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All Hallows Eve ReEnactment 2022

This document provides an overview of the sixth edition of the Halloween adventure "All Hallows Eve: ReEnactment" for Dungeons & Dragons. The adventure has expanded since its initial running over 5 years ago, with new monsters, mechanics, locations, and continuation of the adventurers' story. It takes place in the town of Hallowgrave, which contains 33 points of interest where players can encounter expanded horrors like Adam the Abomination, the Alabaster Witch Sisters, and the Anaconda of the Sinkhole. The GM hopes players will enjoy the new nightmare that awaits them.

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Meme
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0% found this document useful (0 votes)
581 views166 pages

All Hallows Eve ReEnactment 2022

This document provides an overview of the sixth edition of the Halloween adventure "All Hallows Eve: ReEnactment" for Dungeons & Dragons. The adventure has expanded since its initial running over 5 years ago, with new monsters, mechanics, locations, and continuation of the adventurers' story. It takes place in the town of Hallowgrave, which contains 33 points of interest where players can encounter expanded horrors like Adam the Abomination, the Alabaster Witch Sisters, and the Anaconda of the Sinkhole. The GM hopes players will enjoy the new nightmare that awaits them.

Uploaded by

Meme
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

All Hallows Eve: Regrowth

It’s still crazy to think that we first played this adventure over 5 years ago. And with each passing
year this fun and twisted Halloween Adventure for 5th edition Dungeons & Dragons has continued to
grow. After updating and running it for a fifth year as All Hallows Eve: ReGrowth, my playgroup can’t
wait to see what ridiculous terrors await in dark this time around. All Hallows Eve: ReEnactment is
the sixth variation of this adventure. As usual it has been expanded with new monstrosities, new
mechanics, new event items, and new locations whilst maintaining the continuation of the
adventurer’s story from the previous editions. I hope you enjoy!

“Let the nightmare begin!” – Headless Horseman

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Property of JR-K
Hallowgrave Zones.................................... 16
Table of Contents 1. Skelton the Merchant ....................... 16
Introduction .................................................... 6
2. Eve’s Gallows .................................... 17
Story Overview ............................................ 6
3. The Old Church ................................. 17
Running the Adventure ............................... 6
4. Hallowgrave Cemetery...................... 18
Adventure Summary ................................... 6
5. Pleasure Manor ................................. 18
Running Out Of Time .................................. 7
6. The Lord’s Tower .............................. 18
Character Level ........................................... 7
7. Hallowgrave Butchery ....................... 18
Further Increasing Difficulty ........................... 7
8. Town Park ......................................... 19
Adventure Modifiers ....................................... 8
9. The Old Cellar.................................... 19
The Blood Moon...................................... 8
10. The Pumpkin Patch ......................... 19
The Blue Moon ........................................ 8
11. William’s Courtyard ........................ 19
The Harvest Moon .................................. 8
12. Ghost Light Market ......................... 20
The Hunter’s Moon ................................. 8
13. The Meat Locker ............................. 20
The Super Moon...................................... 8
14. The Eatery ....................................... 20
Alternate Adventure Modes ........................... 8
15. Half-Moon Woods........................... 21
Bosses Only ............................................. 8
16. The Bubbling Brewhouse ................ 21
Hallowgrinder.......................................... 8
17. Lorne’s Tomb .................................. 21
Starting the Adventure ................................... 9
18. The Hallowgrave West Wing ........... 22
Hook 1 (town/city) .................................. 9
19. The Bobble Head Collector ............. 22
Hook 2 (forest/woods) ............................ 9
20. Corpse Factory ................................ 23
The Doors .................................................... 9
21. The Hallowgrave East Wing ............ 23
Only Way Forward .................................... 10
22. Gremlin Bros. Tinker Shop .............. 24
Hard Landing ............................................. 10
23. Hallowgrave North Wing Sub Level
Waking William ......................................... 12 Basement One ...................................... 24
A Way Back Home ..................................... 12 24. Swamp Witch’s Hut......................... 25
Repeating Adventure ................................ 13 25. The Sinkhole .................................... 25
st
1 Roll.................................................... 13 26. Marshland Lair ................................ 26
nd
2 Roll ................................................... 13 27. Lostfoot’s Bog ................................. 26
rd
3 Roll ................................................... 13 28. Corpse Carnival Entrance ................ 26
th
4 Roll ................................................... 13 29. Sideshow Alley ................................ 26
Hallowgrave Town Map ................................ 15 30. Carny Quarters ................................ 27
Welcome to Hallowgrave.............................. 16 31. The Big Top ..................................... 27
Points of Interest....................................... 16 32. Creepy Curios .................................. 27

