TEXT: A 5E WARLOCK ADVENTURE 
  BY JEFF LEE
  Reclamation 
  of HallowHall
  FOR 5 PCS OF 
  9TH LEVEL
  
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks 
  of Open Design, LLC.
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, 
  characters, artwork, sidebars, and trade dress. (Elements that have previously 
  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open Content in this adventure is the Crinaea writeup.
  © 2019 Open Design, LLC
  www.koboldpress.com
  not considering the castle home would protect him from the 
  curse. When Bryma died, he simply took over Hallowhall 
  as his own. He was content to conduct magical experiments 
  and torment the household staff until the band of knights 
  sent by the King managed to breach the castle. Damir died 
  defending his self-made prison, though even death did not 
  free him from the curse.
   Hallowhall sits alone, shunned by locals. The curse 
  remains in place. Those who linger too long within its walls 
  become trapped, seeing the old castle as home, and become 
  hostile to those who intrude upon its confines. These 
  accursed denizens protect it against any outsiders, as do the 
  traps and magical hazards its paranoid occupants developed 
  to defend themselves against interlopers.
  Adventure Hooks
  Queen Dorytta worries about the might of the Mharoti 
  Empire and the forces that sit just beyond the borders of 
  Magdar. Recently she has been bolstering the country’s 
  defenses and attempting to strengthen its borders. To this 
  end, the Queen has charged the PCs to travel to the Vurkove 
  Hills, where an abandoned castle has sat upon the southern 
  border, unoccupied, for decades. The PCs are tasked to 
  RECLAMATION OF HALLOWHALL
  Design: Jeff Lee
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Phil Stone
  Interior Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  Hallowhall was the property of Bryma Grenat, a devout 
  servant of both Lada and the Crown. The land was gifted 
  to her after she was knighted by King Stefanos—young and 
  still a bachelor—for valor in battle against raiding Rothenian 
  tribesmen. She built Hallowhall soon after. Bryma never 
  married, becoming more reclusive and eccentric with each 
  passing year. One day she simply stopped leaving the castle, 
  and her local duties were no longer carried out. When the 
  taxes failed to arrive, the King sent messengers, then officials 
  from court, and finally a band of knights to investigate. None 
  ever returned. The Mharoti attack on Illyria turned attention 
  elsewhere, and the death of Stefanos ensured Hallowhall did 
  not catch Queen Dorytta’s attention until recently.
  Unbeknownst to the outside world, Bryma Grenat was 
  the victim of revenge. While gathering a household staff, 
  she recruited a wizard adviser, Damir. Unknown to Lady 
  Grenat, she had killed Damir’s brother, Ilnar, in the conflict 
  that won her title and lands. Once settled in the castle, he 
  began laying a curse upon the castle. This curse caused a 
  growing paranoia and fear of the outside world, leading 
  those under its effects to never wish to step beyond its walls. 
  The plan was successful, in fact too much so. The wizard did 
  not realize he too had fallen under its effects, certain that 
  
  3
  HALLOWHALL
  MAPS: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  31
  41
  22
  23
  24
  25
  26
  27
  28
  29
  30
  32
  33
  34
  35
  36
  37
  38
  39
  40
  42
  43
  
  4
  enter Hallowhall, clear it of any dangers, and report back 
  complete. The Queen offers the PCs the sum of 2,000 gp 
  upon their return.
  The PCs could have other reasons for venturing into 
  Hallowhall. Below are some suggestions.
  • If the PCs are loyal citizens and servants of Magdar, 
  their reward for the reclamation of Hallowhall is to 
  become its new masters. They are provided with a 
  reward and annual stipend to refurbish and repopulate 
  the castle, in exchange for their service as local lords. 
  Once in command of Hallowhall, they are charged with 
  protecting the surrounding lands and defending against 
  any incursions by the Dragon Empire. This might 
  also suit PCs compelled by more mercenary attitudes, 
  providing additional income and a base of operations in 
  exchange for their services.
  • One of the PCs is a distant relative of the original owner 
  of the castle, contacted by a clerk of the Royal Court. 
  They are offered the deed to the land and building—
  provided they can clear the locale of any dangers that 
  may be lurking within it.
  • The characters are approached by the inhabitants of 
  the village of Grenatsburg. Village children went to 
  Hallowhall on a dare by their peers, and they have not 
  returned. The villagers have collectively amassed 250 
  gp as a reward for rescuing the children. If the meager 
  reward does not entice the PCs, the various shopkeepers 
  and artisans up the ante with additional enticements 
  (free room and board at the local inn when the PCs are 
  in town; the blacksmith offers to shoe horses and make 
  repairs for free, etc.).
  The Curse of Hallowhall
  The castle’s curse is still in effect, ensnaring all living 
  creatures that enter its walls. It is slow and insidious. Those 
  that enter Hallowhall find themselves hard put to leave. Each 
  creature with an Intelligence score of 2 or higher that spends 
  1 hour within Hallowhall must make a DC 12 Wisdom 
  saving throw. On a failure, the creature finds some excuse to 
  delay exit from Hallowhall. For example, an afflicted PC may 
  recommend securing a room to rest in rather than leaving to 
  camp, to save the group time.
   Each day the creature stays in Hallowhall, the DC 
  increases by 1, to a maximum of 17. As time progresses, 
  excuses for staying become more outlandish and paranoid. 
  The afflicted may believe misfortune will befall them if they 
  leave, or that hidden enemies await in ambush outside the 
  walls. A creature under extreme circumstances—lack of food 
  or water, a disease that can only be cured by leaving, or a 
  loved one in dire need beyond the walls, for example—has 
  advantage on the saving throw. A remove curse lifts the curse 
  from a creature, but if it reenters Hallowhall, or remains 
  within the castle for another 24 hours, it must make another 
  save or come under the effects of the curse once more.
   The curse can be lifted permanently from the castle 
  by finding the three fetishes that produce the effect, then 
  destroying or removing them from the castle. The DC of the 
  curse is reduced by 1 for each fetish destroyed or removed. 
  A successful DC 20 Intelligence (Arcana) check while 
  interacting with one fetish recognizes it is part of a magical 
  anchor for some type of spell. A successful DC 15 Intelligence 
  (Arcana) check while interacting with two fetishes reveals 
  the two are magically connected and form part of an anchor 
  to a powerful spell permeating the castle. A successful DC 10 
  Intelligence (Arcana) check while interacting with all three 
  fetishes realizes the three are the anchors for the curse that 
  hangs over Hallowhall and that their destruction or removal 
  from the castle will break the curse.
  Gaining Entrance to Hallowhall
  All doors into Hallowhall are locked. First floor exterior 
  windows are set high in the wall and blocked with iron bars, 
  as are the courtyard windows (Area 4). The balconies on the 
  second floor and third floors of the north tower (Areas 34 
  and 35) are open, but they stand 25 feet and 40 feet above 
  ground level, respectively. A successful DC 20 Strength 
  (Athletics) check is required to climb the walls of Hallowhall. 
  Windows above the first floor are locked but have no bars. 
  DCs for the various entrances are as follows.
  • Main entrance (Area 1): Locked double doors, which 
  requires a successful DC 15 Dexterity check using 
  thieves’ tools to unlock.
  • West gate, courtyard (Area 5): Iron door with complex 
  puzzle lock, which requires a successful DC 25 Dexterity 
  check using thieves’ tools to unlock.
  • East balcony (Area 22): Two locked iron gates, which 
  require a successful DC 25 Dexterity check using thieves’ 
  tools to unlock.
  • South entrance (Area 26): Iron-banded wooden door, 
  which require successful DC 25 Dexterity checks using 
  thieves’ tools to unlock.
  • North tower (Area 34): Locked windows, which require 
  successful DC 15 Dexterity checks using thieves’ tools 
  to unlock.
  • Southeast tower (Area 41): Locked trapdoor, which 
  requires a successful DC 25 Dexterity check using 
  thieves’ tools to unlock.
  
