor. This The first time the party enters this area, they
“wounded deva” attempts to touch any creature will be accosted by the Evil Doll, attacking
who approaches within reach. Once it does, it with surprise and demanding her drawings
makes a pseudopod attack initiating combat, returned. She fights until the party hands over
revealing its true nature as an adult oblex. Any any drawings in their possession, the party is
character with truesight can see the adult oblex killed, or she suffers a total of 25 or more hit
in its true form. points, at which point she flees into the shadowy
corners using her shadow blend ability, dropping
S4. Sanatorium a drawing along the way.
This cold, open chamber was once the
sanatorium, where the mad were kept. Twisted Drawing 3. This is a child’s drawing of the Evil
and broken frames of what must have once been Doll playing with the netherchild forsaken. Any
the furniture of this area are scattered across the character who looks at this picture must make
room. a successful DC 14 Wisdom saving throw or
suffer 5 (1d10) psychic damage. A character

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who holds the drawing in their hands suffers
disadvantage on this saving throw. Any who fail The Ground Floor
their saving throw experience Vision 3 (see
Chapter 1, Drawings & Visions).
(above ground level)
When the party first arrives to this site, the
S6. Hallway 2 ground floor of St. Greycastle’s is little more than
a pile of rubble and remains like this until they
Lurking in this patch of hallway is a psychic gray escape the hail storm and delve deeper into the
ooze. The ooze is maddened and aggressive. If basement stairwell.
the ooze is slain, a drawing emerges from the
dissolving creature. Spectral Invigoration. The moment any
character steps into Area B2, the ground floor
Drawing 4. This drawing depicts a woman in a becomes invigorated with spectral energy,
bathtub full of blood and has the word “mommy” reconstructing itself from raw spite, ectoplasm,
written on it. Any character who looks at this and the tainted mystical energies left behind
picture must make a successful DC 14 Wisdom by the corruption of the ancient and long
saving throw or suffer 5 (1d10) psychic damage. forgotten village (see Chapter 1, Spectral
A character who holds the drawing in their Reconstruction).
hands suffers disadvantage on this saving throw.
Any who fail their saving throw experience While basic features of the rooms on the
Vision 4 (see Chapter 1, Drawings & Visions). ground floor are described, as well as suggested
inhabitants, DMs are encouraged to tailor the
S7. Hallway 3 spectral entities inhabiting these rooms to the
Large, banded wooden doors exit from the backstories and experiences of the party. This
chapel into this hallway. The doors have AC 15, section of the adventure is designed to give the
a damage threshold of 10 and 30 hit points. players a chance to experience and examine the
They are immune to psychic and poison damage. personal horror, regrets, and failures of their
Forcing them open requires a DC 25 Strength characters through the narrative device of a
(Athletics) check. The lock is a standard lock, haunted house that knows (and feeds on) their
which can be picked with a successful DC 15 characters sins.
Dexterity (Thieves Tools) check.
The Ground Floor Reborn: General
The hallway itself is a pooling place of negative
energy. Upon entering the east or west section
Features
Unless otherwise noted in the area description,
of his hallway, each creature must make a
the following features apply throughout the
saving throw to resist Shadowfell Despair. Any
reconstructed ground floor:
character who fails this save suffers the effects
of Shadowfell Despair, as well as 1d4 psychic • Light. Dim light permeates each of the interi-
damage. or spaces with no apparent source.
• Sound. Sounds from adjacent rooms can
A group of six fiendish maggots make their only be heard if any and all supernatural
home in this hallway, seeking to infest any inhabitants of the rooms are destroyed.
creatures who make their way this far into the
• Ceilings. Unless otherwise noted, the ceil-
basement. The fiendish maggots fight until
ings in each area are 10 feet high.
destroyed. They desperately wish to escape St.
Greycastle’s. • Stairs. These 10-foot-wide stairs are carved
from stone.
• Inhabitants. Unless otherwise noted, all in-
habitants of the ground floor are considered
specters with the following changes:
1. Languages Common
2. Replace the specter’s Life Drain

