TEXT: 1
  1
  Struggle in Three Horn Valley
  
  2
  2
  by 
  Travis Legge & Phil Beckwith
  The Haunt
  P.B. PUBLISHING PRESENTS
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast.
  Copyright © Phil Beckwith (P.B. Publishing) 2018
  Authors: Travis Legge & Phil Beckwith
  Layout: Phil Beckwith
  Editor: Ken Carcas
  Proof Readers: Ken Carcas
  Cover Artist: Shutterstock (90452866)
  Interior Illustrators: Phil Beckwith, George Cotronis,  
  Brett Neufeld, Dean Spencer, Bartek Blaszczec, Earl Geier,  
  Gary Dupuis, Jason Ammons, Teresa Guido
  Battle Map Cartographer: Chris Bissette
  Playtesters: Joshua Szpakowski, Nick Bailey, Freeman Patterson, and Carter Lemon. Brandon Swangin and his group of 
  mighty adventurers. Johann Carlos and his ghost fighting gladiators. Paul Beebe and The Flaming Pigs - Sean Rando,   
  Carol Vogel, Kenneth Sellers, Patrick Nordaby. Tanya Jackson. Storm Gillman. 
  Credits
  MATURE AGE WARNING - This adventure is intended for a mature playing  
  group, in that it contains scenes that some younger players may find 
  disturbing. It is advised that this adventure is only played by those 15 years 
  or older - parental discretion is advised.
  
  3
  Contents
  Chapter 1: Introduction ...............................................................................................................................4
  Adventure Synopsis ................................................................................................................................................4
  Running the Adventure .............................................................................................................................................4
  Set the Mood ............................................................................................................................................................4
  Character Advancement ........................................................................................................................................4
  Boxed Text ................................................................................................................................................................4
  Adventure Referencing ..........................................................................................................................................4
  Setting and Location ..............................................................................................................................................5
  Drawings and Visions ................................................................................................................................................5
  Vision 1 ......................................................................................................................................................................5
  Vision 2 ......................................................................................................................................................................6
  Vision 3 ......................................................................................................................................................................6
  Vision 4 ......................................................................................................................................................................7
  Vision 5 ......................................................................................................................................................................7
  Spectral Reconstruction ...........................................................................................................................................8
  Background ..................................................................................................................................................................9
  Adventure Hooks ........................................................................................................................................................9
  Chapter 2: St. Greycastle's Hospital .........................................................................................................10
  The Hospital Ruins Below ......................................................................................................................................10
  General Features ...................................................................................................................................................10
  Basement Level .........................................................................................................................................................11
  B1. Stairwell & Receiving Room .......................................................................................................................11
  B2. Hallway ............................................................................................................................................................12
  B3. Quarantine ......................................................................................................................................................12
  B4. Maternity Ward ...............................................................................................................................................13
  B5. Stairwell ...........................................................................................................................................................14
  B6. Main Sickroom ...............................................................................................................................................14
  Sub-Basement ...........................................................................................................................................................14
  S1. Nurse's Quarters ............................................................................................................................................14
  S2. Stairwell  ..........................................................................................................................................................14
  S3. Chapel ..............................................................................................................................................................15
  S4. Sanatorium  ....................................................................................................................................................15
  S5. Hallway 1 .........................................................................................................................................................15
  S6. Hallway 2 .........................................................................................................................................................16
  S7. Hallway 3 .........................................................................................................................................................16
  The Ground Floor (above ground level) ...............................................................................................................16
  R1. Main Hall .........................................................................................................................................................17
  R2. Central Passage .............................................................................................................................................17
  R3. Privy Chamber ................................................................................................................................................17
  R4. Bedchamber ....................................................................................................................................................18
  R5. Dining Hall/Pantry ........................................................................................................................................18
  Chapter 3: Not So Fast ................................................................................................................................19
  Conclusion .................................................................................................................................................................20
  Appendix A: Monsters ................................................................................................................................21
  Appendix B: Maps .......................................................................................................................................27
  Appendix C: Handouts ...............................................................................................................................30
  Appendix Reference Page ..........................................................................................................................33
  
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  The Haunt 2
  Chapter 1: Introduction
  he Haunt 2 is designed to be both 
  a one-shot on its own merits, and a 
  sequel to the platinum bestselling 
  adventure The Haunt. It is a 
  Dungeons & Dragons 5th Edition 
  horror themed fantasy adventure. 
  This is a very challenging adventure 
  for 5th level player groups of 3 to 5 players 
  with some deadly encounters. However, ideally, 
  The Haunt 2 is tailored as a medium difficulty 
  adventure with plenty of excitement and danger 
  for a 6th level party of 4 to 5 players.
  Adventure Synopsis
  In this horrific tale, the party enters a ruin in 
  hope of finding shelter from a damaging hail 
  storm. They find it by entering the basement 
  level (Area B1) from a stairwell, the only thing 
  left standing within the ground level ruins above. 
  Once inside, they are beset upon by dark forces 
  who antagonize, harass and toy with them. As 
  the party delves deep into the subterranean 
  region of the ancient hospital, the ruins they left 
  above, slowly start to reconstruct themselves, 
  trapping the party in a nightmarish hellscape. 
  The characters discover a number of children’s 
  drawings which provide clues as to the nature 
  of this dreadful haunt and act as the key, upon 
  their destruction, to allowing the characters to 
  escape the evil place. Can your party survive long 
  enough to solve the mysteries of this foul haunt?
  Running the Adventure
  This adventure is essentially an escape effort 
  from a dungeon, set in a sick, haunted and 
  ruined hospital. However, the aim is not to just 
  have the players move from room to room, killing 
  creatures to make their way out. This adventure 
  will have a focus for story and flavor too.
  The Haunt 2 is split into three Chapters: 
  • Chapter 1: this chapter is the introduction. 
  • Chapter 2: focuses on the main dungeon 
  areas of St. Greycastle's Hospital. 
  • Chapter 3: contains the information required 
  to complete the adventure and the climactic 
  final battle with a freshly powered-up Evil 
  Doll. 
  T
  To run this adventure, you will need the 
  Dungeons & Dragons Player’s Handbook (PHB), 
  Monster Manual (MM), Dungeon Master’s Guide 
  (DMG), and the information found within this 
  adventure module. Although the stat blocks are 
  listed in Appendix A, a copy of Mordenkainen’s 
  Tome of Foes (MToF) and Monsters of the Guild 
  (MotG) is not required but may come in handy.
  Set the Mood
  It is highly advised to run this adventure with 
  dim lighting (or candle-lit), spooky organ music, 
  and have a creepy children’s lullaby ready to play. 
  This will ensure the right vibe is achieved, and 
  provide maximum satisfaction for you, the DM, 
  and your players.
  Character Advancement
  This adventure is designed to utilize the 
  Milestone Leveling System, by which it is 
  expected that the characters start at level 5 at the 
  beginning of the adventure, and upon escaping 
  St. Greycastle's Hospital, they advance directly 
  into level 6.
  This is only a suggestion, however, and you, as 
  the DM, are in no way forced to use this method. 
  This adventure runs perfectly fine with the 
  Experience Points based leveling, and you are 
  encouraged to use XP if it is a better fit for you 
  and your playing group.
  Boxed Text
  This adventure includes boxed text to assist 
  those Dungeon Masters who like to have a 
  description of a scene or location. The use of 
  boxed text is by no means required; many great 
  Dungeon Masters avoid the use of boxed text 
  and instead feel more comfortable describing the 
  action in their own words. You should consider 
  what works best for you and your group. If you 
  choose not to read aloud any of the text provided, 
  you should at least paraphrase the information to 
  keep the players aware of their environment.
  Adventure Referencing
  Throughout the adventure, references for text 
  written in BOLD or italic can be found at the end 
  of the book in the Appendix Reference Page.
  
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  The Haunt 2
  Setting and Location
  The Haunt 2 is designed to be a drop and play 
  adventure that can fit into any setting and any 
  campaign.
  Drawings and Visions
  One of the main ways to escape the haunted 
  Greycastle’s Hospital is for the PCs to collect the 
  five children’s drawings and destroy them. The 
  drawings are scattered throughout the hospital 
  and are cursed. The evil scenes they depict are 
  designed to allow the PCs to learn of the Evil 
  Doll’s horrific origin story. 
  Characters who touch or examine the drawings 
  experience powerful, pathos-ridden visions 
  of the dark events they depict. These visions 
  begin in the same way each time. The character 
  experiencing a vision hears a horrific wailing, 
  like the pained cries of childbirth. Next, the 
  target sees their current surroundings begin 
  crumbling to ash, the ashes being pulled up 
  into the sky and revealing the locations, items, 
  and creatures featured in the vision. Once the 
  vision plays out, the observer’s vision blurs with 
  a blood-red light, rendering them blinded for one 
  round (or about six seconds) before their vision 
  returns to normal. 
  When a vision is to be played out, read or 
  paraphrase the respective vision below then see 
  the after effect:
  Vision 1
  A young, blonde girl walks hand in hand with 
  an older, yet beautiful woman. The girl looks 
  troubled as she glances up at the woman.
  “Why do we have to go to the hospital, 
  Gertrude?” She asks.
  “Your mother,” the elder woman answers. 
  “She’s going to give us a present today.”
  “I don’t like the hospital,” the young girl says. 
  “But I do like presents.”
  The woman pauses and crouches to look at 
  the young girl in the eyes. 
  “I know,” the older woman says. “How about I 
  give you a special present today?”
  The young girl nods. Gertrude smiles, her 
  face warping momentarily to take on deep 
  wrinkles, sharp teeth, and evil eyes before 
  then returning to normal. Gertrude stands, 
  and the pair resumes their walk.
  After Effect. Once this vision is over, the PCs 
  hear a childish giggle and a little girl’s voice echo 
  from an indistinguishable location say, “come 
  and play with me. I bet you can’t find all five!”
  