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Hallowgrave Horrors ..................................... 30 Eight Legged .......................................... 43
Adam, the Abomination ............................ 30 Treasure ................................................ 43
Introduction .......................................... 30 Lady Liliana, the Fire Eater ........................ 44
Personality ............................................ 30 Introduction .......................................... 44
Recipe for Corpses ................................ 31 Personality ............................................ 44
Treasure ................................................ 31 Bathed In Fire ........................................ 45
Agatha, the Mad Maiden .......................... 32 Treasure ................................................ 45
Introduction .......................................... 32 Laine, the Perfectionist ............................. 46
Personality ............................................ 32 Introduction .......................................... 46
Mirror Mirror ........................................ 32 Personality ............................................ 47
Treasure ................................................ 33 Beauty Is In the Eye............................... 47
Alabaster Witch Sisters ............................. 34 Treasure ................................................ 47
Introduction .......................................... 34 Lamina, the Cattle Cruncher ..................... 48
Personality ............................................ 34 Introduction .......................................... 48
Bubble and Trouble ............................... 35 Personality ............................................ 48
Treasure ................................................ 35 Doing the Crocodile Roll ....................... 48
Alex and Axel the Blade Brothers ............. 36 Treasure ................................................ 49
Introduction .......................................... 36 Larry Long Nose ........................................ 50
Personality ............................................ 36 Introduction .......................................... 50
Crimson Blades...................................... 36 Personality ............................................ 50
Treasure ................................................ 37 Guess Who’s Laughing .......................... 51
Anaconda of the Sinkhole ......................... 38 Treasure ................................................ 51
Introduction .......................................... 38 Lazarak, the Pumpkin King ........................ 52
Snake Personality? ................................ 38 Introduction .......................................... 52
That Sinking Feeling .............................. 38 Personality ............................................ 52
Treasure ................................................ 39 Pumpkin Smash..................................... 53
Asteroth’s Tree.......................................... 40 Treasure ................................................ 53
Introduction .......................................... 40 L.E.A.D. The Pumpkinator ....................... 54
Tree Personality? .................................. 40 Introduction ......................................... 54
Blood Roots ........................................... 40 Personality ........................................... 54
Treasure ................................................ 41 Two Smoking Pumpkins ..................... 55
Laciana, the Spider Queen ........................ 42 Treasure ............................................... 55
Introduction .......................................... 42 Lisbeth, the Temptress ............................. 56
Personality ............................................ 42 Introduction .......................................... 56