  5
  1. ENTRANCE HALL
  A dusty carpet runs from the exterior double doors to the 
  single interior door, which bears the crest of Hallowhall: a pair 
  of crossed blades, a golden eye above them, and a rose below. 
  Four pillars carved with angelic figures support the vaulted 
  ceiling overhead.
  Trapped Door. The door to Area 2 is trapped with a glyph 
  of warding. If the door is opened without first speaking 
  the password “ dawn reveals all” or dispelling the glyph, it 
  triggers the glyph’s explosive runes. Each creature within 20 
  feet of the door must make a DC 15 Dexterity saving throw, 
  taking 22 (5d8) fire damage on a failed save, or half as much 
  damage on a successful one.
  Prevention. A successful DC 15 Intelligence (Investigation) 
  or Wisdom (Perception) check notices tiny runes carved along 
  the edges of the door’s crest. A spell or other effect that can 
  sense the presence of magic, such as detect magic, reveals an 
  aura of abjuration magic on the door. A successful dispel magic 
  (DC 13) cast on the door destroys the trap.
  A successful DC 12 Intelligence (Religion) check identifies 
  the golden eye on the interior door’s crest as one of the holy 
  symbols of Lada, the goddess of the dawn, love, and mercy. 
  A successful DC 13 Intelligence (Investigation) or Wisdom 
  (Perception) check reveals a small, wooden figurine of a 
  winged devil inserted into a cleft in the southwestern pillar, a 
  few feet above the floor. This is one of the three fetishes that 
  binds the curse in place. It radiates both magic and evil.
  2. ANTECHAMBER
  This small hall is empty, save for a set of stairs rising to the north.
  The stairs here lead up into the north tower (Area 34).
  3. GUARD ROOM
  A dusty table sits against the north wall of this room. Pieces of 
  broken chairs and the skeletal remains of several humanoid 
  forms litter the floor.
  The room was once a guard post. Now it contains the 
  restless remains of several former guards of Hallowhall. 
  Eight skeletons rise up to attack intruders.
  4. NORTH HALL
  This dark hallway is lined with old, dirty paintings, mostly 
  landscapes, though a few figures gaze down from portraits 
  hung here and there.
  It has been years since any cleaning or maintenance was 
  performed here, and the value of most of the paintings would 
  be spent on the experts necessary to restore them. However, 
  a successful DC 15 Intelligence (History) check notices one 
  piece done by a local artist in the Magdar Kingdom which 
  could fetch 100 gp even after the expense of restoration.
  5. INFESTED COURTYARD
  The yard is choked with weeds. In one corner, a small pond 
  sits still and silent, with a statue on a small plinth standing 
  at its center. The statue is so befouled with guano that it can 
  no longer be recognized as anything beyond humanoid. Every 
  available perch along the walls and in the yard is crowded with 
  sickly-looking ravens. The place stinks of their waste and the 
  smell of decay, highlighted by another acrid, underlying odor.
  The stairs leading to the lower levels of Hallowhall from 
  here have been walled over with a thick barrier of stone and 
  mortar. (If you wish to expand this adventure with whatever 
  mysteries lie below, do so; but the lower levels are not 
  featured in this adventure.)
  Creatures. The courtyard is a motley collection of 
  creatures ensnared by the Curse of Hallowhall. The ravens 
  have plenty of water but are crazed with hunger. They 
  have been feeding on whatever insects they can catch, 
  and those of their own kind that succumb to starvation. 
  Creatures entering the courtyard cause the ravens to fly to 
  the attack, forming twelve swarms of ravens. A successful 
  DC 15 Intelligence (Nature) check recognizes the ravens are 
  starving and that something is compelling them to not fly 
  out of the open courtyard for food.
   The yard is also home to twelve alliumites (Creature 
  Codex, p. 13), safe from the ravens’ depredations because of 
  their strong odor and taste. The alliumites likewise attack any 
  creatures that intrude on their domain, not from hunger but 
  to protect their garden. A creature who shows respect to the 
  alliumites or their garden and succeeds on a DC 15 Charisma 
  (Persuasion) check is ignored by the alliumites—as long as 
  the creature continues respecting the plantfolk and the plants 
  in the courtyard.
   Finally, a wind demon (Creature Codex, p. 93) and its 
  wind’s harp devil companion (Creature Codex, p 105) were 
  recently lured into the courtyard, attracted by the miasma 
  of raven guano, decay, and the alliumites’ odor. They have 
  decided to stay their journey a while and enjoy the foul 
  aromas. The alliumites ignore them, and the ravens fear 
  them. When not flitting around the courtyard, they can 
  be found in the small guard tower on the west side of the 
  courtyard. They join in the attack on any intruders simply 
  for the thrill.
  Statue. The statue at the center of the pond is an image of 
  Lada. If a creature spends 10 minutes cleaning the filth from 
  the statue, it receives Lada’s grace. A creature with Lada’s 
  grace has advantage on its next saving throw. Lada bestows 
  her grace only once.
  
