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SSllleeeeeepppyyy HHooollllllooowww

A short dungeon crawling adventure for the 5th edition of the world's most
greatest role playing game, inspired on folklore legends.

By ND Hobbies
Headless Horseman Grave Doors and Traps

A dark ghost of a horseman has been terrorizing Locked Wood Door (open DC 20, break DC 25, 40hp)
the townspeople for the past few nights. It Locked Iron Door (open DC 25, break DC 30, 60hp)
comes from the crypt of Sir Benjamin Selfridges.
The former colonel in the kingdom’s army is
1 Ornamental Iron Gate It’s locked, but even a kid can jump over it.
said to have died beheaded, but his family built a Spiked Fence ()
huge mausoleum for him in his family’s crypt.
Selfridges was well known for his cruelty and 4. Putrid Pumpkin Heads
war crimes, for which he never paid until the day
he died. Just entering this room, the adventurers will find that it stinks
terribly of rotten pumpkin (if they can distinguish that smell).
1. Hitchrails The floor has many pumpkins scattered in the marked area.

The Selfridges family have always been skilled If the adventurers pass over the area without worrying, Pumpkin
horsemen and at the entrance of their crypt they heads will attack, one per character.
2 3
have a reception that simulates a pair of hitching If players surround the area, they will be ar the stone bust’s
rails to park horses. When the adventurers arrive, range, this one is the same as in room 2, except that its damage
there are six black horses that look just like is necrotic. If the bust shoots south it will open a tunnel leading
shadows. These undeads are not aggressive and to the east entrance in room 6.
will not attack anything unless they are attacked.
1 x Pumpkin Head
5 x Shadowmare
5. Sandbox
2. The Stone Bust
To the south there’s a door frame like the other rooms, but
A huge stone bust of Sir Benjamin Selfridges stands there’s no door in it, only wall. If the adventurers get close,
in one corner, facing the other corner. If a creature a giant worm will appear from a hole in the ground.
enters the room, the bust will shoot at it [spell
1 x Crypt Worm
range attack, +6 to hit, 2d6 fire damage]. Each 5
round, the bust rotates to target the first creature The hole has a ladder that goes down a tunnel and leads to
to move in the room. 4 the ladder marked in room 6.

During the rest of the round, if a creature crosses


6. Gates to the Shadows
the line from the bust to the target, it will shoot it.
If the stone bust shoots towards the south wall for The south gate in this room takes to nowhere,
two turns in a row, it will break open, revealing a there’s only a wall beyond it. A DC 15 Intelligence
tunnel. This tunnel leads to the west entrance (Arcana) check will reveal that this is a vortex to a
marked by the symbol in room 6. demi plane of shadows. Adventurers will need some
way to travel to the shadow plane and back to
3. Coffins continue. Shadowmares are a good option if players
have no other way.
In this room there are two coffins, there’s a
skeleton inside each of them. The coffins are closed Continued on the next page…
(DC 14 to open, 30 hp). The skeleton of the
6
northern coffin holds an old, unlit oil lamp in its
hands. The skeleton of the eastern coffin holds a +1
Handaxe in its hands.
The light from the lantern, if lit, will scare off the
shadowmares and they will run back to room 1 (if
they are still in the material plane).

2
…continued from previous page. 11. The Graveyard
7. Shadows of War This area is a cemetery with many tombstones.
From afar you can see spectral hands coming out of
As soon as they enter through the north corridor of this
the tombs as if wanting to hold something, again
room, the adventurers notice that they are no longer in
and again, without achieving it. Also, from the
their plane. The environment feels much colder, darker and
bridge, you can hear the screams of the specters
there are no colors. In general, the place feels like being
saying “bring him to us”.
inside of a nightmare.
Here, the Headless Horseman is vulnerable again.
Hidden in the room is a group of Shadow creatures. These
are hard to see and can easily hide in this dark place, even When the rider flies over one of these tombstones,
during combat, thanks to their Shadow Stealth ability. 7 the hands try to reach it (DC 15 Dexterity saving
4 x Shadow
8 throw). If a hand holds him, it will prevent the rider
not only from moving, but will also prevent his
8. Terror Room ability to regenerate. Every round, during his turn,
the rider can take an action to try to free himself
In this room there are some weapons and torture (DC 13 Strength saving throw).
instruments. Cages containing human bones hang from the Once the rider has been defeated, the place will
ceiling, and the floor is stained with blood. Everything begin to collapse and disappear. Players will have
looks abandoned and old, but the place has no dust or to go back to their plane. If they have the
insects. Doesn’t look like there is anything alive in this shadowmares, they will return with the players to
place. 9 the material plane before disappearing along with
The south door of this room is guarded by a large specter. everything else. Players will appear in room 6 of
the previous map.
1 × Soldier Specter

9. The Cruel Horseman

In this room there are many Shadow creatures, similar to those found
in room 7, but with more human forms, like normal people. There’s 10
also a headless horseman, wielding an axe and chasing the shadows.
These monochromatic creatures flee from the rider when he
approaches them, other than that the shadows only roam the place.
When the adventurers enter the room, the rider stops and turns the
shadowmare he’s riding on towards them.
The rider charges against the adventurers right away, but the moment 11
the battle turns against him, he will ride to the bridge.
The Headless Horseman has regain some lost hit points at the start of
each of its turns, and this ability is clear to the players.
1 x Headless Horseman

10. The bridge

This area is shaped like a bridge. In this part, the rider is invulnerable.
Also, while in this zone, his attacks with the axe have advantage.
Again, these abilities are clear to the players.
While in room 9, 10 or 11, any creature decapitated by the Headless
Horseman returns to its home plane with half of its maximum hits
points.

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