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  The Haunt 2
  Vision 2
  The young, blond girl runs down a hallway 
  towards closed doors. Screaming can be 
  heard from behind the door. She presses 
  her way through the door, to see a bloody 
  woman lying on the delivery bed, weeping 
  uncontrollably. Two nurses stand at the foot 
  of the bed, one holding the stillborn child. 
  Gertrude stands next to General Montarthas, 
  who sits in a chair, weeping. Seeing the girl 
  run into the room, Gertrude steps toward her. 
  “Carol Anne,” Gertrude says. “You needn’t be 
  in here child. Come. Let’s go.”
  Gertrude takes Carol Anne by the hand and 
  begins to lead her out of the room. Carol 
  Anne looks over her shoulder and sees the 
  nurses pass the baby between each other. 
  The baby’s face is a twisted mask of pain and 
  agony, with bulbous black eyes and a smile 
  filled with clusters of needle-like teeth.
  After Effect. Once the vision disappears, the 
  heroes hear the whimpering cry of a small girl 
  echoing from somewhere in another room. 
  However, if investigated, a PC is unable to find 
  its source. A successful DC 18 Intelligence 
  (Religion) check determines that the crying is 
  ethereal and not from this world.
  Vision 3
  Carol Anne is playing with the lifeless, inert 
  Evil Doll on the floor of the hallway outside 
  the Sanitarium. Gertrude walks up, carrying a 
  swaddled child. Carol Anne looks at Gertrude 
  with tears in her eyes and asks, “Is that my 
  brother?”
  “It is,” Gertrude replies. “He did not survive 
  the birth, but I have ways of fixing such 
  problems.”
  With that, Gertrude leans down and lays the 
  blanket on the floor, revealing a baby with 
  empty black eyes and a needle-like sharp-
  toothed grin. 
  “I promised you a present, didn’t I,” Gertrude 
  asks as she stands up. 
  Overcome with joy, Carol Anne leans forward 
  and hugs the demon-infant. She then 
  introduces her dolly to the deformed baby 
  while Gertrude watches with a perverse, evil 
  grin.
  After Effect. As the vision fades away, the 
  netherchild forsaken (Carol Anne’s “little 
  brother”) attacks from the shadows attempting 
  to surprise the PCs, hiding with an opposed 
  
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  The Haunt 2
  Dexterity (Stealth) check versus the PCs 
  passive Wisdom (Perception). A -5 penalty 
  applies against any PC experiencing the vision. 
  The netherchild forsaken then disappears into 
  the shadows after the first round, induced by 
  the Evil Doll’s Shadow Blend ability. The party 
  hears a little girls voice say, “Tut, tut, tut little 
  brother… save these souls for me!”
  Vision 4
  Carol Anne plays with the lifeless, limp doll in 
  the main hall of Montarthas Manor. Hearing 
  the sound of splashing water come from the 
  second floor, Carol Anne picks up the doll 
  and slowly creeps up the stairs, towards the 
  Guest Wash Room. As she creeps toward the 
  slightly ajar door, the only sounds are her tiny 
  footfalls and her increasingly deep breathing. 
  When she reaches the door, Carol Anne 
  pauses in fear, hugging the Evil Doll close for 
  comfort. After a beat, she pushes the door 
  open, revealing her mother, the woman from 
  the delivery room, lying in a bloody bathtub 
  with slashed wrists. Her eyes, now drained of 
  life, coldly stare back at you.
  After Effect. Once the vision fades away, the 
  party overhear whispering and giggling. PCs 
  that succeed on a DC 12 Wisdom (Perception) 
  check can make out the words, “teehehehe, 
  shhhh! Don’t worry little brother, they won’t 
  find them all. They won't destroy them and 
  escape, their souls will be ours!”
  Vision 5
  Carol Anne is strapped to a bed in the 
  Sanitarium, her crystal blue eyes wide in pain. 
  A bleeder nurse stands on either side of her, 
  shoving various medical implements and 
  arcane devices into her arms, legs, and chest. 
  Gertrude steps up to the foot of the bed, 
  carrying the lifeless and limp Evil Doll. 
  “Don’t struggle, Carol Anne,” Gertrude 
  whispers. “This is for the best. You like to 
  play, yes? This will let us play together forever! 
  Don’t you want to play with us… forever?”
  As she finishes the last sentence, Gertrude’s 
  attractive face melts away, revealing her true 
  form, that of a twisted hag. 
  Carol Anne’s face turns motionless as she 
  stops struggling. 
  “Now you can play forever … in your new 
  body” the hag cackles.
  The doll in Gertrude’s arms slowly begins 
  to move as its head swivels around to look 
  directly at you with cold crystal blue eyes. A 
  murderous and evil grin adorns her face as 
  she begins to sing a haunting lullaby before 
  the vision fades into darkness.
  After Effect. As the vision fades, the PCs notice 
  that the Evil Doll crawls along the ceiling, her 
  head twists completely around so that she is 
  looking down, grinning with bloodlust upon the 
  party. She initiates her Frightening Lullaby, and 
  attacks for 2 rounds, before using her Shadow 
  Blend ability to escape with a giggle and the 
  words, “catch me if you can!”
  
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  The Haunt 2
  RUNNING THE EVIL DOLL
  The Evil Doll is tied to St. Greycastle’s as something of a ‘second home’ where she can recuper-
  ate, recharge, and regain strength after her defeat in the events of The Haunt. Her memories and 
  the pain she and others endured due to Gertrude’s corrupting influence are restorative to her evil 
  form. Her connection to this accursed place is represented through the five drawings scattered 
  throughout the grounds. These drawings have captured influential moments of agony suffered 
  by the Evil Doll and tell a basic story of her origins. She will seek to defend them if possible and 
  will grow increasingly angry as each one is discovered and destroyed.  
  In between scenes involving the drawings, the Evil Doll can be used as much or as little as you 
  like to assault, taunt, and generally agitate the party. She is most effectively used as a looming, 
  menacing presence who strikes sparingly, if at all, before retreating again to the shadows. A wise 
  DM will use the Evil Doll to speed play along if there is a lull or if the party feels too safe, while 
  pulling back with her in chaotic moments, having her watch from afar as the Hospital torments 
  the heroes.
  Death of the Doll. If the Evil Doll is defeated before the final scene, describe her death as she 
  shatters into small pieces of broken porcelain that dissolve into shadowy nothingness. She later 
  returns reborn for the final scene (Chapter 3, Not So Fast).
  Spectral Reconstruction
  The deteriorated ruins are that of a five-room 
  house above the basement of St. Greycastle’s 
  Hospital. As the adventurers enter the basement, 
  the ruined house begins to reconstruct itself 
  over the course of the adventure. The Dungeon 
  Master may wish to accelerate or slow the 
  timeline of this reconstruction to fit the narrative. 
  Each of the following events reconstructs one 
  room until all five of the house’s Ground Floor 
  rooms are reconstructed (see: Chapter 2 - The 
  Ground Floor):
  • 50 points of psychic damage are dealt inside 
  the basement or sub-basement levels
  • A character enters Area B2 for the first time
  • A character enters Area S4 for the first time
  • A character suffers the frightened condition
  • A character experiences one of the visions 
  but does not suffer the frightened condition
  • A PC is reduced to zero hit points
  • A necromancy spell of a level equal to 1+ the 
  number of active rooms of the house is cast
  • The party completes a short or long rest
  As the ground floor rooms become active, 
  the Dungeon Master may wish to keep them 
  unmanifested until the party interacts with 
  them so as to increase the terror. For example, 
  perhaps even though three rooms are active, the 
  characters do not see the first room until they 
  run up the stairs from Area B1 to escape, only to 
  find a whole new room constructing itself from 
  the rubble in front of them.
  
