TEXT: A 15-20 hour adventure for 4-5 5th level characters
  A 15-20 hour adventure for 4-5 5th level characters
  A 15-20 hour adventure for 4-5 5th level characters
  A 15-20 hour adventure for 4-5 5th level characters
  A 15-20 hour adventure for 4-5 5th level characters
  A 15-20 hour adventure for 4-5 5th level characters
  Bloody Mad
  Bloody Mad
  Bloody Mad
  Bloody Mad
  Bloody Mad
  by: Goblin Scrawl Games
  by: Goblin Scrawl Games
  by: Goblin Scrawl Games
  by: Goblin Scrawl Games
  by: Goblin Scrawl Games
  by: Goblin Scrawl Games
  
  Table of Contents
  Table of Contents
  2
  Introduction & Background
  3
  Part 1 - Scharokhova
  4
  Ratting Through
  5
  Bats in the Belfry
  6
  Wolves in the Fog
  7
  Part 2 - Petrova Manor
  8
  Ground Floor
  9
  First Floor
  10
  Part 3 - Caverns
  13
  Appendix A: Monsters and NPCs
  24
  Appendix B: Magic Items
  25
  Appendix C: Maps
  Credits
  Credits
  Story and Design: PJ Pirrello 
  Cover Image by Sebastián Malz from Pixabay 
  Internal Images by: 
  Julia Schwab from Pixabay 
  Gerhard G. from Pixabay 
  SSidde from Pixabay 
  jplenio from Pixabay 
  Darkmoon_Art from Pixabay 
  PIRO4D from Pixabay 
  Peter H from Pixabay 
  mimikama from Pixabay
  Goblin Scrawl Games
  Goblin Scrawl Games
  Bloody Mad
  Bloody Mad
  Bloody Mad is an 5th edition adventure intended for 4-5
  characters of 5th to 7th level, optimized for a party of four
  characters with an average party level of 5. The characters
  should advance to 7th level by the end of the adventure.
  Bloody Mad takes place in a small village near a forest in the
  shadow of a large mountain range. While the adventure is
  designed to be placed in the Forgotten Realms or Ravenloft,
  you can place it in almost any campaign setting.
  Background
  Background
  The village of Scharokhova is a simple place; its people
  mostly farmers and lumberjacks. The Petrova family has
  lived in the manor overlooking the town for as long as anyone
  can remember. The current master of the manor is Gorak
  Petrova, the last of the Petrova line.
  Gorak enjoyed his life as a local celebrity, and he played the
  part well. He would often come to town, visit the local tavern,
  and buy food and drinks for everyone. The people loved him.
  That all changed a few months ago when a strange, hooded
  man with a thick accent came to town. Gorak, trying to live
  up to his eccentric benefactor image, invited the man to stay
  at his manor. Unfortunately for him, that stranger was
  actually a renegade illithid.
  Using his own experimental technique, he made Gorak his
  thrall and took up residence in the caves under the mansion.
  He's continued to run his experiments from the caves, while
  he uses his new thrall's resources to gather supplies and
  more people to experiment on.
  The town now lives in fear of the residents of Petrova
  Manor. Rumors abound that the stranger that came to visit
  was a vampire, and that Gorak is now his spawn. The illithid,
  Qhor, knows about these rumors, and he orders Gorak to
  behave in a way to encourage them. The townsfolk are
  desperate to end the terror that has descended upon them
  since Qhor came to town.
  2
  
  T
  he village of Scharokhova has fallen on hard
  times. While it has always been a dreary sort
  of place, lately it has become downright
  depressing and quite a bit more dangerous.
  Fog blankets the entire valley and thick grey
  clouds perpetually hide the sun.
  While wolves were always present in the
  area, they have become far more numerous and aggressive in
  the past months. The people not only fear for their livestock,
  but for their own safety if they venture too far from the town
  after dark. In the village itself, rats and bats have been
  spotted in ever-increasing numbers. And some of the foul
  creatures have grown to unnaturally large sizes.
  Gas lamps burn both day and night in an attempt to beat
  back the darkness and the fog, but with little success. Many
  of the homes and businesses have barricaded windows to
  keep the encroaching beasts and vermin out.
  Other than the tavern, all the businesses appear to be
  closed, their doors and windows boarded up. The tavern itself
  has only remained in business thanks to the large stores of
  wine and beer contained in their cellars, stores that are now
  being threatened by the vermin that seem intent on spoiling
  everything they can reach.
  During the daytime, people can be seen walking through
  the streets, or tending to their own meager little gardens,
  averting their gaze from anyone that isn't a resident. At night,
  the streets are empty, with everyone withdrawing to their
  homes to attempt to sleep through another dreadful night.
  As soon as the sun sets, wolves begin howling in the
  distance, seeming to come from all directions. Bats take
  flight, emboldened by the darkness, and have even begun
  attacking anyone who dares set foot outside during the night.
  And rats, some as large as a dog, scurry from wherever they
  hide during the day, scavenging whatever they can, and
  attempting to befoul the gardens the villagers so desperately
  try to nurture.
  Perils of Scharokhova.
  Perils of Scharokhova.
  Rats. Rats are overrunning the town, ruining food stores and
  destroying what little the townsfolk have planted and grown
  themselves.
  Bats. Bats are roosting in the old temple belfry. They come
  out at night and harass and attack the townsfolk. Something
  larger seems to drive their aggression.
  Wolves. Wolves harry and herd anyone that attempts to leave
  town. They outright attack anyone foolish enough to resist.
  Whenever the wolves appear, there is an unearthly howl
  heard deeper in the woods that seems to guide the wolves'
  actions.
  Fog. The fog recently descended on the town, and blanketed
  the entire valley. Strange forms can be seen in the fog, and it
  seems to sap the resolve of anyone that ventures too far from
  town, unless they move toward Petrova Manor, of course.
  The fog extends for a mile in every direction from the town,
  and has the following effects:
  All areas within the fog, other than the town itself and the
  road leading to Petrova Manor are considered difficult
  terrain. It would take about an hour of travel to make it out
  of the fog.
  After every 10 minutes in the fog a character must
  succeed on a DC 15 Wisdom saving throw or wander in a
  random direction for the next 10 minutes, unless they are
  headed toward town or Petrova Manor.
  d4
  Direction
  1
  North
  2
  South
  3
  East
  4
  West
  After every 20 minutes in the fog, a character must
  succeed on a DC 15 Charisma saving throw or become
  frightened and unable to travel any further from the
  village.
  PART 1
  PART 1
  Scharokhova
  3
  
