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The Haunted Past:

A Halloween Trollskull Outside of the Manor


Adventure for 2nd Level When your players approach the manor, read aloud:

Adventure Summary Getting close to the manor, you can see it is in horrible
disrepair. The roof is missing several shingles and the wooden
This adventure is meant to take place in Chapter 2 of
Waterdeep: Dragon Heist in place of (or alongside) the Lif walkway leading up to the manor steps groan under the
encounter. This adventure is easily modified to accomodate slightest weight as if pleading for release. The house moans as
any haunted house scenario outside of the published module. the wind whips itself through the cracks of boarded up
The adventures are promised by Volo that he will give them windows and the balconies surrounding the house sag like a
a tour of the grounds of their new estate, but is conspicuously soggy hat pulled down over the head of the ancient manor. You
absent when the adventurers arrive to meet him. It's late
evening and a storm is brewing in the sky and no one is on the swear for a moment you saw it again, movement between
streets. The characters look up to catch a flicker of a form in a boarded up windows, somewhere up above. You can't shake
window and a strange glow coming from one of the topmost the feeling that someone is watching as you approach.
towers. Little do they realize that some local urchins (Nat,
Jenks and Squiddly [W:DH p.63]) have wormed their way If players decide to walk around the manor, they find no easy
into the manor, looking to have an adventure and play some means of ingress. The windows have all been boarded up for
pranks on the newest inhabitants. In a cruel twist of fate, the years, and the balconies are in poor condition.
ghosts of the dead orphans killed here have come back to life, However, a character that can fly, may head up to one of the
seeking vengeance on the intruders. several balconies situated on the second and third floors.
Setting the Scene Listed below are the several modes of entry.
Your players have recently met with Volo where he signed Front Door - Leads to 1st Floor Tavern (Locked - DC 10)
over the documents to Trollskull Manor (or, if not playing Side Stairs - Lead to 2nd Floor (Locked - DC 15)
Waterdeep: Dragon Heist, just substitute Volo and Trollskull Front Balcony - Leads to 2nd Floor (Warped - DC 18)
Manor with any other NPC and suitable locale.) Back Balcony - Leads to 2nd Floor (Locked - DC 10)
Read this to your players as they approach the meeting Side Balcony - Leads to 2nd Floor- (Warped - DC 15)
sight in front of the manor. Any locked doors can be opened with Volo's key to the
manor which he may or may not have already given to the
You make your way down Trollskull Alley well into eveningtime. party.
The last rays of sunlight disappeared behind looming rooftops
hours ago and the only light is the flickering of soft streetlamps
1st Floor Tavern
that cast long shadows all around. There isn't a soul on street Upon entering read:
as you stand beneath the lamp closest to the manor and wait
for your contact to arrive. Dark clouds block out the stars and The inside of the tavern smells musty and feels slightly damp,
rumble with the warnings of a coming storm as tiny raindrops like the inside of a beer keg. The wooden floors are bloated and
begin to plop one by one upon your cheek. You look up at the warped from seasons of soaking spilt liquor. Cobwebs drape
dark and foreboding manor, now yours, that seems to sway themselves over tables and stools, undulating every time a
slightly at the top as the wind picks up. Looking up you see a small draft blows through the room. You hear the pitter-patter
ghostly light flicker from the highest window, or did you of small feet and giggling somewhere toward the back.
imagine it? Raindrops are falling faster now as the wind begins
to howl. Your contact will definitely be late. Lif (W:DH p.31) is here, although keeping himself invisible.
He randomly uses his Telekenetic Thrust ability to toss
The street is well-lit from street lamps. Their candles are players and objects around the room.
enchanted with a continual flame spell. There is no one on the In the middle of the floor, in a 10' radius, is a spilled bag of
street as it has begun to storm. marbles. Any character who moves over the must make a DC
The players have little choice but to enter the house to seek 13 Dexterity saving throw or fall prone. Characters with a
shelter from the storm, or return to their previous lodging. If passive Perception of 15 or higher notice the bag and have
so, have a player spot a paper bird fluttering toward them, advantage on Dexterity saving throws to avoid falling prone.
dodging raindrops and arrive seconds later. The message is
from Volo, informing them that he is running late and to have
them wait for him inside the manor.