  9
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  The Haunt 2
  Background
  This military hospital was once the home of Lady 
  Margery Greycastle, a holy warrior in service to 
  the Church of Ilmater. After a long career as an 
  adventurer, Lady Greycastle decided to settle 
  down somewhere where she could retire from 
  travel and chaos, but still do good work and help 
  the common folk. The city provided the perfect 
  opportunity to do both, and the aging paladin 
  served as a healer, spiritual guide, and support 
  personnel to the city’s militia in her late years. 
  Eventually, age and illness began to take their 
  toll, and Lady Greycastle began preparations to 
  leave the world. She made arrangements to leave 
  the remainder of her funds, her house, and her 
  property to the city for conversion into a hospital. 
  St. Greycastle’s Hospital served the city through 
  the years, mainly treating the wounded and 
  sick among the militia. Over time, the lower 
  basement was converted into a sanatorium, 
  housing those who became maddened from 
  enduring the violent, brutal orcs raids which 
  plagued the region. As Gertrude the Hag began 
  exerting her influence over the city at large, the 
  sanatorium began to overfill with those who 
  were driven mad by the abuses and tortures of 
  the evil fey monster. Gertrude took a particular 
  pleasure in tormenting the sick, wounded, and 
  mad. She also used the hospital as something 
  of a training ground for Carol Anne Montarthas 
  to grow accustomed to her new form as the Evil 
  Doll. The hag taught her fledgling plaything to 
  use her powers and to learn an appreciation for 
  the art of terrorizing her prey. 
  Now that Montarthas Manor has fallen, and the 
  Evil Doll has been wounded, she has returned to 
  the only familiar and safe place she remembers 
  to lick her wounds and plot her next move. Her 
  presence in the hospital awakens the evil inside, 
  creating a nightmarish charnel house of terror. In 
  addition, the hospital itself feeds on fear. If living 
  souls enter the building and experience fright, 
  the hospital begins rebuilding itself. 
  Adventure Hooks
  The adventure does not have any setting specific 
  adventure hooks though the following are 
  provided as suggestions to hook your players and 
  campaign into this adventure:
  • The PCs have been approached by an 
  elderly wizard who offers them a handsome 
  reward for rescuing his apprentice who has 
  entered but not returned from Montarthas 
  Manor. Three tenday ago. Another group of 
  adventurers had gone to investigate a tenday 
  ago and have not returned…
  • The PCs have heard rumor of a powerful 
  jewel hidden in Montarthas Manor. They hear 
  it is worth a fortune to the right people. When 
  they arrive in the ruins of the city, they cannot 
  find the manor and instead find their way into 
  the ruins of St. Greycastle’s. 
  • People have been going missing when 
  traveling in ruins of the old city. The nearest 
  town’s mayor has offered some freelance 
  adventuring work to anyone who is brave 
  enough to enter and investigate the ruins. 
  Once inside, they feel drawn, whether by 
  clues or by a nagging feeling, to investigate 
  the hospital. 
  • A great evil emanates from the grounds of 
  the hospital; all good-aligned heroes who 
  pass through the region will feel a persistent 
  urge to remove that evil from the world.
  • The PCs have been traveling along a barren 
  road for many days. As the winds blow a 
  blithering gale throughout the area, the 
  heroes long for a reprieve. Craving a warm 
  bowl of food, an ale, and a warm place to 
  shelter, they come upon the ruins of he 
  hospital, which seems more hospitable than 
  any other place around these parts.
  • The PCs barely survived (or appeared not 
  to survive) the events of The Haunt. They 
  awaken, injured and exhausted, in St. 
  Greycastle’s Hospital’s Sanitarium (Area 
  S4).
  • The PCs completed The Haunt successfully. 
  Though dawn breaks around them, they are 
  wounded and tired from the events of their 
  adventure. They travel to the nearest safe 
  place to hunker down, make camp, and tend 
  their wounds. This apparent oasis of safety 
  turns foul as they discover the true nature of 
  St. Greycastle’s Hospital. 
  • The PCs completed The Haunt successfully. 
  They left in victory and went on with their 
  adventuring. Now, much later, word reaches 
  them of disappearances in the area of 
  Montarthas Manor. Has the Doll returned?
  
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  The Haunt 2
  PREVIOUSLY IN THE HAUNT (HERE BE SPOILERS)
  Dungeon Masters who have not read or run The Haunt may find a few of the elements of this 
  story a bit confusing. 
  The following facts and events from The Haunt impact this tale directly:
  • 
  The once noble home of General Montarthas was corrupted and twisted by an evil Night Hag 
  named Gertrude
  • 
  Gertrude’s influence allowed her to overwhelm the General, his family, and eventually the 
  entire village.
  • 
  Montarthas Manor was used to bait unwary travelers into a deadly game of cat and mouse 
  where Gertrude could feed off of their life force and energy. 
  • 
  The Evil Doll haunted the Manor and may have been apparently destroyed along with the 
  house. 
  For further information and details on the events of The Haunt, pick up a copy at 
  https://www.dmsguild.com/product/206076/The-Haunt
  Chapter 2: St. Greycastle's Hospital
  he years have not been kind to St. 
  Greycastle’s Hospital. When the 
  old house-turned-hospital ruins 
  are first encountered, the majority 
  of the ground floor, which is the 
  only remaining structure left above 
  ground, is little more than a pile 
  of rubble and rotten wood, other than a clearly 
  visible stairwell entrance. 
  Hail Storm. As the characters reach the ruined 
  ground floor, read or paraphrase the following:
  The air turns deathly cold, and hail begins to 
  plummet down from the skies above you. 
  As it hits the ground you see the chunks of 
  hail smash the rotten wood on the floor into 
  splinters. These chunks of solid and compact 
  ice are the size of a human fist. A quick look 
  around shows the only available shelter from 
  the damaging projectiles is a stone stairwell 
  leading below ground on the northern side of 
  the ruins.
  Any character who stays out in the open must 
  succeed on a DC 20 Dexterity saving throw 
  each round that they are exposed, taking 4 (1d8) 
  bludgeoning damage per failed save until shelter 
  is found.
  T
  Stairwell. Luckily, despite the destruction, 
  the stairwell leading to the basement of the 
  hospital (Area B1) remains intact, and this is 
  easily spotted by the PCs. A tired party, whether 
  seeking shelter from the storm or respite after 
  battling the horrors of Montarthas Manor, will 
  find no more inviting a shelter on this dreadful 
  day.
  The Hospital Ruins Below
  The Basement and Sub-basement levels of 
  this dungeon are, for the most part, still intact. 
  Not many living creatures walk these haunted 
  halls anymore, and those that do only wish to 
  escape. There are many horrors and dangers in 
  these two parts of the hospital, but none more 
  horrific than the Evil Doll and her vile sibling the 
  Netherchild Forsaken.
  General Features
  Unless otherwise noted in the area description, 
  the following features apply throughout the 
  basement and sub-basement (hospital ruins) 
  levels: 
  Light. Dim light comes down the stairs from the 
  outside. Beyond that, the interior spaces of the 
  ruins are dark. Characters must provide their 
  own light sources. 
  
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  The Haunt 2
  Sound. All of the areas beyond the doors leading 
  into Area B2 are haunted with quiet, intermittent 
  sounds that are primarily creepy and disturbing. 
  Squishy sounds, blood dripping. Children’s 
  laughter and small footsteps are all appropriate 
  to the environment. None of the sounds are 
  severe enough to interfere with Wisdom 
  (Perception) checks, but they are disturbing.
  Ceilings. Unless otherwise noted, the ceilings in 
  each area are 10 feet high. 
  Stairs. These 10-foot-wide stairs are carved from 
  stone.
  Basement Level
  B1. Stairwell & Receiving Room
  As the PCs make their way down the stairwell, 
  read or paraphrase the following:
  A flight of stone stairs leads down into a 
  10-foot-wide hallway. Double doors lead to 
  the south, while a chamber appears to open 
  to the east. 
  Moving past the double doors, and into the 
  chamber to the east, the corridor opens 
  around a corner to the south, revealing a 
  rectangular area. Rotten wooden chairs 
  orderly line the walls, as if waiting for 
  someone long gone to sit in them.
  At the southern end of the room sits the 
  broken remnants of a desk with a hole about 
  a foot wide visible in the back. A similar chair, 
  in similar condition, sits behind the desk.
  The Receiving Room is 40-foot by 20-foot in size.
  Investigation. A successful DC 10 Intelligence 
  (Investigation) check reveals that this room was 
  once a waiting room for some type of hospital. 
  All chairs within this area are dry rotten to the 
  point of uselessness for anything but kindling. 
  The desk, while heavily damaged, could easily be 
  used as firewood. 
  The Desk. On top of the desk is a long dried 
  out inkwell and a scattered mess of aged and 
  yellowed sheets of vellum. The ink is largely 
  faded but a list of names and conditions (see 
  Vellum List table below), written in common, can 
  be read with some difficulty, provided that the 
  vellum is inspected in bright light or the reader 
  benefits from darkvision while inspecting the 
  vellum in low light. 
  The front of the desk boasts a space for three 
  drawers: 
  • The top drawer is missing. 
  • The middle drawer is not locked and can 
  be pulled open to reveal a small hinged 
  box containing two sticks of charcoal and 
  a sealed scroll case containing three blank 
  pieces of vellum. The total contents of this 
  drawer are worth 6 cp. 
  • The third and bottom drawer does not have a 
  lock but seems to be stuck. A successful DC 
  16 Strength (Athletics) check breaks the 
  handle off of the drawer, it still will not open.  
  The back of the desk has a hole in the wood 
  about a foot wide. It looks as if the hole was 
  kicked or punched in the desk. 
  Treasure. The hole leads into the bottom drawer, 
  allowing a small or medium creature to reach 
  in and collect the drawer’s contents; a child’s 
  drawing (see Drawing 1). 
  Drawing 1. Inside the drawer is a child’s drawing 
  which depicts a woman walking hand in hand 
  with a young girl. The woman is half young and 
  half old and wrinkly, and the young girl has a 
  big smile on her face. Any character who looks 
  at this picture must make a successful DC 14 
  Wisdom saving throw or suffer 5 (1d10) psychic 
  damage. A character who holds the drawing in 
  their hands suffers disadvantage on this saving 
  throw. Any who fail their saving throw experience 
  Vision 1 (see Chapter 1, Drawings & Visions).
  Apart from the aforementioned furnishings, this 
  room is empty. A decent camp can be set up 
  here, should the characters choose. 
  Future State. When the PCs enter this area 
  for the first time once the Future State comes 
  into effect, a skeleton sits at the desk, or stands 
  where the desk should be. Though it does not 
  attack, it taunts the party, proclaiming their 
  doom. 
  