  Scharokhova Basics
  Scharokhova Basics
  Population. 510
  Leaders. Mayor Branimir Vanko (lawful neutral human
  commoner) is the elected leader of the town and is an
  honorable man. He's been the mayor for years, and is well
  known by all and respected. He was close friends with
  Gorak's father, and fears for what might have happened to
  Gorak. Sheriff Kalya Manoleva (lawful good half-elf scout)
  heads the town militia and knows that she is out of her depth
  with the current situation.
  Militia. There are 30 members of the town militia (use the
  guard stat block).
  Arriving in Scharokhova
  Arriving in Scharokhova
  You can have the characters come to Scharokhova in any way
  you choose. Perhaps they were hired to bring supplies to
  town after previous caravans failed to return. Or maybe they
  were returning from a just completed adventure when the
  weather forced them to seek shelter in the mist shrouded
  little village.
  Locations in Scharokhova
  Locations in Scharokhova
  The Black Crossbow
  The Black Crossbow
  Inn and Tavern
  The Black Crossbow is the last business in town that is
  still open, their once hearty menu reduced to little more than
  gruel and watered down wine and beer. The proprietor,
  Anghelov Bachev (true neutral human commoner), is fighting
  a losing battle against the rats infesting his cellar and eating
  or ruining what food he has left.
  The Chaparral
  The Chaparral
  Temple
  The Chaparral is a temple dedicated to a god of nature and
  the forest. A single priestess lovingly maintained the building
  until recently meeting her untimely demise at the fangs of the
  wolves that now encircle the village. After her passing, bats
  have overrun the belfry, and other, more dangerous creatures,
  have taken up residence within. The townsfolk are afraid to
  even enter their once beloved temple.
  Ratting Through
  Ratting Through
  As the characters are eating at the tavern, they can overhear
  Anghelov bemoaning the rat problem in the town. At the rate
  they are ruining his food stores, he thinks they have only two
  or three weeks before they run out. He keeps boarding up the
  cellar windows, but the rats continue to chew through the
  wood. He's tracked the rats back to an abandoned barn on the
  outskirts of town. There were far too many for him to deal
  with on his own, and some of them were huge. He'll offer the
  characters free room and board for as long as they are in
  town if they can eliminate these rats for him.
  The party can easily find the barn at the western end of
  town. It's a large building, 20 feet wide and 50 feet long and
  is made of old, heavily weathered wood. A thick layer of straw,
  stinking of rat urine and feces, covers the floor of the barn.
  Encounter. 1 giant rat and 1 swarm of cranium rats hide in
  the hay, and will attack the first creature to enter the barn.
  If the characters are able to take care of the rat problem,
  Anghelov will be very grateful. He'll buy a round of drinks for
  everyone in the tavern, and will only slightly water them
  down.
  This will also attract the attention of Mayor Vanko, who
  approaches the players hoping to enlist their aid in other
  matters.
  4
  
  Bats in the Belfry
  Bats in the Belfry
  Shortly after the party has finished their celebratory drink,
  Mayor Vanko pulls a chair up to their table and introduces
  himself. Vanko is a middle aged man, but looks much older.
  His face is wrinkled, and his eyes are sunken and cloudy. The
  mayor will thank them for taking care of their rat problem,
  and asks if he can trouble them for their assistance once
  again, this time, with the town's bat problem.
  A large number of bats have taken up residence in the
  belfry of the town temple. At first, the town paid them no
  mind, as bats aren't uncommon in the area. But then they
  started finding livestock drained of blood and covered in
  small puncture wounds. Shortly after that, the bats started
  attacking people. Now, once night falls, everyone seeks
  shelter indoors. They have been able to protect a few goats
  and some chickens that they rely on for milk and eggs. He
  fears the bats will find a way to kill those last few animals,
  further complicating the town's struggle.
  The Chaparral
  The Chaparral
  This temple was once dedicated to the worship of a minor
  god of the forest (If you are playing in The Forgotten Realms,
  this would be Shiallia) but the priestess was killed by wolves
  trying to help some of the townsfolk flee the doomed village.
  Since her death, the temple has sat abandoned.
  1. The Nave
  1. The Nave
  The main area of the church is a large open area. Other than
  the balcony running along the north and south walls, the
  room is open all the way to the roof, which is 40 feet high in
  the middle. A large altar and a statue of the forest god stand
  at the east. The windows are all solidly boarded up. Stone
  fonts flank all the entrances, all of them still partially full of
  water.
  One of the balcony supports has collapsed, crushing a
  couple of the pews near it, and one of the chandeliers has
  fallen in the middle of the main aisle. There are several large
  holes in the roof, allowing some light in. Regardless of the
  time of day, the area is dimly lit.
  Encounter. 3 gargoyles. The gargoyles are hiding motionless
  in the shadows near the roof. If discovered, they will attack
  immediately. Otherwise they will wait until the party is
  vulnerable, like if they split up, before attacking. If anyone
  approaches the door to the belltower, they will also attack.
  Treasure. The fonts hold enough holy water to fill 2 vials.
  2. Vestry
  2. Vestry
  This square room contains various ceremonial items and
  garments. There is a wardrobe full of robes and sashes, and a
  small cabinet with various bowls, chalices, and small boxes
  all made from different kinds of wood, worn to a fine patina.
  While these items are all well made, and highly cherished by
  the church's faithful, they hold no real value.
  A narrow set of circular stairs leads up from this room to
  the second floor of the church.
  3. Church Office
  3. Church Office
  This room is a mirror image of area 2. The stairwell in this
  room is partially collapsed and chocked with stone debris. In
  the northeast corner of the room, there is a patch of grass,
  with a small evergreen tree growing there. In the ceiling
  above the tree, a small half sphere emits a bright light,
  illuminating and almost perfectly highlighting the ideal
  triangular shape of the small tree.
  There is a giant hole in the ceiling in the northwest corner
  of the room. The church bell rests on the floor just below the
  hole, having fallen from the bell tower, through the floor, and
  crushing the small desk that is the only furniture in this
  otherwise stark room.
  Treasure. The half sphere above the tree is actually a
  driftglobe, the command words for which are written on a
  sheet of paper in a drawer of the crushed desk.
  4. Balcony
  4. Balcony
  The second story of the church is little more than a walkway
  around the nave with a low railing around the edge that
  overlooks the nave. There is a short portion of railing that has
  collapsed, in the north section of the balcony. There are
  several low stone benches along the outside wall on both the
  north and south side.
  The ceiling of the large landing to the north is partially
  open to the belfry above. A rickety old ladder leads up
  through a trapdoor in the ceiling and into the belfry.
  5. Belfry
  5. Belfry
  The belfry is a 20 foot square room, open in the middle with a
  5 foot walkway around the outside edge and a trapdoor in the
  floor with a ladder leading to the floor below.
  The outside wall is only about 2 feet tall, and offers an
  excellent view of the town, the surrounding forest, and
  Petrova Manor overlooking it all. The bell is missing, having
  fallen through the floor on the second story, and crashing to
  the ground below.
  Encounter. 2 giant bats and 1 swarm of bats will attack the
  first person to stick their head through the trap door. They
  will not pursue the characters, but will fight to the death
  defending the belfry. Additionally, 2 manticores roost on the
  roof of the church. They will be attracted by the sound of
  fighting, and fly up to the belfry, joining the fight starting on
  the second round.
  5
  
  Wolves in the Fog
  Wolves in the Fog
  Sheriff Manoleva will eventually approach the characters and
  ask for a moment of their time. She will tell them that while
  the town militia is full of brave and stout men, they are no
  match for the wolves that now roam the forest just outside of
  town.
  Townsfolk have been trying to leave their doomed village
  since the mists descended and the beasts and vermin started
  acting strange. But the fog, it addles the mind, making it
  almost impossible to find your way through. And then, the
  wolves came. You can hear them every night, howling in the
  distance.
  Now, whenever anyone wanders into the forest, the wolves
  come out, snarling, growling, and threatening to attack until
  the person turns back. The sheriff needs those wolves gone,
  and she thinks the party can do just that.
  The Pack
  The Pack
  A few minutes after entering the fog and attempting to leave
  the forest, the first of the wolves will emerge. The characters
  will catch glimpses of them darting through the mists. They
  will hear them growling and barking from just beyond their
  sight.
  If the party doesn't turn back, the wolves will attack.
  Encounter. 4 wolves come charging out of the mists,
  followed almost immediately by 2 dire wolves. During the
  course of the fight, the party will continue to hear howling in
  the distance. The more they hurt the wolves, the louder and
  closer and more frequent the howling becomes.
  The Shadow Pack
  The Shadow Pack
  If the party heads back to town, the howling will continue, but
  no more attacks will come. If, however, they continue to try to
  leave the village, the sounds of wolves will continue to get
  closer and closer. Characters will hear growling from right
  behind them, but when they turn to check, nothing will be
  there. They'll feel something large brush against the backs of
  their legs, but see nothing. These encounters will become
  more and more frequent unless the characters turn back.
  Encounter. After a couple of minutes harassing the party, 1
  shadow wolf alpha (use the shadow mastiff alpha stat
  block) and 3 shadow wolves (use the shadow mastiff stat
  block) will attack. The alpha will start the fight by using its
  Terrifying Howl ability, and then the other shadow wolves will
  attack.
  Conclusion
  Conclusion
  With the rats, the bats, and the wolves out of the way, only the
  fog remains. The characters will have experienced the fog
  and should know that the chances of escaping on their own is
  unlikely. The mayor and the townsfolk are grateful for what
  the party has done, but they still can't leave the town, and the
  perpetual gloom still prevents them from growing enough
  crops to survive long term.
  Eliminating the three bestial menaces that were plaguing
  Scharokhova should provide enough experience for
  characters to advance from 5th to 6th level.
  6
  