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action with the following: on Wisdom (Perception) checks but has no
• Mindshatter. Melee Spell Attack: other effects on characters in the area. When
+4 to hit, reach 5 ft., one creature. the whirlwind touches a wall of the house or a
Hit: 10 (3d6) psychic damage. The creature from the house or its lower levels (with
target must succeed on a DC 10 the exception of the Evil Doll,) it breaks down
Wisdom saving throw or its hit into ashes which are sucked up into the vortex.
point maximum is reduced by an Once the house is returned to its original state
amount equal to the damage tak- of ruin, the whirlwind stops, scattering the ashes
en. This reduction lasts until the around the property and blanketing the land in
creature finishes a long rest. The an eerie, silent calm.
target dies if this effect reduces its
hit point maximum to 0. In addi- R1. Main Hall
tion, on a failed save the target This was the main hall of the old house which
suffers an indefinite madness has a set of stone stairs leading down to the
until cured. basement. This 40-foot by 40-foot chamber
contains three overstuffed couches of fine
Note: These features apply only in areas make, but in ill repair, to provide seating for
that have been reconstructed via Spectral guests. Tapestries depicting the heroic works
Reconstruction. of Lady Margery Greycastle adorn the walls.
The eyes of these images seem to follow any
Escape Conditions creatures who move through the room. The
Once the house begins reconstructing itself, it
various accoutrements of wealth have faded,
becomes incredibly difficult to leave. Any attempt
leaving the room shockingly bleak and muted of
to use magic to leave the premises requires a DC
color. Closed wooden doors lead to the South,
22 ability check using the caster’s spellcasting
East, and West. The East and West doors
ability. Failure on this ability check causes the
are impassable (see aforementioned Escape
spell or effect to fail, its slot wasted. The exterior
Conditions).
doors and windows of the house are effectively
impenetrable. Furthermore, a wall of force
This room is empty and eerily quiet. Let the
blocks egress through holes in the exterior walls
horror of being unable to escape, and only
unless one or more of the following conditions
venture further into the madness linger here.
are met:
• The five drawings are collected and burned R2. Central Passage
or otherwise utterly destroyed. The drawings
Oil paintings depicting the Carol Anne
are on normal parchment and do not require
Montarthas, Gertrude, General Montarthas,
any special means of destruction. They do
Mrs. Montarthas, a nurse, and an infant hang
not need to be destroyed in unison.
on the walls in this hallway. The oil paintings
• The Evil Doll is incapacitated or restrained hurl insults, taunts, and dark prophecies at
and presented as ransom to the Netherchild any creature who passes. Beyond the ability to
Forsaken verbally assail and terrorize, these paintings
• The Netherchild Forsaken is incapacitated can take no actions unless a creature touches or
or restrained and presented as ransom to the attacks them.
Evil Doll
Creatures. If any painting is touched or attacked,
• A creature infested by a fiendish maggot
the subjects of all six paintings climb out of their
attempts to open one of the doors
frames, becoming specters. These specters
• A hallow spell is cast on the altar in Area S3 attack the party, pursue them if they attempt to
flee and fight until destroyed.
Conditions Met. If any of the escape conditions
are met, a whirlwind forms in the center of the
reconstructed house. This wind whips hair and
clothing around and imposes disadvantage