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  The Haunt 2
  Vellum List table
  Name
  Illness
  Ashland, Bardon
  dysentery
  Barker, Devin
  leprosy
  Connor, Airic
  consumption
  Caldwell, Keelin
  hysteria
  Elm, Mavis
  hysteria
  Harris, Gilda
  childbirth
  Helms, Birgit
  childbirth
  Minnow, Eghan
  lunacy
  Olson, Kayne
  mummy rot
  Petersen, Rowena
  childbirth
  Unnamed
  leprosy
  Unnamed
  leprosy
  Unnamed
  lunacy
  Unnamed
  lunacy
  Unnamed
  hysteria
  Unnamed
  hysteria
  B2. Hallway
  This hallway is ten feet wide with a stone floor. 
  When the party first traverses this hallway, the 
  floor is dry, though the occasional patch of inert 
  mold or fungus grows from cracks in the floor. 
  The doors can be found as indicated on the 
  map and can be seen normally. Light behaves 
  normally. 
  Future State. Once characters have entered the 
  Sanatorium (Area S4), the hallway undergoes 
  a number of supernatural changes, becoming 
  slick with the blood and bile of those who died 
  in the hospital. The entire hallway is considered 
  difficult terrain, and any character taking the 
  dash action while in the hallway must succeed 
  on a DC 15 Dexterity saving throw or slip on 
  the fluid and fall prone. A character who falls 
  into the gore in such a fashion must succeed 
  on a DC 12 Wisdom saving throw or become 
  frightened.
  Nonmagical light sources are less effective in 
  the hallway in this future state, subtracting 10 
  feet from their bright light and dim light radius. 
  Magical light sources are unaffected. 
  The walls in the hallway also appear to breathe, 
  which is disconcerting, to say the least. Any 
  character entering the hallway who is not 
  suffering the blinded condition must succeed 
  on a DC 14 Wisdom saving throw or become 
  frightened of the hallway for 1 minute. A 
  character so frightened cannot move through 
  or in the hallway of their own volition but can be 
  dragged by allies.  
  Once the Future State movement restrictions go 
  into effect in the hallway, they do not impact the 
  movement of the Evil Doll or the Netherchild 
  Forsaken. Unless they have a fly speed, all other 
  inhabitants of the hospital are affected by the 
  difficult terrain. 
  Creatures. Once the Future State comes into 
  effect, when the PCs enter this area for the 
  first time, the Evil Doll and the Netherchild 
  Forsaken both appear in the roof corners and 
  attack the party
  B3. Quarantine
  This 30-foot by 20-foot room holds eight beds 
  which were set aside to accommodate highly 
  infectious patients. Despite decades of disuse, 
  the room is still home to four desiccated corpses, 
  which lie in the beds where they died. 
  Stench. As soon as the doors are opened, a foul 
  stench wafts forth from the chamber, causing any 
  creatures within 10 feet of the door to make a 
  DC 12 Constitution saving throw. On a failure, 
  the creature is poisoned until the end of its next 
  turn. 
  Creatures. Despite the dried-out corpses and 
  dusty furnishings, there are four pools of wet, 
  seemingly fresh vomit on the floor of the room. 
  If any characters enter a space adjacent to one 
  of these pools, the pools all animate, revealing 
  themselves to be four vomit spawn. These will 
  attempt to crawl into the mouths of the party to 
  suffocate them and then breed in their corpses. 
  They fight until destroyed. 
  Investigation. Anything of value 
  or use from this room is long 
  rotten and ruined. There are 
  no drawings in here, as 
  the Evil Doll never comes 
  here. 
  
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  The Haunt 2
  B4. Maternity Ward
  B4a. Sanitation Area
  Entering this room from the north or south leads 
  into a 15 x 20 sanitation area. 
  Read or paraphrase the following:
  Three tubs filled with rusty stagnant water 
  line the western wall, two are made of iron, 
  the third is constructed of tarnished copper. 
  Small braziers beneath each tub, once used 
  to heat this water, now sit filled with only 
  ashes and rust. A swarm of mosquitos buzzes 
  menacingly about the area. The buzzing of 
  these creatures is extremely disconcerting 
  as it sounds like a blending mix of flying 
  insects and the cries of infant children. Blood-
  splattered curtains separate this area from the 
  eastern area beyond.
  Creatures. A mosquito swarm (swarm of 
  insects) uses these tubs as a spawning pool and 
  will attack any living creature who enters this 
  area. A creature encountering this swarm for the 
  first time must make a DC 14 Wisdom saving 
  throw or become frightened of the swarm. A 
  creature so frightened may repeat this saving 
  throw at the end of each of its turns, ending the 
  condition on a successful save. 
  Blood-splattered Curtains. The sanitation 
  area is separated from the rest of the maternity 
  ward by rotten, blood-spattered linen curtains 
  that separate the western and eastern sections. 
  Characters who touch the curtains must succeed 
  on a DC 13 Constitution saving throw or 
  contract cackle fever. Gnomes are immune. This 
  can be avoided by pushing the curtains aside 
  with a sword, pole, or another object. Burning 
  the curtains makes the disease airborne for 30 
  seconds, causing any creature within 30ft of 
  the area to make a DC 16 Constitution saving 
  throw or contract cackle fever. 
  B4b. The Ward
  Beyond the curtain to the east sits a 20-foot by 
  40-foot chamber. Six adult beds with adjacent 
  bassinets sit along the walls. All of the bed 
  sets sit against the east wall. They are all filthy, 
  covered in dust, dirt and old, dried blood. 
  Read or paraphrase the following:
  The bed in the northeast corner is splattered 
  with fresh, wet blood. The faint sound of a 
  baby crying can be heard from the bloodied 
  bassinet next to this bed. 
  Characters entering this area with a passive 
  Wisdom (Perception) of 16 or above, who 
  succeed on a DC 16 Wisdom (Perception) 
  check or who spend one minute looking over 
  the area succeeding on a DC 13 Intelligence 
  (Investigation) check notice an area in the 
  center of the floor where the floorboards are 
  unstable from being rotten through; failure 
  results in those who try to cross the room 
  crashing through the floorboards. Those falling 
  through the floorboards must succeed a DC 18 
  Dexterity saving throw to catch the side of the 
  still intact stable floor; failure results in the PC 
  falling through the floor into Area S4, suffering 3 
  (1d6) bludgeoning damage from the 10-foot fall 
  and landing prone. 
  Creatures. Once a creature enters the space 
  adjacent to the bloody basinet, a netherchild 
  forsaken leaps out of the bloody bassinet, 
  attempting to grapple the nearest creature, 
  initiating combat. 
  Tactics. When combat begins, the remaining 
  bassinets in the room begin bleeding. On the 
  netherchild forsaken’s next initiative, it uses its 
  Wail attack. 
  If no character fell through the rotten 
  floorboards, the netherchild forsaken’s Wail 
  breaks the rotten wood away, leaving a hole in 
  the floor. 
  When the wail occurs. Eight netherchildren 
  rise up out of the forming blood pools, one in 
  each bassinet. The netherchild forsaken fights 
  until it is reduced to half of its hit points, at 
  which point it attempts to flee, dropping into the 
  floor below. The remaining netherchildren fight 
  to the death, swarming one or two creatures and 
  trying to drag them through the hole and into the 
  sub-basement. 
  
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  The Haunt 2
  B5. Stairwell
  This chamber leads to a simple stone stairwell 
  that leads down to Area S2. 
  Future State. Once a party member has entered 
  the Sanatorium (Area S4), these stairs flatten, 
  becoming a very steep ramp. Ectoplasm and 
  blood begin flowing down the ramp, pooling 
  on the floor of Area S3. Climbing the ramp 
  in the Future State requires a successful 
  DC 14 Strength (Athletics) check made at 
  disadvantage. A successful dispel magic spell 
  (DC 14) cast at the stairs reverts them to a 
  normal staircase, though the stairs are still slick 
  with ectoplasm and blood, making the stairway 
  difficult terrain. 
  B6. Main Sickroom
  This chamber is the hospital’s main sickroom. 
  Six beds line the eastern and western walls. Next 
  to each bed is a small table covered with bizarre, 
  rusted medical equipment. A successful DC 10 
  Wisdom (Medicine) check deduces that these 
  tools were designed to inflict a massive amount 
  of pain to any creature hooked up to them. In the 
  southwest corner, an armless and legless ghast 
  lies prone on a bed. The ghast moans in agony 
  and begs for help. If any character gets within 
  5 feet of the ghast, it attempts a bite attack. 
  The ghast fights until destroyed, pursuing any 
  characters who try to run from it by pulling itself 
  along by its chin, moving 5 feet per turn. 
  Aside from the ghast, this room is unoccupied. 
  Doors leading to the Areas B2 and B5 can 
  be blocked with beds from within this room, 
  offering a place of comparative security within 
  the hospital. 
  Sub-Basement
  S1. Nurse's Quarters
  Once the characters open the door to this room, 
  read or paraphrase the following:
  This room is filled with dry rotted wooden 
  furniture, rusty medical equipment, and filthy, 
  desecrated text.
  If inspected, the texts are procedures on the 
  healing arts. 
  Creatures. Standing in the room are four 
  bleeder nurses, who attack anything that moves 
  at a speed of 15 feet or more per turn in the area. 
  The Rat. As soon as any character moved 
  more than 5-feet into this room, a rat skitters 
  and runs out of the nearest wall toward the 
  bleeder nurses. As it passes the first bleeder 
  nurse, the bleeder nurse swipes down with her 
  hand, slicing the rat to bits. As soon as the rat 
  stops moving the bleeder nurse then resumes a 
  statuesque stillness. A DC 10 Wisdom (Insight) 
  check reveals that the bleeder nurses are 
  responding to fast movement and are otherwise 
  blind and inert. 
  Drawing 2. In the center of the room, on the 
  floor, is a drawing which shows a woman lying on 
  a delivery room bed. Two nurses are at her feet, 
  one of which is cradling a baby with x’s for eyes.  
  A man stands next to the delivery table crying, 
  and the half old, half young woman stands beside 
  him, with a hand on his shoulder. Any character 
  who looks at this picture must make a successful 
  DC 14 Wisdom saving throw or suffer 5 (1d10) 
  psychic damage. A character who holds the 
  drawing in their hands suffers disadvantage on 
  this saving throw. Any who fail their saving throw 
  experience Vision 2 (see Chapter 1, Drawings 
  & Visions).
  S2. Stairwell 
  The floor at the bottom of these stairs is covered 
  with a 10-foot by 10-foot patch of brown mold. 
  Beyond that, the dank, dark corridors extend 
  outward to the North, South, and West. 
  