  I
  t doesn't take long for a solution to present itself. At
  dusk, a coach will emerge from the mists on the road
  to Petrova Manor. The carriage is made of black
  painted wood, and pulled by two huge, jet black draft
  horses. The coach's windows are covered with deep
  purple curtains making it impossible to see within.
  The coachman is dressed all in black with a large top
  hat shadowing his face. He'll pull up in front of the party, and
  motion for them to get into the coach.
  The coachman will not speak, and will keep his face
  shielded should anyone approach him. If the characters
  manage to get a view of the coachman's face, they will see
  that it's the face of a corpse. Not a reanimated zombie, but
  more like a dead body being controlled as a puppet.
  If the characters attack the coachman, he does not fight
  back. Any attacks against him will automatically hit, and he
  will collapse after the first attack is made. The next morning,
  the coach is nowhere to be found. Every night, right at dusk,
  the coach will return.
  If the characters get in the coach, they find a letter simply
  addressed to "The Strangers." The letter reads the following:
  Any character succeeding on a DC 15 Intelligence
  (Investigation) will be able to tell that the handwriting of the
  note itself and that of Gorak's signature near the bottom do
  not match, as if written by different people
  Running Petrova Manor
  Running Petrova Manor
  The characters will be free to roam the mansion as they see
  fit. Gorak will not interfere unless they attempt to enter his
  bedroom. If he catches them trying to break into his
  bedchamber he will summon his butler to convince them to
  stop.
  Shortly after they arrive, whether they decide to wash up or
  explore, a dinner bell can be heard throughout the mansion.
  If they head to the dining room, Gorak will be waiting there
  for them. If they do not come to dinner, Gorak will send his
  butler to find them and inform them that dinner is served.
  During dinner, Gorak will say he isn't feeling well, and
  retire to his chambers for the night. He will in fact be heading
  through the secret door in his fireplace to descend to the
  caverns below to assist Qhor with his experiments.
  If the characters decide to stay the night, Gorak has had
  the guest rooms made up for them. In the middle of the night,
  the constructs in the guest rooms will attempt to attack and
  subdue the party. Should they fight off the attackers, they will
  find Gorak's butler standing guard outside Gorak's bedroom.
  If they manage to get past the butler and into Gorak's
  bedroom, he will not be there, having taken the secret stairs
  down to the caves below the mansion. The characters should
  find clues that lead them to finding the secret passageway.
  General Features
  General Features
  Unless otherwise noted, all rooms in the manor share the
  following features.
  Walls, Ceilings, and Floors
  Walls, Ceilings, and Floors
  The exterior walls of the manor are made of stone blocks
  held together with mortar. The interior walls are plaster, most
  covered in patterned wallpaper in dark grays and purples.
  The floors are hardwood, old, but very well maintained.
  Doors
  Doors
  The interior doors are all simple wooden doors on brass
  hinges (AC 15, 18 hp, immunity to poison and psychic
  damage). Other than the door to Gorak's bedroom, the doors
  are unlocked.
  Windows
  Windows
  All the windows in the manor are painted over with black
  paint to block out light. They are also boarded over,
  preventing them from opening. It is possible for a character
  to break open a boarded window (AC 15, 12 hp, immunity to
  poison and psychic damage).
  Illumination
  Illumination
  As all the windows are boarded up and painted over, the
  manor is unlit by any natural light. The only light comes from
  the candles and gas lamps throughout the house.
  Shadows
  Shadows
  The shadows cast by the candlelight seem far too gaunt and
  stretch much further than they should. Characters will often
  catch glimpses of their own shadows from the corner of their
  eye, appearing to move of their own accord.
  Part 2
  Part 2
  Petrova Manor
  7
  
  Ground Floor
  Ground Floor
  1. Courtyard
  1. Courtyard
  A dirt and gravel path leads from town, winding up through
  the hills where a cobblestone driveway leads north from the
  path. Cliffs flank both sides of the driveway, as it leads under
  an archway supporting a two story enclosed stone walkway.
  The walkway connects the two massive stone towers that
  form the east and west corners of the manor. Once through
  the archway, the driveway is open to the sky. The walls of the
  manor rise up on all four sides around the small courtyard,
  causing the area to have a claustrophobic feel.
  As the characters arrive, read or paraphrase the following
  to the characters.
  As the coach pulls into the courtyard, you feel as if the world
  is closing in on you as the walls of the manor house rise 30
  feet above you on all sides. The coach comes to a stop, and
  you can hear the horse stomping and snorting. The doors to
  the east fling open, and a gaunt, pale, male half-elf dressed in
  fine clothes stands in the open doorway. Behind him, a giant
  of a man, dressed in fine butler's clothes that fit far too tightly,
  stands silently, his face expressionless. The half-elf smiles
  broadly, and motions for his guests to come inside.
  The half-elf at the door is none other than Gorak Petrova, the
  master of the house, who comes to meet his guests. The man
  behind him is actually a flesh golem. Stitched together from
  the remnants of Qhor's meals, he exists solely to protect
  Gorak and Qhor.
  Roleplaying Gorak
  Gorak will be the epitome of friendliness and
  hospitality. He will make no outward signs of
  aggression, as he invites the party to be his
  honored guests. Any attempt to determine if Gorak
  is being dishonest or untrustworthy will fail. Even
  though he is the thrall of Qhor, his instructions are
  to make these guests as comfortable as possible,
  hoping they will let their guard down so Qhor can
  capture them and turn the characters into his own
  powerful thralls.
  More information about Gorak and his master
  Qhor can be found in Appendix A.
  Gorak will invite the characters in for a fine meal, and a
  comfortable place to spend a few days. He will insist that he
  has nothing to do with the troubles in the town, and the
  characters shouldn't listen to the rumors spread by the
  superstitious townsfolk. If shown the note, he will deny
  having written it, and a successful DC 10 Wisdom (Insight)
  check will confirm that he is telling the truth.
  He will tell the characters they are free to go anywhere they
  choose in the manor, save his bedroom. He will also advise
  them to steer clear of the stables, as the horses are easily
  spooked, and he would prefer that neither they, nor his
  guests, are injured. He will also caution them that the
  greenhouse is in a "ghostly state" ever since his gardener left,
  and that they should probably avoid it as well.
  If attacked, Gorak will attempt to flee. He will not fight
  back.
  Encounter. Should the characters attack Gorak, his flesh
  golem butler will move to defend him while Gorak dashes up
  to his room, through the secret door there and into the
  caverns below.
  2. Stables
  2. Stables
  There are four stable doors set in the wall to the west. Two of
  the doors stand open, presumably for the draft horses that
  pulled the coach. The other two doors remain shut, but the
  sounds of horses can be heard from behind them.
  Encounter. Should the characters approach the stable doors,
  they will burst open and 2 warhorse skeletons will rush out
  and attack.
  3. Tack Room
  3. Tack Room
  This small room holds various tools and supplies for tending
  to the horses. There is a pitchfork, a couple of buckets, a shelf
  with saddles on it, and several sacks of feed here.
  4. Entrance Hall
  4. Entrance Hall
  The floor of this area is covered with a fine stone tile. This
  area is dominated by the two giant staircases that curve
  upwards to the main floor of the manor. There is a large,
  blood red rug that covers most of the floor at the base of the
  stairs.
  5. Wine Cellar
  5. Wine Cellar
  This cool, dark room houses the wine and beer they serve at
  the manor. There are several large barrels of ale, and a large
  shelf holding several dozen bottles of very fine wine.
  8
  