  6
  Windows. Two small, barred windows sit in the eastern 
  wall of the courtyard, giving grime-coated views into Areas 
  15 and 16.
  Treasure. The fiends have a sack in a corner of the guard 
  tower, which contains 225 sp and 80 gp.
  6. SOLARIUM
  High, arched windows covered in decorative ironwork let in 
  light from outside. Several high-backed chairs and a divan are 
  scattered around the room. Pieces of a broken table are piled 
  next to remains of a campfire in the middle of the floor. The 
  divan is blood-stained, and a trail of blood and drag marks 
  leads from it to the door on the south wall.
  The room is unoccupied, though bloodstains on the divan 
  and the campfire indicate someone occupied this room in 
  the last few days.
  Treasure. Under the divan are an empty hooded lantern 
  and a backpack, which contains two days of rations and a 
  silver flute worth 25 gp.
  7. LIBRARY
  Heavy, wooden shelves line the walls of this room, some still 
  filled with books. A long table occupies the center of the room, 
  its top cluttered with knives, a saw, and several blood-soaked 
  cloth bundles.
  Creatures. Four mercenary soldiers (use the statistics for 
  a bandit captain) are in the room. Trapped by the curse and 
  out of food, they killed a lone adventurer who was resting 
  in the solarium and plan on drying the meat for food. They 
  attack anyone entering the room. The sounds of combat 
  draws their leader from Area 8, who joins in the attack.
  Treasure. The mercenaries have a total of 10 gp, 25 sp, 
  and 70 cp on their persons. The books in the library are 
  mostly ruined due to insect infestation, but a successful DC 
  15 Intelligence (Investigation) check made while searching 
  the room finds four rare volumes that are mostly intact and 
  worth 30 gp each to a scholarly collector.
  8. STUDY
  Small bookshelves sit along the north and south walls, and a 
  map of the Magdar Kingdom hangs on the east wall. Beneath 
  the map, a writing desk is cluttered with more books and 
  stacks of paper.
  Creature. A mage currently occupies this room, leader of 
  the mercenaries in Area 7. She originally came to loot the 
  castle but has lingered due to the curse.
  Treasure. The mage carries a pouch containing 30 gp. The 
  desk drawers hold an obsidian inkwell worth 25 gp, a white 
  onyx paperweight worth 35 gp, and a gold-inlaid, silver letter 
  opener worth 5 gp.
  9. TEA ROOM
  Fine furniture is scattered about the room, and once-fine rugs 
  are littered with shards of ceramic. A dented copper teapot 
  sits on a small table in the northwest corner, a golden tassel 
  hanging out from under its lid.
  Curious Teapot. An odd puffball mushroom hides in the 
  sludge in the bottom of the teapot. If the lid of the pot is 
  removed, the puffball releases a cloud of spores that fills a 
  5-foot cube originating from the teapot. Each creature in the 
  area must succeed on a DC 13 Fortitude saving throw or be 
  poisoned for 1 hour. The tassel is attached to a brass key that 
  unlocks the secret door in Area 14.
  10. SMOKING ROOM
  The door to this room has been knocked off its hinges and 
  leans up against the wall just inside the doorway. Old smoke 
  permeates the air and furnishings of this room. Several chairs 
  and a sofa sit on a rug in the center of the room around a low 
  table bearing a silver humidor. A lacquered cabinet stands 
  against the south wall.
  The cabinet is mostly empty. A few carved, wooden pipes sit 
  on its racks while a broken hookah sits on its bottom shelf.
  Trapped Humidor. The silver humidor is worth 75 gp, but 
  it is trapped. Opening the lid causes a shower of sparks to rain 
  down on the contents, setting them alight and rapidly filling a 
  5-foot cube originating from the humidor with burnt othur 
  fumes. Each creature in the area must succeed on a DC 15 
  Dexterity saving throw to hold its breath or inhale the fumes.
  Prevention. The sparkers were added to the lid and not 
  included in its initial construction, setting the lid slightly 
  off-center. A successful DC 18 Wisdom (Perception) check 
  notices the lid isn’t flush with the rest of the humidor. A 
  successful DC 18 Dexterity check using thieves’ tools extracts 
  the sparkers from the lid without opening the humidor. 
  Unsuccessfully attempting to remove the sparkers triggers 
  the trap. Alternatively, if the humidor is turned upside down 
  before it is opened, the contents settle over the sparkers and 
  prevent the trap from triggering.
  