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R3. Privy Chamber R5. Dining Hall/Pantry
This is the bathroom/privy area of the manor. When the characters enter this room, read or
The walls and floor are splattered with a foul- paraphrase the following:
smelling ichor. The sound of an infant crying
emanates from beneath an overturned chamber The door to this room opens to reveal a
pot. If the chamber pot is moved or investigated,
long table set with tarnished silverware.
it reveals an unrecognizable chunk of bloody
meat and the crying stops.
Eight places are occupied by rotting spectral
nobility, dressed in fine clothing with gobs of
Creatures. A few seconds (one round) later, a flesh hanging from their bones. A rotted five
skinned and bloody woman (a specter) begins course meal sits on the table, with servings
climbing out of the wall, attacking whichever spread out on each specter’s plate.
character moved the chamber pot. This specter
pursues its target if they attempt to flee and fight The ghostly nobility sit around the table,
until destroyed. chattering among themselves and paying no
mind you.
Alternatively, if the DM prefers, the specter can
burst forth in a shower of gore from the lump of This was the dining room for the old house.
bloody meat, surprising the nearest character if
they fail a DC 15 Wisdom (Perception) check. Creatures. A group of eight specters is holding
a dinner party. The spirits laugh and talk, their
R4. Bedchamber topic of conversation is the failure of the party
This was Lady Greycastle’s bedroom. The to make their way out of St. Greycastle’s, some
furnishings are appropriate for a noblewoman of even taking bets against each other as to who,
high standing but are all old, rotten and decayed. when, or if they might escape. This is a great
opportunity for the DM to drop any clues or hints
Creatures. Lady Greycastle (sword wraith that the party may have missed.
commander) lies in the bed. She is rotten and
covered in dust and filth, the decay of her form The specters ignore direct questions from the
matching that of her environs. She is clad only party, though the conversation quickly shifts
in a rotten nightgown. Once she notices any to answering any question asked. If the party
creature entering the room, she beckons them assaults the specters or otherwise tries to break
over to help. Regardless of the party’s actions, up the dinner party, the specters attack the party,
she plays the role of a pathetic tormented spirit pursue them if they attempt to flee and fight until
for two rounds (or long enough to monologue destroyed.
about how sad she is that her home was overrun
by evil) at which point she leaps up from the bed If the characters are having a hard time figuring
and attacks, her sword and shield manifesting out how to proceed with the adventure, the
in her spectral hands and spectral breast ghosts may mention the following pieces of
plate ripping forth from beneath her tattered information:
nightgown. If the party attacks her first, she • “That brat keeps leaving her drawings ly-
abandons the ruse, transforming immediately. ing around. They are annoying, but neces-
sary, I guess.”
Lady Greycastle attacks the party, pursues them
if they attempt to flee, and fights until destroyed. • “I hate being caught in the middle of some
silly sibling rivalry. Someone should take
one of those kids out and just hand them
over to the other one. I don’t care which!”
• “Those maggots in the basement are
revolting. Someone should get them out
of here. They could bring the whole place
down, you know.”

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Chapter 3: Not So Fast
Frightening Lullaby. The evil doll’s Frightening
"Careful. This is the moment when Lullaby ability gains the Recharge 5-6 property.
the supposedly dead killer comes back to life,
for one last scare.” Legendary Actions. The evil doll can take 2
–Randy, Scream (the movie) legendary actions, choosing from the options
below. Only one legendary action option can be

A
used at a time and only at the end of another
fter an all too brief respite, perhaps creature's turn. The evil doll regains spent
long enough for the party to legendary actions at the start of its turn.
exchange a few celebratory words,
• Frightening Lullaby. The evil doll uses its
the Evil Doll bursts forth from the
Frightening Lullaby ability if charged.
rubble, showering the party in flying
wood and stone. • Claw. The evil doll makes one claw attack.
• Move. The evil doll moves up to its speed
Read or paraphrase the following: without provoking opportunity attacks.

Bursting from the rubble of the ruins and Lair Actions. On initiative count 20 (losing
landing on the ground before you, the Evil initiative ties), the evil doll takes a lair action to
cause one of the following effects; the evil doll
Doll snaps her neck towards you, her eyes
can’t use the same effect two rounds in a row:
enlarged and blackened like a shark closing
in for the kill. The cracks in her porcelain skin • Bash & Stab. Splinters of rotten wood and
chunks of stone erupt from a point on the
emanating a sickly greenish glow, the Evil Doll
ground the evil doll can see within 120 feet
screams, “YOU RUINED EVERYTHING! YOU of it, creating a 20-foot-high, 5-foot-radius
RUINED MY DRAWINGS! So… NOW YOU geyser. Each creature in the geyser’s area
DIE!” must succeed a DC 15 Dexterity saving
throw, taking 10 (3d6) piercing damage and
This final battle is designed to be a fight to the 10 (3d6) bludgeoning damage on a failed
death with the mutated and enraged Evil Doll, save, or half as much damage on a successful
however, you are encouraged to allow her to one.
escape death at the end of the battle should you
• Tremor. A tremor shakes the lair in a 60-foot
wish to keep her as a recurring villain in your
radius around the evil doll. Each creature
campaign.
other than the evil doll on the ground in that
area must succeed on a DC 15 Dexterity
As designed, she will fight until she or the party
saving throw or be knocked prone. The
are destroyed.
affected radius is considered difficult terrain
until the end of the evil doll’s next turn.
Legendary Evil Doll • Maximilian’s Earthen Grasp. The evil doll
In her final form, the evil doll has the following
casts Maximilian’s Earthen Grasp spell
abilities in addition to her standard stat block:
(Strength save DC 15) on one target within
30 feet of it that the evil doll can see. The
Hit Points. She has been restored to full hit
evil doll may maintain concentration on this
points at the start of this battle, regardless of
effect for up to 1 minute but cannot use other
prior damage she has suffered throughout the
lair actions while concentrating on this effect.
story.