  First Floor
  First Floor
  1. Landing
  1. Landing
  Stairs wind both up and down from this landing. A
  comfortable settee sits against one wall, and a cushy
  armchair sits opposite it. To the north, a massive living room
  can be seen. Through an archway to the south, there appears
  to be a dining room. Gorak will reiterate that the party is free
  to roam the manor house as they please, but suggests they
  head upstairs to the guest bathroom, to wash up from their
  coach ride while he has his butler prepare them a meal.
  2. Dining Room
  2. Dining Room
  A large table, with room enough to sit eight people, is in the
  center of the room. There are candlesticks on the table,
  providing dim light throughout the chamber.
  If the characters join Gorak here for a meal, his "butler"
  will prepare and serve them an excellent meal, along with one
  of the fine wines from Gorak's cellars. Gorak will neither eat
  nor drink, and if questioned about it, will claim that he has
  been suffering from some stomach discomfort, and currently
  has no appetite.
  Gorak is an excellent host, and will make small talk with
  his guests, answering any questions they have to the best of
  his ability. At a lull in the conversation, he will say he isn't
  feeling well, and retire to his bedroom.
  3. Butler's Pantry
  3. Butler's Pantry
  This large rooom is more of a hallway from the kitchen to the
  dining room. There are several cabinets holding plates,
  bowls, serving dishes, silverware, mugs, and glasses. While it
  is all finely made, none of it is particularly valuable.
  4. Kitchen
  4. Kitchen
  This large kitchen is where Gorak's flesh golem butler
  spends all of his time when not attending to Gorak's needs. If
  a character manages to sneak into the room without the
  golem noticing, they will typically discover him standing near
  the center island, motionless. As soon as he notices anyone
  watching, he will go about mundane tasks, such as cleaning
  dishes whether they are dirty or not.
  Encounter. Should the characters make any threatening
  actions, the flesh golem will attack.
  Treasure. Gith Chopper See Appendix B for a full
  description of this item.
  5. Greenhouse
  5. Greenhouse
  The greenhouse is in a sorry state. Little more than dead
  vines and shrubs remain. The glass roof has been completely
  covered with thick black paint, preventing even the meager
  light of the sun from touching the room. A large pair of hedge
  trimmers rests on the center table.
  Encounter. If the characters enter the greenhouse
  unaccompanied by either Gorak or his butler, 4 vine blights
  and 6 twig blights show themselves and attack.
  Treasure. The hedge trimmers are actually a pair of
  enchanted blades called Lopper. See Appendix B for a full
  description of this item.
  6. Parlor
  6. Parlor
  This room is absolutely massive. There are several large,
  overstuffed chairs here, as well small side tables and candles.
  The northern wall is dominated by huge fireplace, 25 feet
  wide, flanked by solid oaken doors on either side.
  There is a pipe organ against the eastern wall, and several
  small statues on pedestals depicting all manner of beasts and
  monstrosities.
  There is a door on the east wall that leads to Gorak's
  personal office. There is also a set of leaded glass double
  doors on the western side of the southern wall that the
  characters can see through to the greenhouse beyond.
  7. Office
  7. Office
  This well appointed, if somewhat spartan, room looks like it
  gets little to no use. There is a thick layer of dust over
  everything. A successful DC 15 Intelligence (Investigation)
  check will uncover that there are footprints in the dust on the
  floor made by someone wearing a long dress or robes based
  on the way the dust is disturbed.
  If the characters look in the desk, they will find a stack of
  the same stationary as the note they received, with nothing
  but Gorak's signature on them.
  8. Balcony
  8. Balcony
  The balcony overlooks the village of Scharokhova to the
  north. Little can be seen of it other than the lights of the gas
  lamps muted by the dense fog. Two stone statues of winged
  creatures perch on small ledges against the house on either
  side of the balcony.
  Encounter. Should anyone linger on the balcony for more
  than a minute or two, the 2 gargoyles will fly down from their
  perch and attack. They will be joined by a manticore at the
  start of the second round of combat, flying down from its nest
  on the roof to attack.
  9
  
  Second Floor
  Second Floor
  1. Guest Rooms
  1. Guest Rooms
  These 2 rooms are decorated in almost exact mirror images
  of one another. Both have a large ornate bed atop finely made
  rugs. Each room also has a comfortable chair or two, a side
  table with a candle burning on it, and a small, empty, chest of
  drawers. Additionally, each has two suits of armor standing in
  the corners, their tabards emblazoned with the Petrova
  Family crest: a black crow on a blood red field trimmed in
  black.
  Encounter. Should the characters spend the night, 2 rugs of
  smothering and 4 animated armors will attack and attempt
  to subdue the characters. Should they succeed, move to Part
  3 - Caverns.
  2. Guest Bathroom
  2. Guest Bathroom
  This simple bathroom has a wooden tub in one corner and a
  thick, plush rug on the floor. There is a bench to one side with
  clean towels laid out, and an empty water jug next to the tub.
  3. Master Bedroom
  3. Master Bedroom
  Gorak's bedroom is a study in decadence. From the massive
  four-poster bed draped in rich purple silk bedding to the
  velvet settee in front of the giant fireplace, the entire room
  reeks of excess.
  Two heavy oak doors flanking the fireplace to the north
  lead out to a balcony with a glorious view of the valley and
  town below. The gargoyles and manticore will not attack
  anyone on this balcony, assuming they are there with Gorak's
  blessing.
  Regardless of what time of day the characters visit this
  room, Gorak will not be here, and his bed will appear to be
  unslept in.
  There is a secret door in the pillar beside the fireplace that
  contains a narrow spiral staircase leading down into the
  caves below the manor.
  If the characters descend those stairs, move on to Chapter
  3 - Caverns
  4. Master Bathroom
  4. Master Bathroom
  Gorak's personal bathroom is opulently appointed. The floor
  is marble tiled, in shades of white and deep purple. There is a
  small vanity with a mirror above it against one wall, the
  mirror shattered and covered with a large cloth. In one
  corner there is a large copper bathtub and a small table with
  towels and washcloths arranged decoratively on top.
  Treasure. There is a water jug next to the bathtub that is a
  Bathing Jug. See Appendix B for a full description of this
  item.
  10
  