  7
  11. THE RED HALL
  This long hall is covered in a thick, crimson carpet. Wall 
  hangings of the same color drape the walls. Decorative iron grills 
  on the northern wall cover openings into a nearby hallway.
  The iron-covered doorways allow those in this hall to 
  look into the Middle Passage (Area 12) and vice versa. 
  A successful DC 20 Strength check bends the iron bars 
  enough to allow a Small creature to squeeze through them 
  into Area 12.  
  Trapped Hallway. Four trip wires laid over the plush 
  carpet each release one crossbow bolt into the hallway 
  from crossbows mounted on the other side of the iron 
  grills leading to Area 12. Each bolt makes a ranged attack 
  with a +8 bonus against a random target in a 15-foot line 
  extending south from the iron-covered doorway nearest the 
  tripwire (vision is irrelevant to this attack roll). (If there are 
  no targets in the area, the bolts don’t hit anything.) A target 
  that is hit takes 5 (1d10) piercing damage and must succeed 
  on a DC 15 Constitution saving throw, taking 11 (2d10) 
  poison damage on a failed save, or half as much damage on a 
  successful one. Once triggered, the crossbows don’t fire bolts 
  again until reloaded by a creature in Area 12.
  Prevention. A successful DC 15 Wisdom (Perception) 
  check sees the four trip wires stretching across the hallway 
  near each iron-covered doorway. A successful DC 15 
  Dexterity checking using thieves’ tools breaks a trip wire 
  harmlessly. A character without thieves’ tools can attempt 
  this check with disadvantage using an edged weapon or 
  edged tool. On a failed check, the trap triggers. Alternatively, 
  a creature in Area 12 can remove the bolts from the loaded 
  crossbows, making the trap harmless. 
  Secret Door. A secret door to Area 13 hides behind 
  one of the wall hangings. A successful DC 18 Wisdom 
  (Perception) check finds the seams of the door poking out 
  from behind the wall hanging. Moving the wall hanging 
  reduces this DC by 5. 
  12. MIDDLE PASSAGE
  This unremarkable passage has decorative iron grills in the 
  south wall. A loaded crossbow on a tripod sits in front of each 
  grill, pointed at the space beyond the ironwork.
  This passage connects the servants’ quarters and 
  kitchens with the dining hall. The crossbows in this 
  hallway can be made harmless by removing the crossbow 
  bolts loaded in them. 
  13. LINEN CLOSET
  This small room smells strongly of cedar. Shelves along the 
  walls hold folded sheets, towels, cloths, and other textiles.
  This room was used to store the castle’s bedding after it 
  was laundered. The current occupants of the castle typically 
  ignore it, making it a good place for the PCs to rest if they so 
  desire. The secret door in this room leads to Area 11, and it is 
  easy to see on this side.
  14. SERVANTS’ HALL
  This short hallway has several doors along its length, and 
  the wooden panels between each door bear bas-reliefs of the 
  Hallowhall crest.
  The doors here connect to Areas 12, 15, 16, 18, and 19. 
  Secret Door. A secret door leads to Area 20. A successful 
  DC 18 Wisdom (Perception) check notices the rose in the 
  Hallowhall crest on this section of wall is removable. The rose 
  hides the keyhole, which reveals the presence of the door. The 
  secret door is locked, requiring a successful DC 20 Dexterity 
  check using thieves’ tools to unlock it. Alternatively, the door 
  can be opened with the key from Area 9.
  15. STEWARD’S QUARTERS
  This staid but well-appointed room contains a bed and 
  wardrobe against the north and south walls, respectively. A 
  small writing desk and chair sits beneath a barred window 
  looking out upon the castle courtyard.
  Treasure. A successful DC 15 Wisdom (Perception) check 
  while searching the wardrobe notices a false bottom, which 
  hides the steward’s collected wealth of 165 cp, 70 sp, 35 gp, 
  and a silver and garnet brooch worth 75 gp.
  16. SERVANTS’ QUARTERS
  This long room is plainly appointed, with a several cots 
  arranged along the walls, each with a footlocker under it. A 
  single, barred window looks out onto the castle courtyard.
  Treasure. This room is long abandoned and thick with 
  dust. The footlockers contain clothing, personal items, and a 
  total of 50 cp and 15 sp.
  17. GUARD BARRACKS  
   
   
   
  AND CAPTAIN’S QUARTERS
  This room smells of carrion and the floor is littered with 
  gnawed bones. Bunks along the walls hold torn mattresses and 
  soiled bedding, mounded up like animal nests. An archway 
  on the west wall leads to a smaller room, which holds a bed in 
  slightly better shape.
  Creatures. Affected by the curse like the rest of the castle, 
  the guards and their captain eventually resorted to cannibalism 
  to survive after the food stores ran out. The worst of the lot 
  
  8
  lingered on after death. Eight of the guards rose as ghouls, still 
  wearing their studded leather armor (increasing their AC to 
  14). Their captain is a ghast who wears a breastplate (increasing 
  his AC to 17) that still bears the Hallowhall crest. The ghouls 
  occasionally obey Damir out of dimly-remembered habit, but 
  mostly they cater to their own hunger than anything else.
  18. KITCHEN
  A fireplace, flanked by a pair of ovens, occupies the north 
  wall of this room. A large, iron rack hangs from the ceiling, 
  festooned with an assortment of pots, pans, and utensils. A 
  wooden table rests beneath the rack. The top of the table bears 
  years of scars from knives and cleavers, though the scars are 
  now coated in a thick layer of dust.
  The pantry shelves here are bare, the food long since eaten, 
  stolen, or left to rot.
  Weakened Rack. The supports for the iron rack are 
  weakened from  years of use and the recent neglect. If 
  a creature disturbs the various cookware hanging from 
  it, there is a 25 percent chance it collapses. This chance 
  increases to 100 percent if a creature pulls on the rack, 
  attempts to climb it, or otherwise puts a significant amount 
  of additional stress upon the supports. If the rack crashes 
  down, it breaks the table and each creature within 10 feet of 
  the table must make a DC 15 Dexterity saving throw. On a 
  failure, a creature takes 22 (4d10) bludgeoning damage and 
  is knocked prone. On a success, a creature takes half the 
  damage and isn’t knocked prone. At your discretion, the 
  noise generated by the collapsing rack alerts the ghouls in 
  Area 17 and the elementals in Area 19 to the PCs’ presence. 
  If the ghouls are alerted, they arrive in 2d4 rounds. If the 
  elementals are alerted, they hide and ready actions to attack 
  the first PC that comes within range.
  19. LAUNDRY
  A huge copper cauldron, green with age, sits in the center of 
  the room, full of steaming water. A fire burns under a grate in 
  the floor beneath it. A cluster of barrels sits in the southwest 
  corner and drying racks line the walls. The biting odor of lye 
  permeates the area.
  One barrel is half-full of lye. The rest contain water. The 
  laundry cauldron and its fire are not as simple as they seem.
  Creatures. Damir bound a pair of elementals here to make 
  the laundry more efficient. The fire elemental provided hot 
  water and quick drying of bedding and clothes. The water 
  elemental provided self-agitating laundry. Now both simply 
  torment one another while yearning to be free. They forget 
  their rivalry if anyone enters the room, quickly joining forces 
  against interlopers.
  20. SECRET STORAGE ROOM
  A narrow hall leads to a room filled with makeshift shelves 
  and wooden bins. A set of stairs that once led down is sealed 
  off by a wall of masonry.
  This room was used as storage as well as a hidden way into 
  the castle’s basement before the paranoid Lady of Hallowhall 
  had it bricked up. A small fetish made of bird bones and 
  feathers and painted in blood hides under one of the wooden 
  bins. This is one of the three fetishes that binds the curse in 
  place. It radiates both magic and evil.
  Treasure. Some of the shelves and bins still contain useful 
  items. There are six 50-foot coils of silk rope, a bag of ball 
  bearings, a climber’s kit, two sledge hammers, a bullseye 
  lantern, and two casks of oil (each holds the equivalent of 10 
  flasks of oil). A small box on one of the shelves holds three 
  potions of healing packed in wood shavings.
  21. THE BLUE HALL
  This long hall is covered in a thick, cerulean carpet. Wall 
  hangings of the same color drape the walls. Two alcoves flank 
  a door on the west wall. One holds a stuffed bear, the other a 
  stuffed lion.
  Roaring Taxidermy. If anyone touches or stands within 
  5 feet of one of the taxidermy animals for more than 1 
  round, it comes to life and roars continuously. The roar 
  and movement is a harmless illusion, and it can be quieted 
  if struck. The illusion resets 1 hour after being struck. A 
  successful dispel magic (DC 13) cast on the taxidermy animal 
  destroys the illusion. The noise alerts the occupants of Areas 
  17 and 22 to the presence of someone in the hall. 
  22. DINING HALL
  A huge, dusty table dominates the center of the room. Chairs 
  are scattered about the place. The musical sound of water 
  comes from a marble fountain in the northeastern corner of 
  the room. Two iron gates block egress to a raised balcony on 
  the east side of the castle.
  Creature. This room is the domain of Eumelia, a crinaea 
  (see page 13) that lairs in the fountain. She was tied to 
  the underground spring that feeds the fountain, but she 
  found her new home much more enjoyable until Damir’s 
  curse took effect. She was at first confused by the behavior 
  of the occupants, as she was curiously unaffected by the 
  castle’s curse. Eumelia is an excellent eavesdropper, and she 
  eventually pieced together that Damir had used his magic 
  to somehow affect the castle’s occupants. Eumelia is not 
  hostile and is eager for conversation. She openly addresses 
  any PCs who enter the room. Should the PCs treat her 
  politely, she gladly shares what information she has. She 
  