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ADDITIONAL MINIONS - OPTIONAL
If you, the DM, feel that the final battle against The Evil Doll is either not challenging enough for
the party or you wish to add more dynamics to the fight, especially when running this adventure
at level 6, it is advised to add two netherchildren minions to the battle. With a cackle of laughter
from the Evil Doll, two netherchildren emerge from the rubble and join the fight, attacking any
ranged based characters first.

Conclusion
Once the final battle is over, and the evil doll is
defeated, read or paraphrase the following:

As the dawn begins to lighten the early


morning sky, the stormy rain squalls cease.
The Evil Doll lays on the sodden ground,
unmoving. As the first rays of sunlight hit
the empty shell of a body, the porcelain skin,
ragged hair, and blood stained dress begin
to wither and blacken to flecks of charcoal.
A moment passes and the Evil Doll quickly
break into a small pile of ash that washes away
into the morning puddles.

The day is new, and the goodness of light


somehow returns to this once forsaken place.

You know that this may not last long,


however, but for now the world is a better
place.

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Appendix A: Monsters

This simulacrum appears, feels, and sounds exactly like the


Adult Oblex creature it impersonates, though it smells faintly of sulfur.
Medium ooze, lawful evil
The oblex can impersonate 1d4 + 1 different creatures,
each one tethered to its body by a strand of slime that can
Armor Class 14 extend up to 120 feet away. For all practical purposes, the
Hit Points 75 (10d8 + 30) simulacrum is the oblex, meaning that the oblex occupies its
Speed 20 ft. space and the simulacrum’s space simultaneously. The slimy
tether is immune to damage, but it is severed if there is no
STR DEX CON INT WIS CHA opening at least 1 inch wide between the oblex’s main body
and the simulacrum. The simulacrum disappears if the tether
8 (-1) 19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2)
is severed.

Saving Throws Int +7, Cha +5 Actions


Skills Deception +5, Perception +4
Condition Immunities blinded, charmed, deafened, Multiattack. The oblex makes one pseudopod attack and uses
exhaustion, prone Eat Memories.
Senses Blindsight 60 ft. (blind beyond this distance), passive
Perception 14 Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Languages Common plus two more languages target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4)
Challenge 5 (1,800 XP) psychic damage.

Eat Memories. The oblex targets one creature it can see


Amorphous. The oblex can move through a space as narrow within 5 feet of it. The target must succeed on a DC 15
as 1 inch wide without squeezing. Wisdom saving throw or take 18 (4d8) psychic damage and
become memory drained until it finishes a short or long rest
Aversion to Fire. If the oblex takes fire damage, it has or until it benefits from the greater restoration or heal spell.
disadvantage on attack rolls and ability checks until the end Constructs, oozes, plants, and undead succeed on the save
of its next turn. automatically.

Innate Spellcasting. The oblex’s innate spellcasting ability While memory drained, the target must roll a d4 and subtract
is Intelligence (spell save DC 15). It can innately cast the the number rolled from any ability check or attack roll it
following spells, requiring no components: makes. Each time the target is memory drained beyond the
first, the die size increases by one: the d4 becomes a d6, the
3/day each: charm person (as 5th-level spell), color spray, d6 becomes a d8, and so on until the die becomes a d20, at
detect thoughts, hold person (as 3rd-level spell) which point the target becomes unconscious for 1 hour. The
effect then ends.
Sulfurous Impersonation. As a bonus action, the oblex can
extrude a piece of itself that assumes the appearance of one When an oblex causes a target to become memory drained,
Medium or smaller creature whose memories it has stolen. the oblex learns all the languages the target knows and gains
all its proficiencies, except for any saving throw proficiencies.