  T
  he caverns below Petrova Manor have been
  here long before the Petrova clan built their
  mansion. Granny Olga (see Appendix A for
  more details on Granny Olga) has lived in
  those cave for as long as she can remember,
  and her memory is quite long. It is in these
  caves that Granny Olga mixes the natural
  mineral water from an underground hot spring, her own
  special magic potions, and the distilled psionic energy of the
  mind flayer Qhor to create the mystical fog that blankets the
  valley below.
  Here, Olga, Qhor, and their minions and thralls attempt to
  remain hidden from the village and the characters until they
  can finish bringing about the destruction of Scharokhova,
  and the fall of the House of Petrova.
  The characters can enter this area one of two ways. Either
  they were subdued by the constructs in the guest rooms and
  awaken in area 5 - Prison, or they found the secret stairs,
  and start in area 1 - Entrance. Should they be captured in
  the prison, Gorak, in a rare moment of lucidity, will pile their
  gear just outside the prison gate, and unlock the door before
  the characters come to.
  General Features
  General Features
  Unless otherwise noted, all areas of the cavern share the
  following features.
  Walls, Ceilings, and Floors
  Walls, Ceilings, and Floors
  The caverns are naturally formed from the granite of the
  mountain that the manor clings to. The floors are uneven and
  slick, but not dangerously so. The ceilings vary in height from
  8 to 20 feet in various parts of the caves.
  Illumination
  Illumination
  The caves are unlit, and in total darkness.
  Shadows
  Shadows
  Much like the manor above, shadows cast in the caverns do
  not behave themselves, only they are far more overt than they
  were above. Characters' shadows will dance and cavort on
  the floors and walls, oft-times detaching from the creature
  casting them to perform some act of violence to another
  shadow, and motioning to the characters to join in on the fun.
  Insects
  Insects
  Insects of various types including spiders, beetles, and
  centipedes scurry about the walls, floors, and ceilings in great
  numbers. They show no fear of the characters, but also pose
  no true danger.
  1. Entrance
  1. Entrance
  The narrow spiral stairs wind down some 50 feet before
  opening into a massive cavern, split down the middle by a
  gaping chasm. Anyone peering over the edge of the chasm
  will see that its bottom is quickly lost to darkness, giving no
  indication of how deep it goes. A bridge, no more than 5 feet
  wide, and 25 feet long spans the chasm. An opening in the
  eastern wall of the cave on the far side of the bridge is the
  only apparent exit other than the stairs.
  Trap. A tripwire, no thicker than a hair, lies across the middle
  of the bridge (marked by a red line on the map). Being so thin,
  the tripwire is difficult to spot, requiring a successful DC 20
  Wisdom (Perception) check. If spotted, it can easily be
  avoided. Should anyone cross the tripwire without noticing it,
  7 spears will fly out of the southern wall towards the bridge.
  Each spear makes a ranged attack with a +8 bonus against a
  random target within 10 feet of the character triggering the
  trap (vision is irrelevant to this attack roll). (If there are no
  targets in the area, the spears don't hit anything.) A target that
  is hit takes 3 (1d6) piercing damage.
  2. Guardroom
  2. Guardroom
  This small cave is empty save for a few naturally formed
  columns and stalagmites.
  Encounter. 1 grimlock veteran and 2 grimlock berserkers
  hide behind the natural obstacles in this room. They will
  attempt to surprise the characters as they walk through the
  room.
  PART 3
  PART 3
  Caverns
  11
  
  3. Granny's Chambers
  3. Granny's Chambers
  In these caves, Granny Olga and her bugbear minions mix
  and deploy their fear inducing fog. Four large cauldrons filled
  with a foul smelling purplish liquid simmer atop small fires.
  Beyond the cauldron, 4 small pools of the noxious liquid
  bubble and sputter, seemingly of their own accord, spewing
  out an inordinate amount of fog that seeps through gaps and
  cracks in the cave wall to descend the mountain, blanketing
  the valley below.
  Beyond the cauldron chamber, there is another small cave
  that serves as Olga's bedroom. The cave is dominated by a
  massive four-poster bed that is far too large to have fit
  through any of the entrances to this cave. At the foot of the
  bed is an oversized rocking chair, with a basket next to it full
  of sickly green yarn and a partially knitted shawl. A curio
  cabinet next to the rocking chair is filled with many bizarre
  knick knacks, including jars with various body parts, tiny
  skulls, and an entire mummified pixie.
  Beyond the bed, a narrow tunnel leads out of the cave to a
  steep and treacherous path down the mountain, eventually
  ending in the forest, not far from the path between the manor
  and Gorak's mansion.
  Encounter. Granny Olga (a night hag) and 2 bugbear
  minions will attack the characters as they enter the chamber.
  Olga could sense the characters approach in her lair, and the
  monsters are ready for the party when they get there. The
  bugbears will fight to the death to protect Olga, but if she is in
  any true threat of being defeated, she will attempt to flee,
  using her etherealness ability to facilitate her escape.
  Treasure. One of Olga's "knitting needles" is actually a wand
  of secrets. Inside the curio cabinet, hidden among the various
  bits and bobs, are 2 potions of greater healing.
  4. Sleeping Cave
  4. Sleeping Cave
  This cave reeks of rotten meat and unwashed bodies. Four
  ratty, lice ridden mats clutter the ground, tossed carelessly on
  the floor. Bones of various animals, mostly various birds and
  small game, are strewn about, several with bits of maggoty
  meat still clinging to them.
  5. Prison
  5. Prison
  The entrance to this large cave is low and narrow, with a
  thick iron gate covering it. Inside, there is hay strewn about
  the floor, along with a large pile of it near the entrance. Qhor
  likes to allow his captives to sit in here, their fear and
  hopelessness swelling up, making their brains all the more
  tasty to his discerning palate.
  6. Illithid Quarters
  6. Illithid Quarters
  Here, Qhor waits for the party along with Gorak and 2 of his
  grimlock guards. When the party enters, Qhor will grab
  Gorak by the back of his neck, and lift his shaking body off
  the ground, using him to negotiate for his life. He will try to
  convince the party to let him leave unscathed, and he will
  spare Gorak's life.
  If the party agrees to let Qhor leave, he will calmly walk
  past them, carrying Gorak with him, and his grimlock thralls
  following closely behind him. He will walk to Granny's
  chamber, hoping the party hasn't already dealt with her, so
  that they can dispatch these interlopers together. If Granny
  isn't in her chamber, Qhor will get to the end of Olga's escape
  tunnel, drop Gorak's body to the ground, and jump from the
  cliff side, levitating safely into the forest below.
  Should anyone make a threatening move, or straight out
  attack Qhor, his thralls will fly into a rage and attack as Qhor
  flings Gorak forcefully against a wall, where his head hits
  with a sickening, wet crack. Make it clear to the party that
  Gorak is not dead, but is definitely dying. They will have 3
  rounds to attempt to stabilize him.
  Encounter. If the party initiates combat, Qhor (a mind
  flayer) and his 2 grimlock thralls will fight to the death.
  Conclusion
  Conclusion
  With Granny no longer feeding the fog-creating pools her vile
  concoction, the mist and gloom covering Scharokhova will
  quickly start to lift. By the time the characters make it back to
  town, the sun will already be peeking through the clouds. The
  townsfolk's spirits will be lifted greatly by the sunlight
  returning after being hidden from them for so long.
  The mayor and sheriff will be overjoyed when they see the
  party returning, and will buy them a drink and a meal while
  they listen to them recount the tales of what they found in the
  manor.
  Should Gorak survive the ordeal, his mind will be freed
  from Qhor's control, and he will be his old self again,
  although he will remember all the terrible things Qhor and
  Olga made him do while controlling him ("All too horrible, I
  can't even bring myself to say any of it out loud.") He'll be so
  ashamed of the atrocities he's committed that he can no
  longer face the villagers. He'll tell the party that the manor
  house is theirs if they want it, as he intends to get as far away
  from Scharokhova as he can manage, and try to start his life
  over.
  If Gorak met his untimely end before the characters could
  save him, the mayor will be sad, but understanding. His
  gladness will be tempered by his grief at losing a friend. He
  will offer the characters the manor as a reward for saving the
  village ("You deserve that and more for everything you've
  done for us.")
  Should the characters explore the chasm in the caverns
  below the manor, they'll find that it is several hundred feet
  deep, and several tunnels branch out from it near the bottom,
  possibly leading to future adventures.
  If Olga or Qhor managed to escape, there is now a villain
  or two out in the world that has a bone to pick with them.
  Olga, in particular, will long remember that the party cost her
  her revenge, and she has been known to hold a grudge.
  The characters should all advance to 7th level at the
  conclusion of the adventure and, if they choose, now have a
  headquarters from which to strike out on further adventures.
  12
  