  9
  cannot travel far from her fountain, nor does she care to, but 
  Eumelia can provide general directions to anywhere in the 
  castle, including Damir’s former quarters (Areas 31-33). A 
  successful DC 18 Charisma (Persuasion) check convinces 
  Eumelia to part with the coins in the basin. Alternatively, 
  Eumelia could be convinced to trade the coins for a shiny, 
  metal object worth at least 10 gp. 
   If attacked, Eumelia retreats into the water of the basin, 
  becoming invisible before flowing down into the spring that 
  feeds the fountain to hide. Should the PCs have the audacity 
  to take water from her fountain after assaulting her, she 
  poisons it with her curse after they have left.
  Treasure. The fountain’s basin is covered in coins, a total of 
  82 cp, 71 sp, and 13 ep. Eumelia considers these her property 
  and doesn’t allow them to be taken without her consent.
  23. SOUTH HALL
  Green light flickers behind a row of statuary standing in a 
  long alcove along the western wall, casting strange, warped 
  shadows of humanoid forms along the floor and on the eastern 
  wall of the hallway.
  The light comes from continual flame spells in the alcove. 
  The statues are finely crafted, but all have been damaged. 
  Some are missing hands, others whole arms or their heads.
  24. HALL OF SKULLS
  This short hallway has three doors. Several skulls, humanoid 
  and animal, are nailed to the wall with iron spikes.
  The door to Area 26 is braced from the other side. A 
  successful DC 20 Strength check forces it open.
  25. SOUTHERN GUARD POST
  A pair of arrow slits look out onto the castle grounds. Yellowed 
  bones are scattered over the floor. A set of stairs hugs the wall 
  in the southwestern corner, rising to the next level.
  The bones, unidentifiable as anything other than 
  humanoid, show no sign of cause of death, and have been 
  here for years. The stairs ascend to the second floor of the 
  castle’s southern tower (Area 38).
  Trapped Stairs. When a creature steps on a hidden 
  pressure plate on the twelfth step up the stairs, a scything 
  blade swings down to strike creatures on the stairs before 
  swinging back into its slot in the ceiling. The trap activates 
  when more than 20 pounds of weight is placed on the 
  pressure plate, releasing the blade. Each creature on the stairs 
  on and below the twelfth step must make a DC 15 Dexterity 
  saving throw, taking 22 (4d10) slashing damage on a failed 
  save, or half as much damage on a successful one. The trap 
  then resets itself. 
  Prevention. A successful DC 20 Wisdom (Perception) 
  check notices the presence of the pressure plate from 
  variations in the wood on the stairs. Wedging an iron spike 
  or other object under the pressure plate prevents the trap 
  from activating.
  26. PRACTICE ROOM
  Dirty straw mats cover the floor of this room. Wooden practice 
  dummies line the south wall. An iron pot, suspended from a 
  makeshift tripod made of weapon racks, sits over a small fire.
  This room was once used by Hallowhall guards for practice 
  drills. The door to the west leading to Area 28 is made of 
  iron and securely locked. A successful DC 20 Dexterity check 
  using thieves’ tools unlocks the door. Damir in Area 43 holds 
  the key.
  Creatures. Four wereboars currently occupy this room. 
  One of them has not yet succumbed to the curse, and he 
  foraged for food recently to help feed his comrades. As a 
  result, a hearty rabbit stew cooks over the fire.
  Treasure. A sack of loot lies near the fire, containing 2 
  gold candlesticks worth 25 gp each, an electrum serving tray 
  worth 30 gp, and an amber necklace worth 50 gp.
  27. HALL OF ARMAMENTS
  Shields and banners line the walls of this room, and a pair 
  of crossed swords hangs over each door. A half dozen alcoves 
  hold suits of plate armor.
  The room is decorated with trophies collected by Bryma 
  Grenat during wartime.
  Creatures. The six alcoves each hold a suit of animated 
  armor, which attack anyone that attempts to pass through the 
  room without first speaking the phrase “honor the ancestors.”
  28. ARMORY
  This room is packed with weapon and armor racks. Most are 
  empty, but some still hold equipment.
  Treasure. The arms and armor in this room have been well 
  oiled and are still serviceable. There are seven longswords, 
  six light crossbows, 200 crossbow bolts, two longbows, 60 
  arrows, and four pikes on the weapon racks. The armor racks 
  hold four chain shirts, a suit of studded leather, and three 
  shields. A berserker battleaxe sits locked in a case under 
  one of the racks. A successful DC 20 Dexterity check using 
  thieves’ tools unlocks the case.
  