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Bleeder Nurse Fiendish Maggot
Medium aberration, chaotic neutral Originally seen in Benoit de Bernardy's horror adventure,
'Banquet of the Damned'
Armor Class 15 (natural armor) Medium fiend, chaotic evil
Hit Points 127 (17d8 + 51)
Speed 20 ft. Armor Class 12 (natural armor)
Hit Points 39 (6d8+12)
Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 13 (+1) 8 (-1) 14 (+2)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-4)
Saving Throws Dex +7, Wis +2, Cha +5
Condition Immunities charmed, frightened, stunned
Senses passive Perception 16 Damage Resistance cold, fire, lightning
Languages - Damage Immunities poison
Challenge 8 (3,900 XP) Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages -
Blinded. The bleeder nurse cannot see. It relies on its Sense
Motion trait in order to track and attack prey. Challenge 1 (200 XP)

Magic Weapons. The bleeder nurse's weapon attacks are Stench. Any creature that starts its turn within 10 feet of
magical. the fiendish maggot must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn.
Reactive. The bleeder nurse can take one reaction on every On a successful saving throw, the creature is immune to the
turn in a combat. fiendish maggot’s stench for 24 hours.
Actions
Sense Movement. The Bleeder nurse knows the exact
location of any other creature who uses 15 feet or more of Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
movement while within 30 feet of the bleeder nurse. The Hit: 8 (2d4+3) piercing damage.
bleeder nurse suffers no penalty for being blinded when
attacking a creature detected via sense movement until the
end of the bleeder nurse's next turn.

Sentinel. The bleeder nurse has all the benefits of the sentinel
feat Netherchild
Actions Originally seen in DMsGuild mega-collaboration, 'Monsters of
the Guild' - created by Molly Meadows
Multiattack. The bleeder nurse makes two claw attacks. Small fiend, chaotic evil

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one Armor Class 15 (natural armor)
target. Hit: 9 (1d10 + 4) slashing damage. On a hit, the target Hit Points 9 (2d6 + 2)
must make a DC 15 Constitution saving throw suffering an Speed 40 ft.
additional 21 (6d6) hit points due to blood loss on a failed
save, and half as much on a success. If the target fails its
Constitution save, it takes an additional 21 (6d6) hit points STR DEX CON INT WIS CHA
due to blood loss on the end of each of the bleeder nurse's 9(-1) 16(+3) 12(+1) 12(+1) 11(+0) 10 (+0)
turns. A successful DC 15 Constitution saving throw or
receiving magical healing will end this effect. If the target or
Skills Stealth +5
an ally uses one action and expends one use of a healer's kit,
Damage Resistance cold, fire, lightning
succeeding on a DC 15 Wisdom (Medicine) check will stop
Damage Immunities poison
the bleeding.
Condition Immunities deafened, poisoned
Reactions Senses darkvision 120 ft, passive Perception 10
Languages Common
Parry. The bleeder nurse adds 2 to its AC against one melee
attack that would hit it. To do so, the bleeder nurse must be Challenge 1 (200 XP)
able to detect the attacker via sense movement.
Nimble Escape. The netherchild can take the Disengage or
Sentinel Strike. When a creature within 5 feet of the bleeder Hide action as a bonus action on each of its turns.
nurse makes an attack against a target other than the bleeder Actions
nurse (including another bleeder nurse), the bleeder nurse
can use a reaction to make a melee weapon attack against the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
attacking creature. Hit: 6 (1d6+3) piercing damage.

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Netherchild Forsaken
Originally seen in DMsGuild mega-collaboration, 'Monsters of
the Guild' - created by Molly Meadows
Small fiend, chaotic evil

Armor Class 16 (natural armor)


Hit Points 33 (6d6 + 12)
Speed 0 ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA


7(-2) 16(+3) 14(+2) 7(-2) 12(+1) 10 (+0)