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  The Haunt 2
  S3. Chapel
  The doors leading into the chapel from the North 
  are made of crumbling wood and hang askew on 
  their hinges. A gap wide enough for a medium 
  sized creature to squeeze through is formed as 
  the doors lie, but a successful DC 12 Strength 
  (Athletics) check can pull the rotten wood free 
  from its hinges.
  Once the characters can see inside the room, 
  read or paraphrase the following:
  Inside the room, it is immediately obvious 
  this was once a beautiful chapel. Now, 
  however, the room contains broken pews 
  and shreds of rotten tapestries are scattered 
  across the floor. At the southern end of the 
  old chapel sits a broken altar. Before the alter 
  are shattered holy symbols and tools of divine 
  ritual splayed out across the floor. Sitting in 
  the center of the shattered altar is a badly 
  beaten and bloodied winged creature.
  Characters who succeed on a DC 10 
  Intelligence (Religion) check recognize the 
  broken iconography of the church as relating to 
  the god Ilmater. 
  Creatures. At first glance, on a successful DC 
  10 Intelligence (Religion) check this appears 
  to be a wounded deva, who pleads for any soul 
  who happens upon it to lend aid. Those who 
  approach the creature and have a passive 
  Wisdom (Perception) score of 10 or above or 
  who succeed a DC 10 Wisdom (Perception) 
  check notice that it exudes a sulfurous odor. This 
  “wounded deva” attempts to touch any creature 
  who approaches within reach. Once it does, it 
  makes a pseudopod attack initiating combat, 
  revealing its true nature as an adult oblex. Any 
  character with truesight can see the adult oblex 
  in its true form.
  S4. Sanatorium 
  This cold, open chamber was once the 
  sanatorium, where the mad were kept. Twisted 
  and broken frames of what must have once been 
  the furniture of this area are scattered across the 
  room. 
  Creatures. 14 maniacs (use stats for the 
  wretched as seen in MToF) and one bleeder 
  nurse are in this room and attack anything that 
  moves in the area. They fight to the death. 
  A DC 12 Wisdom (Insight or Perception) check 
  notices that the bleeder nurse is responding 
  to fast movement and are otherwise blind and 
  inert.
  Drawing 5. If the characters search this room 
  and make a successful DC 12 Intelligence 
  (Investigation) check, they find a drawing 
  laying in the corner that shows the half-old 
  woman standing next to a bed where the child is 
  strapped down with various implements stuck 
  in her limbs and head. The child is crying. Any 
  character who looks at this picture must make 
  a successful DC 18 Wisdom saving throw or 
  suffer 5 (1d10) psychic damage. A character 
  who holds the drawing in their hands suffers 
  disadvantage on this saving throw. Any who fail 
  their saving throw experience Vision 5 (see 
  Chapter 1, Drawings & Visions).
  S5. Hallway 1
  This short space leads to the sanatorium doors. 
  The doors are made of banded wood and locked. 
  The doors have AC 15, a damage threshold 
  of 10 and 30 hit points. They are immune 
  to psychic and poison damage. Forcing them 
  open requires a successful DC 25 Strength 
  (Athletics) check. The lock is a standard lock, 
  which can only be picked from the outside with 
  a successful DC 15 Dexterity (Thieves Tools) 
  check. 
  The first time the party enters this area, they 
  will be accosted by the Evil Doll, attacking 
  with surprise and demanding her drawings 
  returned. She fights until the party hands over 
  any drawings in their possession, the party is 
  killed, or she suffers a total of 25 or more hit 
  points, at which point she flees into the shadowy 
  corners using her shadow blend ability, dropping 
  a drawing along the way.
  Drawing 3.  This is a child’s drawing of the Evil 
  Doll playing with the netherchild forsaken. Any 
  character who looks at this picture must make 
  a successful DC 14 Wisdom saving throw or 
  suffer 5 (1d10) psychic damage. A character 
  
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  The Haunt 2
  who holds the drawing in their hands suffers 
  disadvantage on this saving throw. Any who fail 
  their saving throw experience Vision 3 (see 
  Chapter 1, Drawings & Visions).
  S6. Hallway 2
  Lurking in this patch of hallway is a psychic gray 
  ooze. The ooze is maddened and aggressive. If 
  the ooze is slain, a drawing emerges from the 
  dissolving creature. 
  Drawing 4. This drawing depicts a woman in a 
  bathtub full of blood and has the word “mommy” 
  written on it. Any character who looks at this 
  picture must make a successful DC 14 Wisdom 
  saving throw or suffer 5 (1d10) psychic damage. 
  A character who holds the drawing in their 
  hands suffers disadvantage on this saving throw. 
  Any who fail their saving throw experience 
  Vision 4 (see Chapter 1, Drawings & Visions).
  S7. Hallway 3
  Large, banded wooden doors exit from the 
  chapel into this hallway. The doors have AC 15, 
  a damage threshold of 10 and 30 hit points. 
  They are immune to psychic and poison damage. 
  Forcing them open requires a DC 25 Strength 
  (Athletics) check. The lock is a standard lock, 
  which can be picked with a successful DC 15 
  Dexterity (Thieves Tools) check. 
  The hallway itself is a pooling place of negative 
  energy. Upon entering the east or west section 
  of his hallway, each creature must make a 
  saving throw to resist Shadowfell Despair. Any 
  character who fails this save suffers the effects 
  of Shadowfell Despair, as well as 1d4 psychic 
  damage. 
  A group of six fiendish maggots make their 
  home in this hallway, seeking to infest any 
  creatures who make their way this far into the 
  basement. The fiendish maggots fight until 
  destroyed. They desperately wish to escape St. 
  Greycastle’s.
  The Ground Floor  
  (above ground level)
  When the party first arrives to this site, the 
  ground floor of St. Greycastle’s is little more than 
  a pile of rubble and remains like this until they 
  escape the hail storm and delve deeper into the 
  basement stairwell. 
  Spectral Invigoration. The moment any 
  character steps into Area B2, the ground floor 
  becomes invigorated with spectral energy, 
  reconstructing itself from raw spite, ectoplasm, 
  and the tainted mystical energies left behind 
  by the corruption of the ancient and long 
  forgotten village (see Chapter 1, Spectral 
  Reconstruction). 
  While basic features of the rooms on the 
  ground floor are described, as well as suggested 
  inhabitants, DMs are encouraged to tailor the 
  spectral entities inhabiting these rooms to the 
  backstories and experiences of the party. This 
  section of the adventure is designed to give the 
  players a chance to experience and examine the 
  personal horror, regrets, and failures of their 
  characters through the narrative device of a 
  haunted house that knows (and feeds on) their 
  characters sins. 
  The Ground Floor Reborn: General 
  Features
  Unless otherwise noted in the area description, 
  the following features apply throughout the 
  reconstructed ground floor: 
  • Light. Dim light permeates each of the interi-
  or spaces with no apparent source. 
  • Sound. Sounds from adjacent rooms can 
  only be heard if any and all supernatural 
  inhabitants of the rooms are destroyed. 
  • Ceilings. Unless otherwise noted, the ceil-
  ings in each area are 10 feet high. 
  • Stairs. These 10-foot-wide stairs are carved 
  from stone.
  • Inhabitants. Unless otherwise noted, all in-
  habitants of the ground floor are considered 
  specters with the following changes:
  1. Languages Common
  2. Replace the specter’s Life Drain 
  