  10
  29. ROOM OF THE GUARDIAN
  The furniture in this room has been smashed to kindling. 
  Broken bones and crushed skulls are scattered among the debris.
  Creature. A shield guardian occupies this room, standing 
  around the bend out of sight of the door and blocking access to 
  the secret door. It is bound to an amulet Damir carries and has 
  been tasked with protecting the hidden door to Damir’s current 
  chambers. It attacks any intruders and fights to the death, but it 
  doesn’t pursue anyone that flees the room by either exit. 
  Secret Door. A successful DC 20 Wisdom (Perception) 
  check finds the secret door behind a tapestry depicting a 
  radiant Lady Grenat in battle. The small room behind the 
  door holds reveal a spiral staircase that leads up to Area 42.
  30. THE YELLOW HALL
  This long hall is covered in a thick, bright yellow carpet. Wall 
  hangings of the same color drape the walls. An eerie moan 
  echoes through the hall and the wall hangings sway lightly, 
  moved by some unseen force.
  The hallway holds no hidden menace. Cracks in the 
  structure above channel the wind, causing the moaning noise 
  and the movement of the tapestries.
  31. MAGISTER’S SUITE: SITTING ROOM
  This room is well-appointed with a polished wooden table, 
  three padded leather chairs, and a long couch. A fireplace in 
  the east wall is stacked with wood ready to be lit. The walls are 
  covered in tapestries of the night sky, with shining jewels and 
  silver threads comprising the various constellations.
  This is the first of a suite of rooms that once belonged to 
  Damir, former magister and traitor to Hallowhall. Damir 
  rarely visits these rooms any longer, preferring to ensconce 
  himself atop the southwest tower.
  Trapped Door. The door to Area 32 is trapped with a glyph 
  of warding.  If the door is opened without first speaking the 
  password “hail the night” or dispelling the glyph, it triggers 
  a stinking cloud spell (save DC 17) centered on the creature 
  that triggered the glyph. The spell’s cloud lasts for 1 minute.
  Prevention. A successful DC 20 Intelligence 
  (Investigation) check notices runes scratched on the 
  underside of the doorknob. A spell or other effect that can 
  sense the presence of magic, such as detect magic, reveals 
  an aura of abjuration magic on the door. A successful dispel 
  magic (DC 13) cast on the door destroys the trap.
  Treasure. The tapestries are finely made, though the jewels 
  that represent the stars are only small tourmalines. Each of 
  the three tapestries in this room are worth 40 gp. 
  32. MAGISTER’S SUITE: BEDROOM
  A canopied bed sits against the south wall, flanked by twin 
  end tables. Thick tapestries, dusty and moth-eaten, adorn the 
  walls. A low wardrobe sits against the north wall, and a silver 
  bowl, ewer, and hand mirror rest on top of it.
  Damir once slept here, but in undeath he is inured to such 
  comforts. The wardrobe contains clothing of fine cloth and 
  make, but much of it is moth-eaten.
  Creatures. Three vampire spawn currently enjoy the 
  magister’s former room. They are exploring Hallowhall for 
  their vampire master, who is seeking a new lair.
  Treasure. The silver bowl, ewer, and hand mirror are each 
  worth 25 gp.
  33. MAGISTER’S SUITE: WORKROOM
  Tables in this room hold alembics, flasks, and various other 
  laboratory components, including pots and jars filled with 
  various liquids and powders. Spilled jars of liquids have 
  stained and eaten away some of the table surface, and they 
  have soaked and dissolved portions of books lying on and 
  under the tables.
  In this workroom, Damir created the curse which doomed 
  Hallowhall. The room now sits abandoned and gathering 
  dust. Damir’s journal sits among the ruined books on the 
  table. Its pages are damaged and stained, but enough remains 
  for those familiar with Infernal to glean Damir’s tale of 
  revenge and the form it took, as described in the Adventure 
  Background at the beginning of this adventure. The book 
  also speaks of the fetishes and where they are located.
   Near the end of the journal, shortly before Damir lost 
  interest in writing down his thoughts, he wrote, “The castle 
  is mine now, every coin and every stone. Its doors will only 
  open at the mention of my name.” This clue could serve the 
  PCs well if they realize its connection to the arcane locked 
  doors in Area 42.
  Treasure. A rack sitting on one of the tables holds vials 
  filled with magical liquids: a potion of clairvoyance, a potion 
  of giant strength, a potion of poison, and a potion of speed. 
  A successful DC 18 Wisdom (Perception) check notices 
  a hidden catch under one of the tables that opens a secret 
  drawer containing Damir’s spare spellbook. The spellbook 
  contains all the spells Damir has prepared (see Area 43) 
  plus conjure elemental, magic mouth, major image, and 
  stinking cloud.
  