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Personality ............................................ 56 Orisa, the Blood Curdler ........................... 70
The Playroom ........................................ 56 Introduction .......................................... 70
Treasure ................................................ 57 Personality ............................................ 70
Lord Lichtenstein....................................... 58 Boiling Blood ......................................... 71
The Tower ............................................. 58 Treasure ................................................ 71
The Laboratory ...................................... 58 Orrick, the Gravedigger ............................ 72
Personalities .......................................... 59 Introduction .......................................... 72
Transmogrification ................................ 59 Personality ............................................ 72
Treasure ................................................ 59 Graveyard Rumble ................................ 72
Lorne, of the Tomb ................................... 60 Treasure ................................................ 73
Introduction .......................................... 60 Osvaldo, the Stitcher ............................... 74
Personality ............................................ 61 Introduction ......................................... 74
Mummy’s Got Moves............................ 61 Personality ........................................... 75
Treasure ................................................ 61 The Malicious Morgue......................... 75
Lostfoot’s Bog ........................................... 62 Treasure ................................................ 75
Introduction .......................................... 62 Otto Von Graveholm, the Ringmaster ...... 76
Personality ............................................ 62 Introduction .......................................... 76
Hello Jello .............................................. 62 Personality ............................................ 76
Treasure ................................................ 63 The Final Act ......................................... 77
Lucas, of the Waning moon ...................... 64 Treasure ................................................ 77
Introduction .......................................... 64 The Headless Horseman ........................... 78
Personality ............................................ 64 Personality ............................................ 78
One Wolf Pack ....................................... 65 Fright for Your Life ................................ 78
Treasure ................................................ 65 Treasure ................................................ 79
Oleg, the Butcher ...................................... 66 Fleeing the Hallow ........................................ 80
Introduction .......................................... 66 Password ................................................... 80
Personality ............................................ 66 Hallows Eve ............................................... 80
The Cool Room ...................................... 66 A Soft Landing ........................................... 81
Treasure ................................................ 67 APPENIX A: The Meat Locker (Bonus Fight) .. 82
Ophelia, Witch of the Marsh..................... 68 Welcome to the Locker............................. 82
Introduction .......................................... 68 Bonus Boss (Alistair) ................................. 83
Personality ............................................ 68 Treasure ................................................ 83
Not So Wicked Witch ............................ 69 Bonus Boss (Lethia) ................................... 84
Treasure ................................................ 69 Treasure ................................................ 84

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Bonus Boss (Obol) ..................................... 85 Inner Hallowgrave Encounters............ 163
Treasure ................................................ 85 Outer Hallowgrave Encounters........... 163
Bonus Boss (William)................................. 86 Terra Marsh Encounters ..................... 164
Treasure ................................................ 86 APPENDIX K: Thank You .............................. 165
APPENDIX B: Item Descriptions .................... 87
APPENDIX C: Skelton’s Shop ....................... 130
Not So Cruel Fate .................................... 130
Family Gifts ............................................. 130
Skelton’s Shop List .................................. 131 Legal Text
DUNGEONS & DRAGONS, D&D, Wizards of the
APPENDIX D: Ghost Light Market................ 133 Coast, Forgotten Realms, Ravenloft, Eberron,
An Eye for an Eye .................................... 133 the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their
Dakar’s Bounty Board ............................. 133 respective logos are trademarks of Wizards of
the Coast in the USA and other countries.
Available Bounties................................... 134
The Ghost Light Shop List ........................ 135 This work contains material that is copyright
Wizards of the Coast and/or other authors.
APPENDIX E: The Eatery .............................. 136
Such material is used with permission under
A Meal for Two........................................ 136 the Community Content Agreement for
Dungeon Masters Guild.
Bella’s Eating Competitions .................... 136
Available Eating Competitions ................ 137 All other original material in this work is
copyright 2023 by Jared Robinson-Kam and
The Eatery Shop List ................................ 138
published under the Community Content
APPENDIX F: The Bobblehead Collector ..... 139 Agreement for Dungeon Masters Guild.
A Healthy Obsession ............................... 139
Bobblehead Collections .......................... 139
Bobblehead Shop List.............................. 140
APPENDIX G: Creepy Curios ........................ 141
Overpriced Fun........................................ 141
Sideshow Games ..................................... 141
Creepy Curios Shop List........................... 142
APPENDIX H: Monster Stat Blocks .............. 143
APPENDIX I: Bonus Boss Stat Blocks
(Meatlocker) ............................................... 158
APPENDIX J: Random Encounters ............... 162
Corpse Carnival Encounters ................ 162
Hallowgrave Hospital Encounters ....... 162
Half-Moon Woods Encounters............ 163