  Appendix A: Monsters and NPCs
  Appendix A: Monsters and NPCs
  Gorak Petrova
  Lawful evil half-elf noble
  Gorak is a thin, handsome, well-dressed half-elf gentleman.
  He has pale, nearly white skin, black hair, and piercing blue
  eyes. He speaks with a very heavy, stereotypical Eastern
  European accent.
  Word in the village of Scharokhova is that Gorak used to
  be a friendly fellow. Then, a strange man came to town.
  Gorak offered him a room in his mansion for the night, and
  Gorak hasn't been the same since. No one sees Gorak during
  the day anymore. He used to enjoy having a hearty meal at
  the local tavern, and while he still spends time there, he now
  sits in the corner alone, and orders no food or drink.
  The strange visitor, Qhor, was actually a renegade mind
  flayer that fled the Underdark after it broke free from the
  control of its colony's elder brain. Gorak became the first
  subject of Qhor's experiments. Should Gorak be freed from
  Qhor's control, his alignment becomes neutral good.
  Granny Olga
  Neutral evil night hag Grandmother
  Granny Olga is an ancient and, amongst other hags, very
  well respected night hag. More than a century ago, she was
  bested in a deal by one of Gorak's ancestors, which is how
  Gorak's family acquired the money and land to build their
  manor, and live a life of relative luxury ever since. And Granny
  Olga can hold a grudge.
  She's lived in the caves below Petrova Manor since before
  there was a Petrova Manor. She's been causing misfortune
  for the Petrova family whenever she could, as revenge for
  getting the raw end of the deal so many years ago. Recently,
  when she sensed the illithid Qhor in the forest near
  Scharokhova, she decided to approach him with a new
  arrangement.
  She would combine her magics with Qhor's psionics, and
  together they would use Gorak, the last of the Petrova line, to
  destroy the village he loved. And once that was done, they
  would free him from his stupor, so he could look upon the
  damage that he caused, before feasting upon his mind and
  soul.
  Granny Olga has been patient, and now the time is right for
  her revenge!
  Qhor
  Lawful evil mind flayer renegade
  Qhor is a rogue illithid that escaped the control of the elder
  brain that led his colony during a gith attack. He fled the
  Underdark, reveling in his newfound freedom.
  He stumbled upon the village of Scharokhova, discovered
  the caverns below Petrova Manor, and decided they would
  suit his needs.
  Qhor has been conducting several unorthodox
  experiments. He's created a chemical compound capable of
  causing paranoid hallucinations. Qhor has also broken with
  the traditional illithid thinking that non-humanoids aren't
  worth making thralls. Cranium rats have always fascinated
  him and he has begun experimenting on other beasts and
  monstrosities.
  He's also been attempting to create thralls without the
  power of a colony behind him. Gorak was his first success in
  that regard.
  13
  
  14
  Animated Armor
  Animated Armor
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The armor is incapacitated
  while in the area of an antimagic field. If targeted by
  dispel magic, the armor must succeed on a
  Constitution saving throw against the caster’s spell
  save DC or fall unconscious for 1 minute.
  False Appearance. While the armor remains
  motionless, it is indistinguishable from a normal suit
  of armor.
  Actions
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Bugbear
  Bugbear
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)
  Skills Stealth +6, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its
  damage when the bugbear hits with it (included in
  the attack).
  Surprise Attack. If the bugbear surprises a creature
  and hits it with an attack during the first round of
  combat, the target takes an extra 7 (2d6) damage
  from the attack.
  Actions
  Actions
  Morningstar. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 9
  (2d6 + 2) piercing damage in melee or 5 (1d6 + 2)
  piercing damage at range.
  