  11
  34. LADY’S SUITE: WAITING ROOM   
   
  AND AUDIENCE CHAMBER
  At the top of the stairs, a short hall ends in two doors, each 
  bearing the crest of Hallowhall.
  This floor and the one above contain the chambers of the 
  former Lady of Hallowhall, Bryma Grenat. 
  Southern Room. The small, southern room contains a pair 
  of couches and a low table. A pottery bowl on the table holds 
  the dried, blackened residue of long-rotted fruit. A ceramic 
  carafe is half-full of old wine turned to vinegar. Petitioners 
  seeking audience with Lady Grenat waited here until 
  summoned to the audience chamber next door.
  Northern Room. The northern room is an airy chamber 
  with a balcony overlooking the lands north of the castle. 
  A cushioned, high-backed chair surmounted with the 
  Hallowhall crest stands in front of the balcony, facing into 
  the room. Brocade rugs, worn by time and weather, cover 
  the floor. Here the Lady of Hallowhall heard pleas from 
  petitioners, mediated justice for her people, and meet with 
  peers and other visitors. A spiral staircase leads up to Area 35.
  35. LADY’S SUITE: SITTING ROOM
  This large room holds several plush divans and small tables. A 
  railed balcony overlooks the northern exposure of the castle. 
  The spiral staircase to the lower level and a single door are the 
  only other exits.
  Lady Grenat would lounge here when time permitted, 
  sometimes entertaining less formal guests in this room. 
  Treasure. Bryma Grenat’s signet ring—thick gold, bearing 
  the Hallowhall crest done in raised relief, with the rose carved 
  of carnelian and the eye of Lada in silver—is stuck between 
  the cushions of one of the divans, lost when its owner became 
  careless as a result of the curse. A successful DC 15 Wisdom 
  (Perception) check sees the ring glinting from between the 
  cushions. It is worth 100 gp, a price Queen Dorytta happily 
  pays as a bonus to the PCs if they return it to her.
   
  36. LADY’S SUITE: BEDROOM
  This room is without windows and dark, lit only by what light 
  comes in through the doorway. The room is dominated by a 
  large, canopied bed. Its gauzy curtains partially-obscure a 
  form lying under the covers, propped up by pillows.
  The bed is occupied by the remains of Bryma Grenat, left 
  where she passed. A small, mirrored vanity sits to one side, 
  and a chest rests at the foot of the bed.
  Creatures. The bed is surrounded by six shadows. These 
  are the remains of former servants of the castle. They blame 
  Bryma for their demise and fate, and they congregate here 
  to let their cold hate bathe her remains. Should the living 
  intrude upon their angry contemplation, they readily turn 
  their wrath to the intruders. The shadows pursue enemies 
  anywhere except outside the castle walls.
  Treasure. The vanity still contains a few items of jewelry and 
  other possessions: a silver hairbrush worth 5 gp, a pair of gold 
  earrings worth 25 gp, an onyx jar containing a scented oil worth 
  50 gp, and a crystal bottle that once held perfume worth 10 gp.
   
  37. LADY’S SUITE: BATHROOM
  A thick fur rug covers the sky blue tile of this room’s floor. A 
  large stone bathtub stands on clawed feet against the opposite 
  wall. A shelf nearby holds towels, soaps, and bath oils. Pipes 
  run from the ceiling over the tub, with a pair of bronze valves 
  attached to them.
  The pipes run from a cistern on the roof of the tower, and 
  the water is magically heated to the desired temperature by 
  adjusting the valves. The water drains through a pipe that 
  leads through the floor and out into the grass outside Area 1.
  Hazard and Treasure. The tub appears to be half-filled 
  with cloudy water, and a silver diadem set with an opal 
  worth 400 gp sits at the bottom. The water in the tub has 
  been mixed with lye from the laundry downstairs. A creature 
  that comes into contact with the lye solution takes 5 (1d10) 
  acid damage on first contact and each round it remains in 
  contact with the solution. A creature burned by the lye has 
  disadvantage on Strength and Dexterity-based ability checks 
  and attack rolls that require the use of the burned limb until 
  the creature rinses the wound with fresh water. The burn also 
  disappears if the creature receives magical healing.  
  38. CHAPEL
  A single door in the north wall is marked with the carving of 
  a large eye. At the other end of the landing, another flight of 
  stairs leads up to the next level.
  A successful DC 12 Intelligence (Religion) check 
  recognizes the symbol on the door as one of the holy symbols 
  of Lada. Beyond the door is a small room with a prayer mat 
  and a shrine to Lada. The evil creatures in the castle avoid 
  this room, making it a safe place for the PCs to rest. 
  Treasure. A compartment in the shrine’s base holds a flask 
  of drinkable water, enough dried meat for a single meal, and 
  a silver holy symbol of Lada worth 25 gp.
  
  12
  39. GUARD ROOM
  This room holds a single cot, a simple wooden table, and a 
  pair of stools. A spiral staircase leads up to the next level.
  This room was used by off-duty guards during times 
  of danger. One squad would occupy the room above as 
  lookouts. At the end of the shift, they would come down to 
  this room to rest while the next squad went up. 
   
  A tiny doll is hidden under the spiral staircase. Its bones 
  are made of twisted iron nails, and its body is made of real 
  human skin and hair. This is one of the three fetishes that 
  binds the curse in place. It radiates both magic and evil.
  Creatures. The room is currently occupied by a pair of 
  elite soldiers from the Mharoti Empire (half-red dragon 
  veteran). These elite soldiers were on a scouting mission and 
  investigated the castle. Thanks to the curse, they have lingered 
  under the pretense of judging whether Hallowhall would serve 
  as a good outpost for their advanced scouts. As they have no 
  wish for their presence to be discovered by the locals, they 
  have no qualms about killing anyone who discovers them. 
  40. WATCHPOST
  Large, arched windows open out onto the cardinal points of 
  the compass, allowing an excellent view of the surrounding 
  lands on all sides. A barrel sits in the northeast corner. The 
  staircase continues up to a trap door in the ceiling.
  This post was manned during times of trouble. The guards 
  in this room would support the archers stationed above by 
  keeping watch here and passing arrows and news to the 
  archers. The barrel holds 200 arrows, but time has warped 
  them to uselessness. 
  41. TOWER ROOF
  The crenellated top of the tower provides a view of the 
  castle, including down into the courtyard (Area 5), and of 
  the surrounding lands. The trap door is sturdy and secure. A 
  stack of stone sits in one corner near a rusty cauldron on a 
  tripod. The cauldron contains mostly rainwater, topped with 
  a thin sheen of oil—all that remains of the oil kept here to 
  be heated and dropped on intruders. The stack of stones was 
  kept for the same purpose as the oil. 
   
