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ROOM 1

A large burnished mirror hangs on the eastern wall of this room.


PERCEPTION CHECK DC 18 to
reveal that it is a two-way mirror that allows people in the adjacent
room to look in on them...
A patchwork cloth doll of a beautifully dressed half elf man with buttons
for eyes sits on one of the beds
It talks and says random phrases when held. ‘I want to play’ ‘Grandmother
has apples for you’ ‘Jara?
Barbara?’ ‘*Manic laughing*’ ‘I am so beautiful.’ (It is a patchwork doll
of previous guest/ victim, Joc
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ROOM 2
A large oil painting hangs on the western wall; it is a grotesque
depiction of humanoid hunters being torn
apart by a pack of monstrous shadows in the woods...Removing the painting
reveals a pane of glass
behind it that allows the player to see into the adjacent room
CHECKHING CHESTS
Dark Shard Amulet DC 10 ARCANA TO CAST UNKNOWN CANTIRP FROM WARLOCK SPELL
LIST 1/LONG REST 100 GOLD ADAMANTINE BREASTPLATE
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BOOK SHELF
1 DISCORD. Each target must make a Constitution saving throw. On a failed
save, a target bickers
and argues with other creatures for 1 minute. During this time, it is
incapable of meaningful
communication and has disadvantage on attack rolls and ability checks.
2
SLEEP. Each target must make a Wisdom saving throw and falls unconscious
for 10 minutes on a
failed save. A creature awakens if it takes damage or if someone uses an
action to shake or slap it
awake.
3
INSANITY Each target must make an Intelligence saving throw. On a failed
save, the target is driven
insane for 1 minute. An insane creature can’t take actions, can’t
understand what other creatures
say, can’t read, and speaks only in gibberish. The DM controls its
movement, which is erratic.
4
FEAR. Each target must make a Wisdom saving throw and becomes frightened
for 1 minute on a
failed save. While frightened, the target drops whatever it is holding
and must move at least 30 feet
away from the book on each of its turns, if able.
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ROOM 3

The smallest of the three bedrooms. Furnished with a single bed, a


battered dresser, and a small
bedside table that has a piece of paper wedge under one crooked leg. A
large black stain adorns the
bedspread, as if someone died there and rotted away.
If players retrieve the paper underneath the bedside table leg, it has
‘GET OUT’ written in shaky, dark red
lettering.
A pair of wire-rimmed spectacles can be found under the bed (no DC, just
a requirement for players to
look). The right lens has a crack down the middle of it. If players put
them on, they can see a halfling
girl reflected in broken right lens. She simply stands behind them,
opening and closing her mouth, as if
saying something. PERCEPTION DC 15 to figure out she’s saying ‘RUN.’
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THE BASEMENT
An unlit space that runs under the full length of the cabin. Stinks of
earth, sickly sweet stench of rot.
Thick cobwebs hang from every corner. Many odd shapes covered by stained
sheets. The odd sparkle
and gleam in the darkness of trinkets and strange objects strewn around
the space. A ladder lays on the
floor beneath the basement hatch; it is about a 15ft drop from the main
room down into the basement.
In the furthest corner, players will find a gnarled, squat tree, hunched
into the corner of the cabin
structure. It’s an ugly thing, curled and knotted.
When players go into the basement, they will need a light source. They
can explore and discover a
number of things; make a d8 roll for each player who actively searches
the basement for the following
discoveries.