  15
  Dire Wolf
  Dire Wolf
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2) 3 (−4) 12 (+1)
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack roll
  against a creature if at least one of the wolf’s allies is
  within 5 feet of the creature and the ally isn’t
  incapacitated.
  Actions
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 3) piercing damage. If the target
  is a creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Flesh Golem
  Flesh Golem
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  9 (−1)
  18 (+4)
  6 (−2)
  10 (+0)
  5 (−3)
  Damage Immunities lightning, poison; bludgeoning,
  piercing, and slashing from nonmagical attacks that
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but
  can’t speak
  Challenge 5 (1,800 XP)
  Berserk. Whenever the golem starts its turn with 40 hit
  points or fewer, roll a d6. On a 6, the golem goes
  berserk. On each of its turns while berserk, the golem
  attacks the nearest creature it can see. If no creature is
  near enough to move to and attack, the golem attacks
  an object, with preference for an object smaller than
  itself. Once the golem goes berserk, it continues to do
  so until it is destroyed or regains all its hit points.
  The golem’s creator, if within 60 feet of the berserk
  golem, can try to calm it by speaking firmly and
  persuasively. The golem must be able to hear its
  creator, who must take an action to make a DC 15
  Charisma (Persuasion) check. If the check succeeds,
  the golem ceases being berserk. If it takes damage
  while still at 40 hit points or fewer, the golem might go
  berserk again.
  Aversion of Fire. If the golem takes fire damage, it has
  disadvantage on attack rolls and ability checks until the
  end of its next turn.
  Immutable Form. The golem is immune to any spell or
  effect that would alter its form.
  Lightning Absorption. Whenever the golem is subjected
  to lightning damage, it takes no damage and instead
  regains a number of hit points equal to the lightning
  damage dealt.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are
  magical.
  Actions
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  
  16
  Gargoyle
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)
  Damage Resistances Bludgeoning, Piercing, and
  Slashing from Nonmagical Attacks that aren't
  Adamantine
  Damage Immunities Poison
  Condition Immunities Exhaustion, Petrified,
  Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Terran
  Challenge 2 (450 XP)
  Proficiency Bonus +2
  False Appearance. While the gargoyle remains
  motionless, it is indistinguishable from an inanimate
  statue.
  Actions
  Actions
  Multiattack. The gargoyle makes two attacks: one
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Giant Bat
  Giant Bat
  Large beast, unaligned
  Armor Class 13
  Hit Points 22 (4d10)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The bat can’t use its blindsight while
  deafened.
  Keen Hearing. The bat has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Actions
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d6 + 2) piercing damage.
  Giant Rat
  Giant Rat
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The rat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll
  against a creature if at least one of the rat’s allies is
  within 5 feet of the creature and the ally isn’t
  incapacitated.
  Actions
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  
  17
  Grimlock
  Grimlock
  Medium humanoid (grimlock), neutral evil
  Armor Class 11
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 12 (+1) 9 (−1) 8 (−1) 6 (−2)
  Skills Athletics +5, Perception +3, Stealth +3
  Condition Immunities blinded
  Senses blindsight 30 ft. or 10 ft. while deafened
  (blind beyond this radius), passive Perception 13
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Blind Senses. The grimlock can’t use its blindsight
  while deafened and unable to smell.
  Keen Hearing and Smell. The grimlock has advantage
  on Wisdom (Perception) checks that rely on hearing
  or smell.
  Stone Camouflage. The grimlock has advantage on
  Dexterity (Stealth) checks made to hide in rocky
  terrain.
  Actions
  Actions
  Spiked Bone Club. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
  damage plus 2 (1d4) piercing damage.
  Grimlock Berserker
  Grimlock Berserker
  Medium humanoid (grimlock), chaotic evil
  Armor Class 13 (hide)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 17 (+3) 9 (–1) 11 (+0) 7 (–2)
  Skills Stealth +3
  Condition Immunities blinded
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 10
  Languages Undercommon
  Challenge 2 (450 XP)
  Blind Senses. the grimlock veteran can't use its
  blindsight while deafened and unable to smell.
  Keen Hearing and Smell. the grimlock veteran has
  advantage on Wisdom (Perception) checks that rely
  on hearing or smell.
  Stone Camouflage. the grimlock veteran has
  advantage on Dexterity (Stealth) checks made to
  hide in rocky terrain.
  Reckless. At the start of its turn, the grimlock
  veteran can gain advantage on all melee weapon
  attack rolls it makes during that turn, but attack rolls
  against it have advantage until the start of its next
  turn.
  Actions
  Actions
  Maul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  
  18
  Grimlock Veteran
  Grimlock Veteran
  Medium humanoid (grimlock), neutral evil
  Armor Class 13 (hide)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 8 (–1)
  Skills Athletics +6, Stealth +3
  Condition Immunities blinded
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 10
  Languages Undercommon
  Challenge 3 (700 XP)
  Blind Senses. the grimlock veteran can't use its
  blindsight while deafened and unable to smell.
  Keen Hearing and Smell. the grimlock veteran has
  advantage on Wisdom (Perception) checks that rely
  on hearing or smell.
  Stone Camouflage. the grimlock veteran has
  advantage on Dexterity (Stealth) checks made to
  hide in rocky terrain.
  Actions
  Actions
  Multiattack. The grimlock makes two warhammer
  attacks. If it has a spiked bone club drawn, it can
  also make a spiked bone club attack.
  Warhammer. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
  damage, or 9 (1d10 + 4) bludgeoning damage if
  used with two hands to make a melee attack.
  Spiked Bone Club. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
  damage.
  Manticore
  Manticore
  Large monstrosity, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Tail Spike Regrowth. The manticore has twenty-four
  tail spikes. Used spikes regrow when the manticore
  finishes a long rest.
  Actions
  Actions
  Multiattack. The manticore makes three attacks: one
  with its bite and two with its claws or three with its
  tail spikes.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Tail Spike. Ranged Weapon Attack: +5 to hit, range
  100/200 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  
  19
  Mind Flayer
  Mind Flayer
  Medium aberration, lawful evil
  Armor Class 15 (Breastplate)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
  Saving Throws INT +7, WIS +6, CHA +6
  Skills Arcana +7, Deception +6, Insight +6,
  Perception+6, Persuasion +6, Stealth +4
  Senses Darkvision 120 ft., Passive Perception 16
  Languages Deep Speech, Telepathy 120 ft.,
  Undercommon
  Challenge 7 (2,900 XP)
  Proficiency Bonus +3
  Magic Resistance. The mind flayer has advantage on
  saving throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The mind flayer’s innate
  spellcasting ability is Intelligence (spell save DC 15). It
  can innately cast the following spells, requiring no
  components:
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only)
  Actions
  Actions
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the
  target is Medium or smaller, it is grappled (escape DC
  15) and must succeed on a DC 15 Intelligence saving
  throw or be stunned until this grapple ends.
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5
  ft., one incapacitated humanoid grappled by the mind
  flayer. Hit: The target takes 55 (10d10) piercing
  damage. If this damage reduces the target to 0 hit
  points, the mind flayer kills the target by extracting and
  devouring its brain.
  Mind Blast (Recharge 5–6). The mind flayer magically
  emits psychic energy in a 60-foot cone. Each creature
  in that area must succeed on a DC 15 Intelligence
  saving throw or take 22 (4d8 + 4) psychic damage and
  be stunned for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  Night Hag
  Night Hag
  Medium fiend, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
  Skills Deception +7, Insight +6, Perception +6, Stealth
  +6
  Damage Resistances cold, fire; bludgeoning, piercing,
  and slashing from nonmagical attacks not made with
  silvered weapons
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The hag’s innate spellcasting ability
  is Charisma (spell save DC 14, +6 to hit with spell
  attacks). She can innately cast the following spells,
  requiring no material components:
  At will: detect magic, magic missile
  2/day each: plane shift (self only), ray of enfeeblement,
  sleep
  Magic Resistance. The hag has advantage on saving
  throws against spells and other magical effects.
  Actions
  Actions
  Claws (Hag Form Only). Melee Weapon Attack: +7 to hit,
  reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
  damage.
  Change Shape. The hag magically polymorphs into a
  Small or Medium female humanoid, or back into her
  true form. Her statistics are the same in each form. Any
  equipment she is wearing or carrying isn’t transformed.
  She reverts to her true form if she dies.
  Etherealness. The hag magically enters the Ethereal
  Plane from the Material Plane, or vice versa. To do so,
  the hag must have a heartstone in her possession.
  Nightmare Haunting (1/Day). While on the Ethereal
  Plane, the hag magically touches a sleeping humanoid
  on the Material Plane. A protection from evil and good
  spell cast on the target prevents this contact, as does a
  magic circle. As long as the contact persists, the target
  has dreadful visions. If these visions last for at least 1
  hour, the target gains no benefit from its rest, and its
  hit point maximum is reduced by 5 (1d10). If this
  effect reduces the target’s hit point maximum to 0, the
  target dies, and if the target was evil, its soul is trapped
  in the hag’s soul bag. The reduction to the target’s hit
  point maximum lasts until removed by the greater
  restoration spell or similar magic.
  
  20
  Rug of Smothering
  Rug of Smothering
  Large construct, unaligned
  Armor Class 12
  Hit Points 33 (6d10)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 6
  Languages —
  Challenge 2 (450 XP)
  Antimagic Susceptibility. The rug is incapacitated
  while in the area of an antimagic field. If targeted by
  dispel magic, the rug must succeed on a
  Constitution saving throw against the caster’s spell
  save DC or fall unconscious for 1 minute.
  Damage Transfer. While it is grappling a creature, the
  rug takes only half the damage dealt to it, and the
  creature grappled by the rug takes the other half.
  False Appearance. While the rug remains motionless,
  it is indistinguishable from a normal rug.
  Actions
  Actions
  Smother. Melee Weapon Attack: +5 to hit, reach 5
  ft., one Medium or smaller creature. Hit: The
  creature is grappled (escape DC 13). Until this
  grapple ends, the target is restrained, blinded, and at
  risk of suffocating, and the rug can’t smother
  another target. In addition, at the start of each of the
  target’s turns, the target takes 10 (2d6 + 3)
  bludgeoning damage.
  Shadow Mastiff
  Shadow Mastiff
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 5 (-3) 12 (+1) 5 (-3)
  Skills Perception +3, Stealth +6
  Damage Resistances Bludgeoning, Piercing, and
  Slashing from Nonmagical Attacks while in Dim
  Light or Darkness
  Senses Darkvision 60 ft., Passive Perception 13
  Languages --
  Challenge 2 (450 XP)
  Proficiency Bonus +2
  Ethereal Awareness. The shadow mastiff can see
  ethereal creatures and objects.
  Keen Hearing and Smell. The shadow mastiff has
  advantage on Wisdom (Perception) checks that rely
  on hearing or smell.
  Shadow Blend. While in dim light or darkness, the
  shadow mastiff can use a bonus action to become
  invisible, along with anything it is wearing or
  carrying. The invisibility lasts until the shadow
  mastiff uses a bonus action to end it or until the
  shadow mastiff attacks, is in bright light, or is
  incapacitated.
  Sunlight Weakness. While in bright light created by
  sunlight, the shadow mastiff has disadvantage on
  attack rolls, ability checks, and saving throws.
  Actions
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Strength saving throw or be knocked prone.
  