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  The Haunt 2
  action with the following:
  • Mindshatter. Melee Spell Attack: 
  +4 to hit, reach 5 ft., one creature. 
  Hit: 10 (3d6) psychic damage. The 
  target must succeed on a DC 10 
  Wisdom saving throw or its hit 
  point maximum is reduced by an 
  amount equal to the damage tak-
  en. This reduction lasts until the 
  creature finishes a long rest. The 
  target dies if this effect reduces its 
  hit point maximum to 0. In addi-
  tion, on a failed save the target 
  suffers an indefinite madness 
  until cured. 
  Note: These features apply only in areas 
  that have been reconstructed via Spectral 
  Reconstruction. 
  Escape Conditions
  Once the house begins reconstructing itself, it 
  becomes incredibly difficult to leave. Any attempt 
  to use magic to leave the premises requires a DC 
  22 ability check using the caster’s spellcasting 
  ability. Failure on this ability check causes the 
  spell or effect to fail, its slot wasted. The exterior 
  doors and windows of the house are effectively 
  impenetrable. Furthermore, a wall of force 
  blocks egress through holes in the exterior walls 
  unless one or more of the following conditions 
  are met:
  • The five drawings are collected and burned 
  or otherwise utterly destroyed. The drawings 
  are on normal parchment and do not require 
  any special means of destruction. They do 
  not need to be destroyed in unison.
  • The Evil Doll is incapacitated or restrained 
  and presented as ransom to the Netherchild 
  Forsaken
  • The Netherchild Forsaken is incapacitated 
  or restrained and presented as ransom to the 
  Evil Doll
  • A creature infested by a fiendish maggot 
  attempts to open one of the doors
  • A hallow spell is cast on the altar in Area S3
  Conditions Met. If any of the escape conditions 
  are met, a whirlwind forms in the center of the 
  reconstructed house. This wind whips hair and 
  clothing around and imposes disadvantage 
  on Wisdom (Perception) checks but has no 
  other effects on characters in the area. When 
  the whirlwind touches a wall of the house or a 
  creature from the house or its lower levels (with 
  the exception of the Evil Doll,) it breaks down 
  into ashes which are sucked up into the vortex. 
  Once the house is returned to its original state 
  of ruin, the whirlwind stops, scattering the ashes 
  around the property and blanketing the land in 
  an eerie, silent calm.
  R1. Main Hall
  This was the main hall of the old house which 
  has a set of stone stairs leading down to the 
  basement. This 40-foot by 40-foot chamber 
  contains three overstuffed couches of fine 
  make, but in ill repair, to provide seating for 
  guests. Tapestries depicting the heroic works 
  of Lady Margery Greycastle adorn the walls. 
  The eyes of these images seem to follow any 
  creatures who move through the room. The 
  various accoutrements of wealth have faded, 
  leaving the room shockingly bleak and muted of 
  color. Closed wooden doors lead to the South, 
  East, and West. The East and West doors 
  are impassable (see aforementioned Escape 
  Conditions).
  This room is empty and eerily quiet. Let the 
  horror of being unable to escape, and only 
  venture further into the madness linger here. 
  R2. Central Passage
  Oil paintings depicting the Carol Anne 
  Montarthas, Gertrude, General Montarthas, 
  Mrs. Montarthas, a nurse, and an infant hang 
  on the walls in this hallway. The oil paintings 
  hurl insults, taunts, and dark prophecies at 
  any creature who passes. Beyond the ability to 
  verbally assail and terrorize, these paintings 
  can take no actions unless a creature touches or 
  attacks them. 
  Creatures. If any painting is touched or attacked, 
  the subjects of all six paintings climb out of their 
  frames, becoming specters. These specters 
  attack the party, pursue them if they attempt to 
  flee and fight until destroyed.
  
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  The Haunt 2
  R3. Privy Chamber
  This is the bathroom/privy area of the manor. 
  The walls and floor are splattered with a foul-
  smelling ichor. The sound of an infant crying 
  emanates from beneath an overturned chamber 
  pot. If the chamber pot is moved or investigated, 
  it reveals an unrecognizable chunk of bloody 
  meat and the crying stops. 
  Creatures. A few seconds (one round) later, a 
  skinned and bloody woman (a specter) begins 
  climbing out of the wall, attacking whichever 
  character moved the chamber pot. This specter 
  pursues its target if they attempt to flee and fight 
  until destroyed.
  Alternatively, if the DM prefers, the specter can 
  burst forth in a shower of gore from the lump of 
  bloody meat, surprising the nearest character if 
  they fail a DC 15 Wisdom (Perception) check.
  R4. Bedchamber
  This was Lady Greycastle’s bedroom. The 
  furnishings are appropriate for a noblewoman of 
  high standing but are all old, rotten and decayed.
   
  Creatures. Lady Greycastle (sword wraith 
  commander) lies in the bed. She is rotten and 
  covered in dust and filth, the decay of her form 
  matching that of her environs. She is clad only 
  in a rotten nightgown. Once she notices any 
  creature entering the room, she beckons them 
  over to help. Regardless of the party’s actions, 
  she plays the role of a pathetic tormented spirit 
  for two rounds (or long enough to monologue 
  about how sad she is that her home was overrun 
  by evil) at which point she leaps up from the bed 
  and attacks, her sword and shield manifesting 
  in her spectral hands and spectral breast 
  plate ripping forth from beneath her tattered 
  nightgown. If the party attacks her first, she 
  abandons the ruse, transforming immediately.
   
  Lady Greycastle attacks the party, pursues them 
  if they attempt to flee, and fights until destroyed.
  R5. Dining Hall/Pantry
  When the characters enter this room, read or 
  paraphrase the following:
  The door to this room opens to reveal a 
  long table set with tarnished silverware. 
  Eight places are occupied by rotting spectral 
  nobility, dressed in fine clothing with gobs of 
  flesh hanging from their bones. A rotted five 
  course meal sits on the table, with servings 
  spread out on each specter’s plate. 
  The ghostly nobility sit around the table, 
  chattering among themselves and paying no 
  mind you.
  This was the dining room for the old house. 
  Creatures. A group of eight specters is holding 
  a dinner party. The spirits laugh and talk, their 
  topic of conversation is the failure of the party 
  to make their way out of St. Greycastle’s, some 
  even taking bets against each other as to who, 
  when, or if they might escape. This is a great 
  opportunity for the DM to drop any clues or hints 
  that the party may have missed. 
  The specters ignore direct questions from the 
  party, though the conversation quickly shifts 
  to answering any question asked. If the party 
  assaults the specters or otherwise tries to break 
  up the dinner party, the specters attack the party, 
  pursue them if they attempt to flee and fight until 
  destroyed.
  If the characters are having a hard time figuring 
  out how to proceed with the adventure, the 
  ghosts may mention the following pieces of 
  information:
  • “That brat keeps leaving her drawings ly-
  ing around. They are annoying, but neces-
  sary, I guess.”
  • “I hate being caught in the middle of some 
  silly sibling rivalry. Someone should take 
  one of those kids out and just hand them 
  over to the other one. I don’t care which!”
  • “Those maggots in the basement are 
  revolting. Someone should get them out 
  of here. They could bring the whole place 
  down, you know.”
  
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  The Haunt 2
  Chapter 3: Not So Fast
  fter an all too brief respite, perhaps 
  long enough for the party to 
  exchange a few celebratory words, 
  the Evil Doll bursts forth from the 
  rubble, showering the party in flying 
  wood and stone. 
  Read or paraphrase the following:
  Bursting from the rubble of the ruins and 
  landing on the ground before you, the Evil 
  Doll snaps her neck towards you, her eyes 
  enlarged and blackened like a shark closing 
  in for the kill. The cracks in her porcelain skin 
  emanating a sickly greenish glow, the Evil Doll 
  screams, “YOU RUINED EVERYTHING! YOU 
  RUINED MY DRAWINGS! So… NOW YOU 
  DIE!”
  This final battle is designed to be a fight to the 
  death with the mutated and enraged Evil Doll, 
  however, you are encouraged to allow her to 
  escape death at the end of the battle should you 
  wish to keep her as a recurring villain in your 
  campaign. 
  As designed, she will fight until she or the party 
  are destroyed. 
  Legendary Evil Doll
  In her final form, the evil doll has the following 
  abilities in addition to her standard stat block:
  Hit Points. She has been restored to full hit 
  points at the start of this battle, regardless of 
  prior damage she has suffered throughout the 
  story.
  A
  "Careful. This is the moment when  
  the supposedly dead killer comes back to life,  
  for one last scare.” 
  –Randy, Scream (the movie)
  Frightening Lullaby. The evil doll’s Frightening 
  Lullaby ability gains the Recharge 5-6 property. 
  Legendary Actions. The evil doll can take 2 
  legendary actions, choosing from the options 
  below. Only one legendary action option can be 
  used at a time and only at the end of another 
  creature's turn. The evil doll regains spent 
  legendary actions at the start of its turn. 
  • Frightening Lullaby. The evil doll uses its 
  Frightening Lullaby ability if charged.
  • Claw. The evil doll makes one claw attack. 
  • Move. The evil doll moves up to its speed 
  without provoking opportunity attacks. 
  Lair Actions. On initiative count 20 (losing 
  initiative ties), the evil doll takes a lair action to 
  cause one of the following effects; the evil doll 
  can’t use the same effect two rounds in a row:
  • Bash & Stab. Splinters of rotten wood and 
  chunks of stone erupt from a point on the 
  ground the evil doll can see within 120 feet 
  of it, creating a 20-foot-high, 5-foot-radius 
  geyser. Each creature in the geyser’s area 
  must succeed a DC 15 Dexterity saving 
  throw, taking 10 (3d6) piercing damage and 
  10 (3d6) bludgeoning damage on a failed 
  save, or half as much damage on a successful 
  one.
  • Tremor. A tremor shakes the lair in a 60-foot 
  radius around the evil doll. Each creature 
  other than the evil doll on the ground in that 
  area must succeed on a DC 15 Dexterity 
  saving throw or be knocked prone. The 
  affected radius is considered difficult terrain 
  until the end of the evil doll’s next turn. 
  • Maximilian’s Earthen Grasp. The evil doll 
  casts Maximilian’s Earthen Grasp spell 
  (Strength save DC 15) on one target within 
  30 feet of it that the evil doll can see. The 
  evil doll may maintain concentration on this 
  effect for up to 1 minute but cannot use other 
  lair actions while concentrating on this effect.
  