/u/ImpossibeardROK's Trollskull Adventure 1


Behind the Bar The Hearth
If players investigate the bar, read aloud: If the players investigate the hearth read:
There is a keg of beer set against the back wall that looks as The hearth in the center of the room looks to be in relatively
worn as the rest of the manor. Over the keg hangs a small good condition, and you can almost imagine it once setting
plaque that reads "Employee of the tenday:" with small brass this large tavern aglow with warm radiance. Resting above the
squares set in the plaque's wood frame. Inspecting the plaque mantle is a dusty photograph of a few individuals you can't
further reveals the same name written again and again on each quite make out.
brass tab: "Lif Lindgren". Beneath the keg you spot a trapdoor
that you assume leads down to the cellar storeroom. The flue to the chimney is filled with soot, which has
completed clogged it up.
If the players take a look at the
If the players try to inspect the plaque further, Lif sends it photograph they see a middle-aged elen man beaming form
flying off the wall toward the nearest player. A cry of anguish ear to ear. He is flanked by a cheerful halfling on one side and
rises up and have all characters make a DC 14 Perception a dwarf on the other.
check. for a brief moment, you are able to see the saddened Upon grabbing the photograph, if Lif has not been placated,
face of a middle-aged elven man with a bartowel thrown over he hurls the photograph into the hearth and a fire suddenly
his shoulder. erupts within it. The smoke begins to billow and fill the tavern.
If the players try to communicate with Lif, he will write The room becomes lightly obscured.
phrases like "Last Call!" in the dust and grime of the taverns A player with a Passive perception of 15 or higher that is
countertops. If the players can succeed on a DC 16 crawling under the smoke notices a small, childlike form run
Persuasion check to convince Lif that they are the new past the bar, giggling.
proprieters and they will restore the tavern to it's former glory, The Kitchen
he will stop combating them and start to write forboding As the players enter the kitchen read:
messages in the grime like "She is here....above us..." and
"Please....save the children...".
The pantry has been ransacked by rats long ago, leaving

nothing but droppings around the room. The hearth here didn't
fare as well as the one in the common area, and you can see
How Lif Died where the stone has been split by temperature and age. the
This isn't really made clear in the text of Waterdeep: hearth, you see a small doll, smudged with soot, resting amid
Dragon Heist, but we can define it here for the sake the ashes.
of our narrative. Trollskull Manor was once an
orphanage run by a Hag as a front to eat orphans.
There was a large fire where part of the orphanage There's nothing of any value here. In the cabinets and drawers
burned down and the guards who came to the there are some rusty knives and some other utensils, but
scene of the fire discovered what had been mostly everything else has been taken.
occuring there all along. She was put on trial and In the hearth is a talking doll. If doll is picked up, a small
hung for her deeds, but her spirit and the spirit of Spectreling crawls out of the flue and reaches for it. It will
her orphans still plagued the house. They always actively pursue and attack any character holding the doll. If
haunted the manor, but on the 1st of Eleint, the day given the doll, it climbs back up the chimney flue and out of
of her hanging, their spirits come in full force. sight. If carried, the talking doll utters programmed phrases.
Lif became aware of these activities within his
first few months of his employment and convinced The Talking Doll
the owner to shut down once a year on that day for Trigger Voice Phrase
a worker's holiday. Soon word got out that the
haunted manor was vacant on the first day of "Who's been a
When picked up Motherly
autumn every year and young children started wicked child?"
daring each other to go in.
About 5 years ago, one child foolishly went up When brought near the "Someone's ready
Motherly
above the tavern, to the manor. Lif caught the hearth for the stewpot!"
child's friends hanging around the stairs and he When taken through the "Don't worry, we'll
rushed up to the manor as quick as he could. He Motherly
doorway take care of her."
pulled the child from the spectral hag's clutches,
but in doing so signed his own death warrent. He "I hope I don't wake
Randomly Childlike
died protecting the city of Waterdeep in the tavern up"
that he loved. "Please don't hurt
Since that horrific day, the tavern closed down If intentionally damaged Childlike
me!"
and Lif's ghost, full of guilt and self-blame,
remained shackled to it, trying to keep the hag from If placed into a stewpot or
Motherly "Delicious"
claiming another human soul. other cooking pot