  21
  Shadow Mastiff Alpha
  Shadow Mastiff Alpha
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 42 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 6 (-2) 12 (+1) 5 (-3)
  Skills Perception +3, Stealth +6
  Damage Resistances Bludgeoning, Piercing, and
  Slashing from Nonmagical Attacks while in Dim
  Light or Darkness
  Senses Darkvision 60 ft., Passive Perception 13
  Languages --
  Challenge 2 (450 XP)
  Proficiency Bonus +2
  Ethereal Awareness. The shadow mastiff can see
  ethereal creatures and objects.
  Keen Hearing and Smell. The shadow mastiff has
  advantage on Wisdom (Perception) checks that rely
  on hearing or smell.
  Shadow Blend. While in dim light or darkness, the
  shadow mastiff can use a bonus action to become
  invisible, along with anything it is wearing or
  carrying. The invisibility lasts until the shadow
  mastiff uses a bonus action to end it or until the
  shadow mastiff attacks, is in bright light, or is
  incapacitated.
  Sunlight Weakness. While in bright light created by
  sunlight, the shadow mastiff has disadvantage on
  attack rolls, ability checks, and saving throws.
  Actions
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Strength saving throw or be knocked prone.
  Terrifying Howl. The shadow mastiff howls. Any
  beast or humanoid within 300 feet of the mastiff
  and able to hear its howl must succeed on a DC 11
  Wisdom saving throw or be frightened for 1 minute.
  A frightened target can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success. If a target’s saving throw is
  successful or the effect ends for it, the target is
  immune to any shadow mastiff’s Terrifying Howl for
  the next 24 hours.
  Swarm of Cranium Rats
  Swarm of Cranium Rats
  Medium swarm of Tiny beasts, lawful evil
  Armor Class 12
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2)
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened,
  Grappled, Paralyzed, Petrified, Prone, Restrained,
  Stunned
  Senses Darkvision 30 ft., Passive Perception 10
  Languages Telepathy 30 ft.
  Challenge 5 (1,800 XP)
  Proficiency Bonus +3
  Illumination. As a bonus action, the swarm can shed
  dim light from its brains in a 5-foot radius, increase
  the illumination to bright light in a 5- to 20-foot
  radius (and dim light for an additional number of
  feet equal to the chosen radius), or extinguish the
  light.
  Innate Spellcasting (Psionics). The swarm’s innate
  spellcasting ability is Intelligence (spell save DC 13).
  As long as it has more than half of its hit points
  remaining, the swarm can innately cast the following
  spells, requiring no components:
  At will: command, comprehend languages, detect
  thoughts
  1/day each: confusion, dominate monster
  Swarm. The swarm can occupy another creature’s
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny rat. The
  swarm can’t regain hit points or gain temporary hit
  points.
  Telepathic Shroud. The swarm is immune to any
  effect that would sense its emotions or read its
  thoughts, as well as to all divination spells.
  Actions
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
  one target in the swarm’s space. Hit: 14 (4d6)
  piercing damage, or 7 (2d6) piercing damage if the
  swarm has half of its hit points or fewer.
  
  22
  Swarm of Bats
  Swarm of Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight
  while deafened.
  Keen Hearing. The swarm has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny bat.
  The swarm can’t regain hit points or gain temporary
  hit points.
  Actions
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft.,
  one creature in the swarm’s space. Hit: 5 (2d4)
  piercing damage, or 2 (1d4) piercing damage if the
  swarm has half of its hit points or fewer.
  Twig Blight
  Twig Blight
  Small plant, neutral evil
  Armor Class 13 Natural Armor
  Hit Points 4 (1d6 + 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1)
  12 (+1)
  4 (-3)
  8 (-1)
  3 (-4)
  Skills Stealth +3
  Damage Vulnerabilities Fire
  Condition Immunities Blinded, Deafened
  Senses Blindsight 60 ft. (blind beyond this radius),
  Passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1/8 (25 XP)
  Proficiency Bonus +2
  False Appearance. While the blight remains
  motionless, it is indistinguishable from a dead
  shrub.
  Actions
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Warhorse Skeleton
  Warhorse Skeleton
  Large undead, lawful evil
  Armor Class 13 (barding scraps)
  Hit Points 22 (3d10 + 6)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 15 (+2) 2 (−4) 8 (−1) 5 (−3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  
  23
  Vine Blight
  Vine Blight
  Medium plant, neutral evil
  Armor Class 12 (Natural Armor)
  Hit Points 26 (4d8 + 8)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 8 (-1) 14 (+2) 5 (-3)
  10 (+0)
  3 (-4)
  Skills Stealth +1
  Condition Immunities Blinded, Deafened
  Senses Blindsight 60 ft. (blind beyond this radius),
  Passive Perception 10
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  Proficiency Bonus +2
  False Appearance. While the blight remains
  motionless, it is indistinguishable from a tangle of
  vines.
  Actions
  Actions
  Constrict. Melee Weapon Attack: +4 to hit, reach 10
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning
  damage, and a Large or smaller target is grappled
  (escape DC 12). Until this grapple ends, the target is
  restrained, and the blight can’t constrict another
  target.
  Entangling Plants (Recharge 5–6). Grasping roots and
  vines sprout in a 15-foot radius centered on the
  blight, withering away after 1 minute. For the
  duration, that area is difficult terrain for nonplant
  creatures. In addition, each creature of the blight’s
  choice in that area when the plants appear must
  succeed on a DC 12 Strength saving throw or
  become restrained. A creature can use its action to
  make a DC 12 Strength check, freeing itself or
  another entangled creature within reach on a
  success.
  Wolf
  Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on attack rolls
  against a creature if at least one of the wolf’s allies is
  within 5 feet of the creature and the ally isn’t
  incapacitated.
  Actions
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 11
  Strength saving throw or be knocked prone.
  
  Appendix B: Magic Items
  Appendix B: Magic Items
  Gith Chopper
  Weapon (hand axe), uncommon
  A large meat cleaver that functions as a hand axe +1. It
  glows with a very faint purple light, providing dim light in a 5
  foot radius, whenever a gith is within 120 feet of it.
  The handle of the cleaver is made of wood that is carved to
  look like intertwined tentacles, that feel like they shift and
  wriggle in the hand of anyone wielding it.
  Lopper
  Weapon (sickle), uncommon
  This item looks like a mundane set of hedge trimmers.
  Closer inspection reveals that the blades can be separated
  from one another, and the long handled, slightly serrated
  blades can be wielded as sickles. These weapons each
  function as sickle +1 and do double damage to any plant hit
  by them. The blades can be separated or combined as a free
  action.
  Bathing Jug
  Wondrous Item, common
  This heavy clay jug is large enough to hold 1 gallon of
  liquid, and is decorated with scenes of ornate baths painted
  on its outside surface. The jug is always warm to the touch. If
  you tip the jug, a stream of water, the perfect temperature for
  a bath comes out. If any liquid is put into the jug, it will be
  quickly heated to this same temperature. Once the jug
  produces 50 gallons of water, it cannot be used in this
  manner again until the next day.
  24
  
  Appendix C: Maps
  Appendix C: Maps
  The Old Church
  The Old Church
  Ground Floor
  Ground Floor
  25
  
  Balcony
  Balcony
  Bell Tower
  Bell Tower
  26
  
  Petrova Manor
  Petrova Manor
  Ground Floor
  Ground Floor
  27
  
  First Floor
  First Floor
  28
  
  Second Floor
  Second Floor
  29
  
  Caverns
  Caverns
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Bloody Mad.pdf