  20
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  The Haunt 2
  Conclusion
  Once the final battle is over, and the evil doll is 
  defeated, read or paraphrase the following:
  As the dawn begins to lighten the early 
  morning sky, the stormy rain squalls cease. 
  The Evil Doll lays on the sodden ground, 
  unmoving. As the first rays of sunlight hit 
  the empty shell of a body, the porcelain skin, 
  ragged hair, and blood stained dress begin 
  to wither and blacken to flecks of charcoal. 
  A moment passes and the Evil Doll quickly 
  break into a small pile of ash that washes away 
  into the morning puddles.
  The day is new, and the goodness of light 
  somehow returns to this once forsaken place.
  You know that this may not last long, 
  however, but for now the world is a better 
  place.
  ADDITIONAL MINIONS - OPTIONAL
  If you, the DM, feel that the final battle against The Evil Doll is either not challenging enough for 
  the party or you wish to add more dynamics to the fight, especially when running this adventure 
  at level 6, it is advised to add two netherchildren minions to the battle. With a cackle of laughter 
  from the Evil Doll, two netherchildren emerge from the rubble and join the fight, attacking any 
  ranged based characters first.
  
  21
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  The Haunt 2
  Appendix A: Monsters
  This simulacrum appears, feels, and sounds exactly like the 
  creature it impersonates, though it smells faintly of sulfur. 
  The oblex can impersonate 1d4 + 1 different creatures, 
  each one tethered to its body by a strand of slime that can 
  extend up to 120 feet away. For all practical purposes, the 
  simulacrum is the oblex, meaning that the oblex occupies its 
  space and the simulacrum’s space simultaneously. The slimy 
  tether is immune to damage, but it is severed if there is no 
  opening at least 1 inch wide between the oblex’s main body 
  and the simulacrum. The simulacrum disappears if the tether 
  is severed.
  Actions
  Multiattack. The oblex makes one pseudopod attack and uses 
  Eat Memories.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) 
  psychic damage.
  Eat Memories. The oblex targets one creature it can see 
  within 5 feet of it. The target must succeed on a DC 15 
  Wisdom saving throw or take 18 (4d8) psychic damage and 
  become memory drained until it finishes a short or long rest 
  or until it benefits from the greater restoration or heal spell. 
  Constructs, oozes, plants, and undead succeed on the save 
  automatically.
  While memory drained, the target must roll a d4 and subtract 
  the number rolled from any ability check or attack roll it 
  makes. Each time the target is memory drained beyond the 
  first, the die size increases by one: the d4 becomes a d6, the 
  d6 becomes a d8, and so on until the die becomes a d20, at 
  which point the target becomes unconscious for 1 hour. The 
  effect then ends.
  When an oblex causes a target to become memory drained, 
  the oblex learns all the languages the target knows and gains 
  all its proficiencies, except for any saving throw proficiencies.
  Adult Oblex
  Medium ooze, lawful evil
  Armor Class 14
  Hit Points 75 (10d8 + 30) 
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 
  19 (+4)
  16 (+3)
  19 (+4)
  12 (+1) 15 (+2)
  Saving Throws Int +7, Cha +5
  Skills Deception +5, Perception +4 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone
  Senses Blindsight 60 ft. (blind beyond this distance), passive 
  Perception 14 
  Languages Common plus two more languages 
  Challenge 5 (1,800 XP)
  Amorphous. The oblex can move through a space as narrow 
  as 1 inch wide without squeezing.
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end 
  of its next turn.
  Innate Spellcasting. The oblex’s innate spellcasting ability 
  is Intelligence (spell save DC 15). It can innately cast the 
  following spells, requiring no components:
  3/day each: charm person (as 5th-level spell), color spray, 
  detect thoughts, hold person (as 3rd-level spell)
  Sulfurous Impersonation. As a bonus action, the oblex can 
  extrude a piece of itself that assumes the appearance of one 
  Medium or smaller creature whose memories it has stolen. 
  
  22
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  The Haunt 2
  Bleeder Nurse
  Medium aberration, chaotic neutral
  Armor Class 15 (natural armor) 
  Hit Points 127 (17d8 + 51) 
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  16 (+3)
  13 (+1)
  8 (-1) 
  14 (+2)
  Saving Throws Dex +7, Wis +2, Cha +5
  Condition Immunities charmed, frightened, stunned
  Senses passive Perception 16
  Languages -
  Challenge 8 (3,900 XP)
  Blinded. The bleeder nurse cannot see. It relies on its Sense 
  Motion trait in order to track and attack prey.
  Magic Weapons. The bleeder nurse's weapon attacks are 
  magical.
  Reactive. The bleeder nurse can take one reaction on every 
  turn in a combat.
  Sense Movement. The Bleeder nurse knows the exact 
  location of any other creature who uses 15 feet or more of 
  movement while within 30 feet of the bleeder nurse. The 
  bleeder nurse suffers no penalty for being blinded when 
  attacking a creature detected via sense movement until the 
  end of the bleeder nurse's next turn.
  Sentinel. The bleeder nurse has all the benefits of the sentinel 
  feat 
  Actions
  Multiattack. The bleeder nurse makes two claw attacks.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. On a hit, the target 
  must make a DC 15 Constitution saving throw suffering an 
  additional 21 (6d6) hit points due to blood loss on a failed 
  save, and half as much on a success. If the target fails its 
  Constitution save, it takes an additional 21 (6d6) hit points 
  due to blood loss on the end of each of the bleeder nurse's 
  turns. A successful DC 15 Constitution saving throw or 
  receiving magical healing will end this effect. If the target or 
  an ally uses one action and expends one use of a healer's kit, 
  succeeding on a DC 15 Wisdom (Medicine) check will stop 
  the bleeding. 
  Reactions
  Parry. The bleeder nurse adds 2 to its AC against one melee 
  attack that would hit it. To do so, the bleeder nurse must be 
  able to detect the attacker via sense movement.
  Sentinel Strike. When a creature within 5 feet of the bleeder 
  nurse makes an attack against a target other than the bleeder 
  nurse (including another bleeder nurse), the bleeder nurse 
  can use a reaction to make a melee weapon attack against the 
  attacking creature. 
  Fiendish Maggot 
  Originally seen in Benoit de Bernardy's horror adventure, 
  'Banquet of the Damned'
  Medium fiend, chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 39 (6d8+12)  
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 15 (+2) 
  3 (-4) 
  5 (-3) 
  4 (-4) 
  Damage Resistance cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 7 
  Languages -
  Challenge 1 (200 XP) 
  Stench. Any creature that starts its turn within 10 feet of 
  the fiendish maggot must succeed at a DC 12 Constitution 
  saving throw or be poisoned until the start of its next turn. 
  On a successful saving throw, the creature is immune to the 
  fiendish maggot’s stench for 24 hours.  
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4+3) piercing damage.
  Netherchild 
  Originally seen in DMsGuild mega-collaboration, 'Monsters of 
  the Guild' - created by Molly Meadows
  Small fiend, chaotic evil 
  Armor Class 15 (natural armor)  
  Hit Points 9 (2d6 + 2)   
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-1) 
  16(+3) 
  12(+1) 
  12(+1) 
  11(+0) 
  10 (+0) 
  Skills Stealth +5
  Damage Resistance cold, fire, lightning  
  Damage Immunities poison 
  Condition Immunities deafened, poisoned 
  Senses darkvision 120 ft, passive Perception 10  
  Languages Common
  Challenge 1 (200 XP) 
  Nimble Escape. The netherchild can take the Disengage or 
  Hide action as a bonus action on each of its turns.   
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6+3) piercing damage.
  
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  The Haunt 2
  Netherchild Forsaken  
  Originally seen in DMsGuild mega-collaboration, 'Monsters of 
  the Guild' - created by Molly Meadows
  Small fiend, chaotic evil 
  Armor Class 16 (natural armor)  
  Hit Points 33 (6d6 + 12)    
  Speed 0 ft., fly 30ft. (hover) 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7(-2) 
  16(+3) 
  14(+2) 
  7(-2) 
  12(+1) 
  10 (+0) 
  Saving Throw Dex + 5
  Skills Stealth +5, Perception +3
  Damage Resistance cold, fire, lightning  
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft, passive Perception 13  
  Languages Common
  Challenge 3 (700 XP) 
  Nimble Escape. The netherchild forsaken can take the 
  Disengage or Hide action as a bonus action on each of its 
  turns.  
    