2 /u/ImpossibeardROK's Trollskull Adventure


The Basement When rescued, he informs the party that his friends and him
If players head to the basement, read: had overheard the manor was bought and thought this was
their last chance to explore it and look for treasure. They'd
heard the old ghost stories about it, but he had no idea there
It's dark and dank down here. No light shines through and the was any truth behind them. He tells the party that his friend
only sound is your beating heart pulsing in your ears. Squiddly, a young tiefling boy with an eyepatch, was captured
by an old hag that appeared. She had taken him up to the 3rd
The characters can find a small box in the corner with a DC floor and is probably going to cook him.
15 Investigation check. Inside the box is 10gp, 4sp, a He's searching for their leader, Nat, so they can mount a
bartender's smock, and a small, worn diary. If read, the diary rescue mission, but she doesn't seem to be anywhere on this
says: floor.
"1934 DR, 15 Flamerule - It's a happy day. I have found
employment at the Trollskull Tavern. It's in close proximity to 3rd Floor
my home and word on the street is it is a rather fine Read upon ascending the stairs:
establishment. I'm hoping I can best utilize..."
"1936 DR, 18 Eleasias - Looking into the matter of this Each stair groans heavily under your weight and you can feel
establishment's past has caused me some great concern. I
have to speak with the master right away. Elient is right the darkness bearing down on you. Everywhere the footsteps
around the corner...." and giggles of mischevious children haunt you. You all bunch
"1936 DR, 1 Elient - No one shall believe me unless they up, trying to limit your blind spots as you move up the stairs.
saw it themselves, but I know what I saw. That hung hag
haunts this manor still...in spirit but still a threat. We mustn't There are 2d4 spectrelings on this floor that try to ambush
allow children anywhere near..." the characters. When one party member is looking away, they
The rest of it is too faded or dissolved to make out. appear from the darkness and try to charm them, then draw
them away from the rest of the party and into the darkness.
A Cry From Above These spectrelings often appear from unlikely places like
At any point while the characters are exploring the tavern, you the inside of the privy or under a stairwell.
can read the following text: A wooden toy sword sits at the base to the tower and Jenks
immediately recognizes it at Nat's.
A loud bong echoing from the floor above calls out the time:
midnight. As soon as the clock call subsides, a foul chill fills the The Manor Tower
air and you hear the distant sound of a mad cackle followed by Upon climbing the ladder, read:
a piercing shriek of fear.
You throw back the hatch and look around you. Between
2nd Floor Estate lightning flashes, you make out the form of a small child,
hunched over beside some boxes. As you approach, you can
Entering the second floor can happen a number of ways, but
regardless point of entry, read the following: tell she is human, and trembling. The human child stares up at
you fiercly, clutching a small shriveled token in her hand.
The estate portion of Trollskull Manor is in better condition
than the tavern, but the emptiness somehow breeds a new kind The child is Nat, and she is unable to speak. She gestures
of terror in your heart. The dark sky gives no light and the room
emphatically to the party in a kind of code you can't figure out.
If Jenks is with you, the two start up a conversation of coded
is enveloped in darkness. You hear the soft pitterpatting of
hand signals.
children's feet and imagine for a moment something tugging at Jenks explains that Nat can't speak, but that's okay because
your fingertips. that means they get their own secret language that no one else
knows. He informs the party that Nat found something
If the players make their way through the west corridor, they important to the hag, something that should destroy her. Nat
find a spectreling standing at the other end of the corridor, shows the party the token she had been clutching. It's a
eyes glowing like hollow white beams and long black hair shriveled green hand grasped around a shriveled organ that
dragging on the ground. The spectreling tries charming the pulsates weakly. They found it under some floorboards while
party and then calls a shadow in a fit of rage if any of them they were playing marbles in the tavern.
resist. The children don't know what to do with it, but know it's
Thumping around the second floor is Jenks, clutching his important to the hag and are adamant about saving their
owlbear "familiar", Hobbson, in one hand and waving his toy friend.
wand around in the other. He has stuck one of the continual
flame candles onto the end of his wand which has given him Playing the Children
enough light to see. He is running around to avoid a pursuing
spectreling and shadow. Nat and Jenks are scared, but willing to fight for
their friend. All the children have 6 hit point and
deal 1 damage on a hit with their toy weapons.