Saving Throw Dex + 5


Skills Stealth +5, Perception +3
Damage Resistance cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft, passive Perception 13
Languages Common
Challenge 3 (700 XP) Specter
Medium undead, chaotic evil
Nimble Escape. The netherchild forsaken can take the
Disengage or Hide action as a bonus action on each of its Armor Class 12
turns. Hit Points 22 (5d8)
Speed 0 ft., fly 50 ft. (hover)
Conduit of Misery. A creature that touches the netherchild
forsaken or hits it with a melee attack while within 5 feet of it
STR DEX CON INT WIS CHA
takes 4 (1d8) psychic damage.
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Damage Resistance acid, cold, fire, lightning, thunder;
Hit: 8 (1d10+3) piercing damage. bludgeoning, piercing, and slashing from nonmagical
weapons
Spew. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one Damage Immunities necrotic, poison
creature. Hit: 9 (2d8) acid damage. Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
Wail. (Recharge 5-6). The netherchild forsaken unhinges its unconscious
jaw and releases a bloodcurdling scream. Each creature within Senses darkvision 60 ft., passive Perception 10
15 ft of the netherchild forsaken that can hear it must make a Languages Understands all languages it knew in life but can't
DC 12 Constitution saving throw. On a failed save, a creature speak
takes 11 (2d10) thunder damage and is deafened until the Challenge 1 (200 XP)
end of its next turn. On a successful save, the creature takes
half as much damage and is not deafened.
Incorporeal Movement. The specter can move through other
creatures and objects as if they were difficult terrain. It takes
5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Mindshatter. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) psychic damage. The target must
succeed on a DC 10 wisdom saving throw or its hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the creature finishes a
long rest. The target dies if this effect reduces its hit point
maximum to 0. In addition, on a failed save the target suffers
an indefinite madness until cured.

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Swarm of Insects
Medium beast, unaligned

Armor Class 12 (natural armor)


Hit Points 22 (5d8)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistance bludgeoning, piercing, slashing


Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned Sword Wraith Commander
Senses blindsight 10 ft., passive Perception 8 Medium undead, lawful evil
Languages -
Challenge 1/2 (100 XP) Armor Class 18 (breastplate, shield)
Hit Points 127 (15d8 + 60)
Swarm. The swarm can occupy another creature's space and Speed 30 ft.
vice versa, and the swarm can move through any opening
large enough for a Tiny insect. The swarm can't regain hit
points or gain temporary hit points. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
Actions
Skills Perception +4
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target Damage Resistance necrotic; bludgeoning, piercing, and
in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 slashing from nonmagical weapons
(2d4) piercing damage if the swarm has half of its hit points Damage Immunities poison
or fewer. Condition Immunities exhaustion, frightened, poisoned,
unconscious
Senses darkvision 60 ft., passive Perception 14
Languages any languages it knew in life
Challenge 8 (3,900 XP)

Martial Fury. As a bonus action, the sword wraith can make


one weapon attack, which deals an extra 9 (2d8) necrotic
damage on a hit. If it does so, attack rolls against it have
advantage until the start of its next turn.

Turning Defiance. The sword wraith and any other sword


wraiths within 30 feet of it have advantage on saving throws
against effects that turn undead.

Actions
Multiattack. The sword wraith makes two weapon attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600


ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Call to Honor (1/Day). To use this action, the sword wraith


must have taken damage during the current combat. If the
sword wraith can use this action, it gives itself advantage
on attack rolls until the end of its next turn, and 1d4 +
1 sword wraith warriors appear in unoccupied spaces
within 30 feet of it. The warriors last until they drop to
0 hit points, and they take their turns immediately after the
commander’s turn on the same initiative count.

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The Evil Doll
Tiny construct, chaotic evil

Armor Class 14
Hit Points 119 (14d10+42)
Speed 20 ft.

STR DEX CON INT WIS CHA


7 (-2) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 16 (+3)

Damage Vulnerabilities fire


Damage Resistance piercing and slashing from nonmagical
weapons
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

False Appearance. While the Evil Doll remains


motionless, it is indistinguishable from an ordinary,
inanimate children’s doll.

Frightening Lullaby. Once per day, the Evil Doll can use
a bonus action to sing a creepy children’s lullaby. All
creatures within a 30 ft. radius that can hear it must
succeed a DC 15 Wisdom saving throw.
On a failed saving throw the creature will become
frightened and must succeed on another DC 15 Wisdom
saving throw to break the enchantment at the end of
their next turn. On a second failed save, the creature
will become paralyzed, and can attempt a DC 15
Wisdom saving throw on each turn. Once it has
succeeded a saving throw, the creature will no longer
be paralyzed.

Shadow Blend (Recharge 5-6). As a bonus action,


the Evil Doll can disappear to the evil places that
lurk in the shadows. Use this feature as an escape
mechanism.

Actions
Multiattack. The evil doll makes two attacks:
one with its knife and one with its claw.

Claw. Melee Weapon Attack: +6 to hit,


reach 5ft., one target. Hit: 7 (1d6 + 4)
slashing damage.