  Conduit of Misery. A creature that touches the netherchild 
  forsaken or hits it with a melee attack while within 5 feet of it 
  takes 4 (1d8) psychic damage.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target. 
  Hit: 8 (1d10+3) piercing damage. 
  Spew. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one 
  creature. Hit: 9 (2d8) acid damage. 
  Wail. (Recharge 5-6). The netherchild forsaken unhinges its 
  jaw and releases a bloodcurdling scream. Each creature within 
  15 ft of the netherchild forsaken that can hear it must make a 
  DC 12 Constitution saving throw. On a failed save, a creature 
  takes 11 (2d10) thunder damage and is deafened until the 
  end of its next turn. On a successful save, the creature takes 
  half as much damage and is not deafened.
  Specter 
  Medium undead, chaotic evil 
  Armor Class 12
  Hit Points 22 (5d8)    
  Speed 0 ft., fly 50 ft. (hover) 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0) 11 (+0)
  Damage Resistance acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons   
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10   
  Languages Understands all languages it knew in life but can't 
  speak 
  Challenge 1 (200 XP)  
  Incorporeal Movement. The specter can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (1d10) force damage if it ends its turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Mindshatter. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) psychic damage. The target must 
  succeed on a DC 10 wisdom saving throw or its hit point 
  maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the creature finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0. In addition, on a failed save the target suffers 
  an indefinite madness until cured.
  
  24
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  The Haunt 2
  Swarm of Insects
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)    
  Speed 20 ft., climb 20 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 
  13 (+1)
  10 (+0)
  1 (-5)
  7 (-2) 
  1 (-5)
  Damage Resistance bludgeoning, piercing, slashing    
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8    
  Languages -
  Challenge 1/2 (100 XP) 
  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 insect. The swarm can't regain hit 
  points or gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target 
  in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 
  (2d4) piercing damage if the swarm has half of its hit points 
  or fewer.
  Sword Wraith Commander
  Medium undead, lawful evil
  Armor Class 18 (breastplate, shield) 
  Hit Points 127 (15d8 + 60)     
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2)
  18 (+4)
  11 (+0)
  12 (+1) 14 (+2)
  Skills Perception +4
  Damage Resistance necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons    
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 14     
  Languages any languages it knew in life
  Challenge 8 (3,900 XP)  
  Martial Fury. As a bonus action, the sword wraith can make 
  one weapon attack, which deals an extra 9 (2d8) necrotic 
  damage on a hit. If it does so, attack rolls against it have 
  advantage until the start of its next turn.
  Turning Defiance. The sword wraith and any other sword 
  wraiths within 30 feet of it have advantage on saving throws 
  against effects that turn undead.
  Actions
  Multiattack. The sword wraith makes two weapon attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Call to Honor (1/Day). To use this action, the sword wraith 
  must have taken damage during the current combat. If the 
  sword wraith can use this action, it gives itself advantage 
  on attack rolls until the end of its next turn, and 1d4 + 
  1 sword wraith warriors appear in unoccupied spaces 
  within 30 feet of it. The warriors last until they drop to 
  0 hit points, and they take their turns immediately after the 
  commander’s turn on the same initiative count.
  
  25
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  The Haunt 2
  The Evil Doll 
  Tiny construct, chaotic evil 
  Armor Class 14 
  Hit Points 119 (14d10+42)      
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 
  18 (+4) 17 (+3) 
  8 (-1) 
  10 (+0) 16 (+3) 
  Damage Vulnerabilities fire
  Damage Resistance piercing and slashing from nonmagical 
  weapons     
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, unconscious  
  Senses darkvision 60 ft., passive Perception 10      
  Languages Common
  Challenge 4 (1,100 XP)   
  False Appearance. While the Evil Doll remains 
  motionless, it is indistinguishable from an ordinary, 
  inanimate children’s doll. 
  Frightening Lullaby. Once per day, the Evil Doll can use 
  a bonus action to sing a creepy children’s lullaby. All 
  creatures within a 30 ft. radius that can hear it must 
  succeed a DC 15 Wisdom saving throw. 
  On a failed saving throw the creature will become 
  frightened and must succeed on another DC 15 Wisdom 
  saving throw to break the enchantment at the end of 
  their next turn. On a second failed save, the creature 
  will become paralyzed, and can attempt a DC 15 
  Wisdom saving throw on each turn. Once it has 
  succeeded a saving throw, the creature will no longer 
  be paralyzed. 
  Shadow Blend (Recharge 5-6). As a bonus action, 
  the Evil Doll can disappear to the evil places that 
  lurk in the shadows. Use this feature as an escape 
  mechanism. 
  Actions
  Multiattack. The evil doll makes two attacks: 
  one with its knife and one with its claw. 
  Claw. Melee Weapon Attack: +6 to hit, 
  reach 5ft., one target. Hit: 7 (1d6 + 4) 
  slashing damage. 
  Knife. Melee Weapon Attack: +6 to hit, 
  reach 5ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage
  
  26
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  The Haunt 2
  The Wretched 
  Small monstrosity, neutral evil
  Armor Class 15 (natural armor)  
  Hit Points 10 (4d6 - 4)      
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 
  12 (+1)
  9 (-1)
  5 (-3)
  6 (-2) 
  5 (-3)
  Damage Resistance bludgeoning, piercing, and slashing from 
  nonmagical attacks while in dim light or darkness     
  Senses darkvision 60 ft., passive Perception 8      
  Languages -
  Challenge 1/4 (50 XP)    
  Wretched Pack Tactics. The Wretched has advantage on an 
  attack roll against a creature if at least one of the Wretched’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. The Wretched otherwise has disadvantage on 
  attack rolls. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (1d10 + 1) piercing damage, and the Wretched 
  attaches to the target. While attached, the Wretched can’t 
  attack, and at the start of each of the Wretched’s turns, the 
  target takes 6 (1d10 + 1) necrotic damage.
  The attached Wretched moves with the target whenever the 
  target moves, requiring none of the Wretched’s movement. 
  The Wretched can detach itself by spending 5 feet of its 
  movement on its turn. A creature, including the target, can 
  use its action to detach a Wretched.
  Vomit Spawn  
  Large ooze, unaligned 
  Armor Class 8
  Hit Points 22 (3d8 + 9)      
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  3 (-4) 
  Damage Resistance piercing     
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8       
  Languages -
  Challenge 1/2 (100 XP)     
  Amorphous. The vomit spawn can move through space as 
  narrow as 1 inch wide without squeezing. 
  False Appearance. While the vomit spawn remains 
  motionless, it is indistinguishable from an inanimate puddle 
  of vomit. 
  Stench. Any creature that starts its turn within 10 feet of the 
  vomit spawn must succeed at a DC 12 Constitution saving 
  throw or be poisoned until the start of its next turn. On a 
  successful saving throw, the creature is immune to the vomit 
  spawn’s stench for 24 hours. 
   
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6+2) bludgeoning damage plus 7 (2d6) 
  acid damage.
  
  27
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  The Haunt 2
  B1
  B2
  B3
  B4
  a
  b
  B5
  B6
  Appendix B: Maps
  Basement 
  Level
  
  28
  28
  The Haunt 2
  S1
  S2
  S3
  S4
  S5
  S6
  S7
  SUB-Basement 
  Level
  
  29
  29
  The Haunt 2
  R1
  R2
  R3
  R4
  R5
  The Reconstructed 
  Ground Floor 
  < Above ground >
  
  30
  30
  The Haunt 2
  #1
  Appendix C: Handouts
  
  31
  31
  The Haunt 2
  #2
  #3
  
  32
  32
  The Haunt 2
  #4
  
  33
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  The Haunt 2
  • Adult Oblex (Appendix A; MToF, p218)
  • Bleeder Nurses (Appendix A)
  • Brown Mold (DMG, Dungeon Hazards, p105)
  • Cackle Fever (DMG, Ch 8, Diseases, p257)
  • Charm Person spell (PHB, p221)
  • Color Spray spell (PHB, p222)
  • Conditions (prone, frightened, etc.) (PHB, 
  p290+)
  • Detect Thoughts spell (PHB, p231+)
  • Difficult Terrain (PHB, p182)
  • Dispel Magic spell (PHB, p234)
  • Evil Doll (Appendix A; MotG, p136)
  • Experience Points based leveling (PHB, p16)
  • Fiendish Maggots (Appendix A; MotG)
  • Ghast (MM, p148)
  • Greater Restoration spell (PHB, p246)
  • Hallow spell (PHB, p249)
  • Heal spell (PHB, p250)
  • Hold Person spell (PHB, p251)
  Appendix Reference Page
  • Indefinite Madness (DMG, Ch 8, p258+)
  • Maximilian’s Earthen Grasp spell (EE Play-
  ers Comp, p20)
  • Milestone Leveling System (DMG, p261)
  • Netherchild (Appendix A; MotG, p95)
  • Netherchild Forsaken (Appendix A; MotG, 
  p96)
  • Netherchildren (Appendix A)
  • Psychic Gray Ooze (MM, p240)
  • Sanguine Nurses (Appendix A)
  • Shadowfell Despair (DMG, Ch 2, p52)
  • Specter (Appendix A; MM, p279)
  • Suffocate (PHB, p183)
  • Swarm of Insect (Appendix A; MM, p338)
  • Sword Wraith Commander (Appendix A; 
  MToF, p241)
  • The Wretched (Appendix A; MToF, p233)
  • Vomit Spawn (Appendix A, MotG, p105)
  #5
  
  34
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  The Haunt 2
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