/u/ImpossibeardROK's Trollskull Adventure 3


The Garrets
Read upon ascending the stairs from the 3rd floor: Spectreling
small, neutral evil
You hear a wild cackling to the south and Nat and Jenks bolt for
the door, unafraid. You chase after them and open the south
Armor Class 12
door to a room covered with windows. Rain slams against the Hit Points 15 (3d8)
glass panes as lightning flashes all around, illuminating the dark Speed 25 ft., fly 30ft. (hover)
room. The silhouette of a spectral old hag floats hauntingly in
the center of the room, her form translucent. Splashing about STR DEX CON INT WIS CHA
in a black cauldron is a young tiefling boy with an eyepatch.
1 (-5) 12 (+1) 11 (+0) 10 (+0) 10 (+0) 14 (+2)
Spectral mist swirls out of it and onto the floor. Looking around
you suddenly notice several pairs of glowing eyes all around Damage Resistances acid, cold, fire, lighting, thunder;
you, their diminutive forms lurching forward. "Yes, that's it my nonmagical attacks
sweets. Bring our new friends to the bath," the hag cackles. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
The Hag Husk controls all six of the spectrelings, and is unconscious
difficult to damage in her incorporeal form. She cackles Senses darkvision 60ft., passive Perception 10
insanely about how long she has waited to taste the flesh of a Languages understands Common, but can't speak
child again and attacks the party without hesitation. Squiddly Challenge Challenge 1/2 (100xp)
sits in the boiling pot taking 1 fire damage a round.
If the party drops the shriveled hand into the cauldron, the Incorporeal Movement The spectreling can move
bubbling water beings to turn to blood and the Hag Husk through other creatures and objects as it they were
becomes fully corporeal. She begins to shriek and curse the difficult terrain. It takes 5(1d10) force damage if it
party as she realizes all of the spectrelings are turning on her. ends its turn in an object.
After she is defeated, read: Actions
The shrieking and howling slowly began to soften and Charming Grin. The target must succeed on a DC 14
Charisma saving throw or become charmed by the
disappear as the hag sank into the ground. The rainstorm spectreling. A creature charmed in this way tries to
outside slowed to a light drizzle as everything became quiet. move toward the spectreling and protect it from
Squiddly scrambled out of the cauldron quickly, running over to harm.
his friends for a soggy hug. "Guys, are you crying? Don't worry! Shade Summon/1 day: Once per day the spectreling
It's not the first time I've been it hot water!" Everyone gives a can call for protection from the abyss. Roll a d6. On a
light laugh and the black forms of the haunted children 5 or 6, the spectreling calls forth a shade to protect
it. The shade disappears if the spectreling is ever
hesitate. Slowly, their skin changed transluscent and they took
destroyed.
on individual features, each of them looking like a young girl.
Light Life Drain. Melee Spell Attack: +3 to hit, reach 5
They continued to fade until they were barely visible. Then ft., one creature. Hit: 3 (1d6) necrotic damage. The
suddenly, a smile from each of them before they were gone for target must succeed on a DC 10 Constitution saving
good. One last spectral form rises from the ground below. A throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
middle-aged elven man with a bar-towel gives the party a brief
lasts until the creature finishes a long rest. The target
glance, then a smile, and then he too is gone. The room is filled dies if this effect reduces its hit point maximum to
with silence and serenity. Then, suddenly...you hear a loud 0.
thumping from several floors below and a familiar voice yelling
up: "Friends, apologies for my lateness, is everything alright?!"