  Those in the courtyard (Area 5) have a chance of noticing 
  creatures atop the tower. Each round a creature stands atop 
  the tower, it has a 25% chance of attracting the attention of 
  the wind demon and its wind’s harp devil companion or 
  1d12 swarms of ravens.
  42. OUTER HALL
  The secret staircase exits into a hallway that extends west and 
  north from the top of the stairs. A thin carpet lines the middle 
  of the hall in both directions.
  Doors on the east and west sides of the hall are thick oak 
  and iron-banded. Both doors have been sealed with arcane 
  lock. A successful DC 25 Dexterity check using thieves’ tools 
  unlocks the door. Speaking Damir’s name within 5 feet 
  of a door suppresses the spell, reducing the DC to unlock 
  the door to 15. The PCs can discover this trick by reading 
  Damir’s journal in Area 33.
  43. LAIR OF THE FORSAKEN
  The center of this room is a cluster of chests, boxes, and sacks 
  stacked into a pile. The rest of the room is completely bare.
  The current master of Hallowhall, and the architect of 
  its downfall, resides here. Damir has retreated to the castle 
  treasury, sitting atop his hoard, and is content to spend the 
  rest of his long, undying years here. The influence of his 
  curse is strong, and he has no will left to fight it. Intruders 
  are looked upon with scorn, and he attempts to destroy 
  anyone foolish enough to intrude upon his sanctuary.
  Treasure. The remaining wealth of Hallowhall is here, 
  collected in various containers piled in the center of the 
  chamber: 500 cp, 3,620 sp, 1,115 gp, 45 pp, 10 amethysts 
  worth 100 gp each, dust of disappearance, goggles of night, 
  restorative ointment, and a rope of climbing.
  DAMIR, FORSAKEN WIGHT
  Medium undead, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  14 (+2) 
  18 (+4) 
  20 (+5) 
  11 (+0) 
  14 (+2)
  Skills Arcana +8, History +8, Insight +3, Perception +3
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal, Khazzaki
  Challenge 8 (3,900 XP)
  
  13
  Cursed Rejuvenation. If the curse still permeates 
  Hallowhall and Damir is killed, he returns to unlife in 
  1d3 days, regaining all his hp and becoming active 
  again. If his body is completely destroyed, such as being 
  burned to ash or destroyed by a  disintegrate spell, he 
  returns as a ghost, retaining his Cursed Rejuvenation 
  and Spellcasting traits. Only the destruction of the curse, 
  by destroying or removing the fetishes in Hallowhall, 
  prevents this trait from functioning.
  Undead Nature. Damir doesn’t require air, food, drink, 
  or sleep.
  Spellcasting. Damir is a 10th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). Damir has the following wizard 
  spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost, 
  shocking grasp, true strike
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  2nd level (3 slots): acid arrow, ray of enfeeblement, see 
  invisibility
  3rd level (3 slots): bestow curse, fireball, fly
  4th level (3 slots): arcane eye, greater invisibility, 
  phantasmal killer
  5th level (2 slots): cloudkill, dominate person
  ACTIONS
  Multiattack. Damir can use his Life Drain twice.
  Life Drain. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic 
  damage. The target must succeed on a DC 
  16 Constitution saving throw or its hp 
  maximum is reduced by an amount equal 
  to the damage taken. This reduction lasts until 
  the target finishes a long rest. The target dies if 
  this effect reduces its hp maximum to 0.
  A humanoid slain by this attack rises 24 hours 
  later as a shadow. Damir has no control over 
  shadows created in this manner, but the shadows 
  don’t attack him. When a shadow rises, it is 
  automatically under the influence of the curse 
  and can’t leave the castle. 
  Crinaea
  Crinaea are nymph-like water fey that inhabit small 
  bodies of water such as wells and fountains. 
  Waterbound. Similar to dryads, crinaea are bound 
  to a body of water which becomes its home and its 
  focal point. Unlike dryads, crinaea can choose 
  to be bound to a water source and can change 
  which water source they call home. A crinaea 
  must submerge itself in its bound water source every day or 
  suffer. As long as the water source stays pure and the crinaea 
  never travels more than a mile from it, the crinaea can live 
  indefinitely. If its home water source is ever dried up or 
  destroyed, the crinaea quickly fades until it finds a new home 
  or dies.
  Friendly But Poisonous. One of the most gregarious 
  fey, the crinaea enjoys long conversations with intelligent 
  creatures. The crinaea is often well-versed in the goings-on 
  around its home and happily shares such information with 
  friendly creatures. It offers its pure water to those in need 
  and those who are polite, but woe be unto those who anger 
  the fey after having tasted its water as the crinaea can poison 
  any water taken from its home. 
  
  14
  CRINAEA
  Medium fey, neutral
  Armor Class 13
  Hit Points 44 (8d8 + 8)
  Speed 30 ft., swim 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  17 (+3)
  Skills Perception +3, Stealth +5
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Crinaea’s Curse. The crinaea can sense water within 300 
  feet of it that was drawn from its bonded source 
  within the last 24 hours. As a bonus action, 
  the crinaea can poison up to 1 gallon of 
  water within 300 feet of it that was drawn 
  from its bonded source. This can even 
  affect water that has been used to 
  make another nonmagical substance, 
  such as soup or tea, or water that was 
  consumed within the last 30 minutes. 
  The poison can affect a target through 
  contact or ingestion. A creature 
  subjected to this poison must make a 
  DC 13 Constitution saving throw. On a 
  failure, a creature takes 18 (4d8) poison 
  damage and is poisoned for 1 hour. On a 
  success, a creature takes half the damage and 
  isn’t poisoned.
  Watery Form. While fully immersed in water, 
  the crinaea is invisible and it can move 
  through a space as narrow as 1 inch 
  wide without squeezing.
  Waterbound Form. The crinaea is 
  bound to its water source. If the 
  crinaea is separated from its water source for more than 
  24 hours, the crinaea gains 1 level of exhaustion. It gains 
  an additional level of exhaustion for each day until it 
  bonds with another water source or it dies. The crinaea 
  can bond with a new water source and remove its levels 
  of exhaustion by finishing a long rest while submerged 
  in the new water source.
  Innate Spellcasting. The crinaea’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring no material components.
  At will: poison spray
  3/day each: create water, purify food and drink (water only)
  1/day each: disguise self, fog cloud, protection from poison
  ACTIONS
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  cold damage.
  
  15
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of  
  this License. 
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, nonexclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the exact text 
  of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design, LLC.; Authors 
  Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang 
  Baur.
  Reclamation of Hallowhall. Author: Jeff Lee. © 2019 Open 
  Design LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #38 - Reclamation of Hallowhall.pdf