D8 EVENT
1
A stone statue of an angel knelt in prayer. If a player picks it up, it
opens it’s eyes, revealing black
holes. It screams, revealing a mouth full of razor sharp teeth, then it
blinks out of existence. Player
is FRIGHTENED for the next ten minutes, and keeps seeing the statue
hissing at them in different
corners of the room. Player must run from wherever they see the statue.
2
A strange leather egg with crosshatching on the top. About the size of an
urn. It feels oddly warm to
the touch...if a player touches it, the top flaps unfurl open. DEX SAVING
THROW DC 13. On a fail, a
CORE SPAWN CRAWLER flies out and gets a SURPRISE ATTACK on the player.
3
A rusted birdcage with a strange figurine in it - a humanoid shape made
from twisted vines, curled
in on itself in a foetal position. If a player touches it, WIS save DC
15. Otherwise, they are overcome
with an intense, crushing feeling of loneliness and despair. Lasts 10
minutes.
4 A satchel sized bag with a strange patchwork on the cover. Almost looks
like a face...did it just wink
at me? (It is a BAG OF DEVOURING)
5
A huge tome, bound in skin covered leather, a grimacing face in the
cover. The pages are yellowed
and crackle with age, covered in runes and arcane markings. If the player
opens the book, an ALLIP
springs out. It fills the book-opener’s mind with visions of a woman
crying in the dark, bleeding and
bound in chains.
6
A spinning wheel with a wickedly sharp needle on the end of the spool. If
a player approaches the
wheel, CHARISMA SAVE DC 17. On a fail, the player is hypnotised by the
needle, and reaches out
to touch it. It pricks them, drawing blood. The player must make a WISDOM
SAVING THROW DC 10
every 10 minutes of in-game time. On a fail, their hand becomes possessed
and hostile, trying to kill
the player. Use stats for a CRAWLING CLAW. (Think the Evil Dead!)
7 A strange robe covered in patches of different items. It is a ROBE OF
USEFUL ITEMS.
8 A beautiful clockwork prosthetic leg. It can be used as a BLUDGEONING
WEAPON, and can cast the
spell JUMP once per SHORT REST. (DM, it belonged to a previous
guest/victim: Naples)
--------------------------
PORTALS
Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 +
4) bludgeoning damage

There are three trees that act as portals to the WITCH QUEEN’S LAIR; two
OUTSIDE the cabin, and one
in the BASEMENT. At a glance, these trees look exactly the same as other
trees in the wood. However,
on closer inspection (PERCEPTION DC 15, or if spells like DETECT MAGIC
are used), it is revealed
that these trees have MINOR ILLUSION cast on them. If this spell is
removed, it reveals gaping holes
in the base of tree trunks that look like bloodied mouths, dripping with
ocre goo. If players step through
the portals, have them make a CONSTITUTION CHECK DC 15, otherwise they
will become disoriented
when they arrive on the other side and are knocked PRONE.
-------------------
SAR
Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
Skills Athletics +6, Perception +4, Stealth +2
Condition Immunities blinded, deafened, exhaustion
Needle Defense.:Each time a creature makes a melee attack against a
needle lord, it takes 2 piercing damage.
A creature can choose to make an attack with disadvantage to avoid this
damage.
Multiattack.
The nettle lord makes 2 raking vine attacks.
Needle Volley.
The needle lord makes up to 1d6 needle attacks, but it cannot attack the
same target more than twice during its turn.
Raking Vine.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 +
4) piercing damage, and the target is grappled (escape DC 14).
Until this grapple ends, the target takes 11 piercing damage at the start
of each of its turns.
The needle lord has two raking vines, each of which can grapple only one
target.
Needle.
Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 2 (1d4)
piercing damage.
---------------------
QUEEN + Awakened Tree
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
Additional weapons: Thorn Whip Melee Weapon Attack: +6 to hit, reach 20
ft., one target. Hit: 11
(2d6 + 4) piercing damage.
When a creature is hit by this attack, describe it as vines lashing out,
each tipped with a vicious thorn
spike. When a creature is hit, the spikes ‘drain’ the target’s blood,
healing the Witch Queen for 2d4 HP
HP 10 AC 18 Regenerate at the end of the turn
At will
Magic Missle at will 3xd4+1
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered
LAIR 3 times a day
The QUEEN creates a WALL OF THORNS (40-foot-high, 20-foot radius)
centered on a point she can
see within 120 feet of her. Lasts until next round. Any player that
is in the wall’s space when it appears takes 3xD8 SLASHING DMG and must
make a CON SAVE DC
14. On a fail, the player is POISONED.

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