The party can return down to the 2nd floor where Volo is
soaking wet and waiting. He is deeply apologetic for being so
late and when the party recounts what happened here he is
extremely upset he missed out on such an excellent chapter
for his book.
He is late because he brought a friend to help inspect the
premises and offer advice. Renaer Neverember isn't the least
bit surprised that the party can't seem to stay out of trouble.

4 /u/ImpossibeardROK's Trollskull Adventure


Hag Husk Shadow
medium, neutral evil medium, chaotic evil

Armor Class 12 Armor Class 12


Hit Points 52 (7d8+21) Hit Points 16 (3d8+3)
Speed 30 ft., fly 30ft. (hover) Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Damage Resistances acid, cold, fire, lighting, thunder; Skills Stealth +4


nonmagical attacks Damage Vulnerabilities radiant
Damage Immunities necrotic, poison Damage Resistances acid, cold, fire, lightning,
Condition Immunities charmed, exhaustion, grappled, thunder; bludgeoning, piercing, and slashing from
paralyzed, petrified, poisoned, prone, restrained, nonmagical qttacks
unconscious Damage Immunities necrotic, poison
Senses darkvision 60ft., passive Perception 10 Condition Immunities exhaustion, frightened,
Languages understands Common and Fey grappled, paralyzed, petrified, poisoned, prone,
Challenge Challenge 2 (450xp) restrained
Senses darkvision 60ft., passive Perception 10
Horrific Reveal (Corporeal Form Only) When the hag Languages understands Common and Fey
becomes corporeal, every humanoid must make a Challenge Challenge 1/2 (100xp)
DC 11 Wisdom saving throw. On a failed save, the
creature is Frightened for 1 minute. A creature can Amorphous The shadow can move through a space
repeat the saving throw at the end of each of its as narrow as 1 inch wide without squeezing.
turns, with disadvantage if the hag is within line of
sight, ending the effect on itself on a success. Shadow Stealth. While in dim light or darkness, the
shadow can take the Hide action as a bonus action.
Ancient Fragility (Corporeal Form Only). The hag loses
Sunlight Weakness. While in sunlight, the shadow has
all damage resistances and immunities.
disadvantage on attack rolls, ability checks, and
Innate Spellcasting. The hag's innate spellcasting saving throws.
ability is Intelligence (spell save DC 12, +4 to hit
with spell attacks). She can innately cast the Actions
following spells, requiring no material components: Strength Drain. Melee Weapon Attack: +4 to hit,
At will: Charm Person, Produce Flame reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic
damage, and the target's Strength score is reduced
1/day: Crown of Madness, Hold Person, Sleep by 1d4. The target dies if this reduces its Strength to
0. Otherwise, the reduction lasts until the target
Actions finishes a short or long rest.
Charming Grin. The target must succeed on a DC 14
Charisma saving throw or become charmed by the If a non-evil humanoid dies from this attack, a new
spectreling. A creature charmed in this way tries to shadow rises from the corpse 1d4 hours later.
move toward the spectreling and protect it from
harm.
Shade Summon/1 day: Once per day the spectreling
can call for protection from the abyss. Roll a d6. On a Acknowledgements
5 or 6, the spectreling calls forth a shade to protect The talking doll in this adventure was taken from
it. The shade disappears if the spectreling is ever /u/Enchelion's reddit post.

destroyed.
Light Life Drain. Melee Spell Attack: +3 to hit, reach 5 The collaborative efforts of redditors on
ft., one creature. Hit: 3 (1d6) necrotic damage. The /r/WaterdeepDragonHeist were a huge inspiration.

target must succeed on a DC 10 Constitution saving


throw or its hit point maximum is reduced by an Appendix
amount equal to the damage taken. This reduction I've created some basic maps for Trollskull Manor
lasts until the creature finishes a long rest. The target that can be found here
dies if this effect reduces its hit point maximum to
0.

/u/ImpossibeardROK's Trollskull Adventure


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