Knife. Melee Weapon Attack: +6 to hit,


reach 5ft., one target. Hit: 11 (2d6 + 4)
piercing damage

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Vomit Spawn
The Wretched Large ooze, unaligned
Small monstrosity, neutral evil
Armor Class 8
Armor Class 15 (natural armor) Hit Points 22 (3d8 + 9)
Hit Points 10 (4d6 - 4) Speed 20 ft.
Speed 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
7 (-2) 12 (+1) 9 (-1) 5 (-3) 6 (-2) 5 (-3)
Damage Resistance piercing
Damage Resistance bludgeoning, piercing, and slashing from Condition Immunities blinded, charmed, deafened,
nonmagical attacks while in dim light or darkness exhaustion, frightened, prone
Senses darkvision 60 ft., passive Perception 8 Senses blindsight 60 ft. (blind beyond this radius), passive
Languages - Perception 8
Challenge 1/4 (50 XP) Languages -
Challenge 1/2 (100 XP)
Wretched Pack Tactics. The Wretched has advantage on an
attack roll against a creature if at least one of the Wretched’s Amorphous. The vomit spawn can move through space as
allies is within 5 feet of the creature and the ally isn’t narrow as 1 inch wide without squeezing.
incapacitated. The Wretched otherwise has disadvantage on
attack rolls. False Appearance. While the vomit spawn remains
motionless, it is indistinguishable from an inanimate puddle
of vomit.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Stench. Any creature that starts its turn within 10 feet of the
Hit: 6 (1d10 + 1) piercing damage, and the Wretched vomit spawn must succeed at a DC 12 Constitution saving
attaches to the target. While attached, the Wretched can’t throw or be poisoned until the start of its next turn. On a
attack, and at the start of each of the Wretched’s turns, the successful saving throw, the creature is immune to the vomit
target takes 6 (1d10 + 1) necrotic damage. spawn’s stench for 24 hours.

The attached Wretched moves with the target whenever the Actions
target moves, requiring none of the Wretched’s movement.
The Wretched can detach itself by spending 5 feet of its Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
movement on its turn. A creature, including the target, can creature. Hit: 5 (1d6+2) bludgeoning damage plus 7 (2d6)
use its action to detach a Wretched. acid damage.

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Appendix B: Maps

Basement
Level
B1

B3

B2

B5 B4 a b

B6

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SUB-Basement
Level

S1
S4

S2 S5

S6
S3
S7

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The Reconstructed
Ground Floor
< Above ground >

R1

R5 R3

R2
R4

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Appendix C: Handouts

#1

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#2

#3

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#4

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#5

Appendix Reference Page


• Adult Oblex (Appendix A; MToF, p218) • Indefinite Madness (DMG, Ch 8, p258+)
• Bleeder Nurses (Appendix A) • Maximilian’s Earthen Grasp spell (EE Play-
• Brown Mold (DMG, Dungeon Hazards, p105) ers Comp, p20)
• Cackle Fever (DMG, Ch 8, Diseases, p257) • Milestone Leveling System (DMG, p261)
• Charm Person spell (PHB, p221) • Netherchild (Appendix A; MotG, p95)
• Color Spray spell (PHB, p222) • Netherchild Forsaken (Appendix A; MotG,
• Conditions (prone, frightened, etc.) (PHB, p96)
p290+) • Netherchildren (Appendix A)
• Detect Thoughts spell (PHB, p231+) • Psychic Gray Ooze (MM, p240)
• Difficult Terrain (PHB, p182) • Sanguine Nurses (Appendix A)
• Dispel Magic spell (PHB, p234) • Shadowfell Despair (DMG, Ch 2, p52)
• Evil Doll (Appendix A; MotG, p136) • Specter (Appendix A; MM, p279)
• Experience Points based leveling (PHB, p16) • Suffocate (PHB, p183)
• Fiendish Maggots (Appendix A; MotG) • Swarm of Insect (Appendix A; MM, p338)
• Ghast (MM, p148) • Sword Wraith Commander (Appendix A;
• Greater Restoration spell (PHB, p246) MToF, p241)
• Hallow spell (PHB, p249) • The Wretched (Appendix A; MToF, p233)
• Heal spell (PHB, p250) • Vomit Spawn (Appendix A, MotG, p105)
• Hold Person spell (PHB, p251)

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