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Introduction separate again. Time is not on their side and
Once a year when the planes of the mortal being trapped here for a whole year before
realms of existence begin to overlap with the being able to try escaping again does not
eternal realms, a holiday is held wherein the sound appealing.
masses indulge themselves in frivolous events
Running the Adventure
and entertainment. But for those ancient
This is an adventure designed for play in 5th
scholars and sages knowledgeable in the old
Edition Dungeons & Dragons. To run this
ways, it is a far more fearsome night wrought
adventure, the Dungeon Master will need a
with frightening terrors lurking and watching
copy of the Dungeon Masters Guide (DMG)
from the shadows. As the barriers between
and players will need a copy/s of the Players
the realms collide, foreign magic begins to
Handbook (PHB).
seep between the planes causing rifts and
time warps between the planes. Amongst Text presented in a coloured text box such as
these realms is one where the only the dead this are designed for the DM to read aloud
know how to reach and the living cannot when characters first arrive at important
escape. A land where terrifying monsters locations or upon triggering specific events as
roam the streets and evil festers and grows described in the adventure.
without notice, this is Hallowgrave. It is from
the link to this realm where All Hallows Eve Most monsters or NPC’s will use custom stat
originated. A bad moon is on the rise, all blocks located in Appendix H at the end of this
should watch their steps lest they lose their adventure article where they can be quickly
way in the dark. referenced as they appear. Other monsters
from published books will be denoted by their
Story Overview
shorthand form (MM, monster manual) and a
The characters are drawn into this story of
page number. For example (mm, p41).
their own volition and thirst for adventure
Halloween themed currency, equipment and
into the unknown. On the day of All Hallows
magical items that are referenced, found or
Eve, the barriers between the realms are at
used in this adventure have been custom
their weakest. During this annual event the
created and are only found in Appendix B-F.
gateway to Hallowgrave has opened
Each item will be detailed and their uses or
temporarily, the realm which many centuries
effects explained.
ago inadvertently caused the start of the
superstitious event known as All Hallows Eve. Adventure Summary
Unbeknownst to the characters, they The characters are inadvertently drawn into
unwittingly fall through the gateway between the frightening world of Hallowgrave. Upon
these worlds finding themselves stranded in arrival they will be met by William the
this dark realm. Hallowgrave is a town of gatekeeper scarecrow. William serves as a
monsters and eternal night. Regular guide to the characters as they attempt to
humanoids do not exist in this realm. Local escape this deathly world. William will inform
inhabitants include werewolves, undead, the characters that they must acquire 6 gear
vampires, demons, abominations and a shaped ciphers to reopen the gateway back to
scattered assortment of vile evils. Thrust into the mortal realm. These ciphers can be found
a nightmare filled realm with no way back, the in various locations throughout the town of
characters must learn more about this town Hallowgrave. Some ciphers are in the
and find a way to escape before the barriers

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possession of various creatures of the night, Character Level
whilst others might be up for sale in exchange All Hallows Eve is designed for a party of 3-5
for goods or services. The characters will level 4 player characters. However this
inevitably seek and acquire the ciphers to difficulty can be modified on the go by
progress the story and attempt to flee before reducing or increasing the hit points and
time runs out. The final boss of this adventure Armor class of the boss monsters. Modifying
will always be the Headless Horseman and in the success DC of skill checks is also useful.
his possession is always the 6th cipher needed
to leave Hallowgrave. After collecting all the When completing a one shot it is unlikely that
ciphers and ending any other unfinished characters will level up during the course of
business, the characters will return to William the adventure. However levelling between
and attempt to open the gate. William boss fights may help players in place of an
provides the characters with one final riddle additional long rest given the time restraint is
to solve in order to open the gateway. Players less than 24 hours.
should inevitably leave as quickly as possible
lest they be stuck in the Hallow for another
Further Increasing Difficulty
year.
All Hallows Eve is designed to be dynamic and
Running Out Of Time re-playable each year round. However the
All Hallows Eve is an adventure where time is base adventure does not scale well for
of the essence. The barriers that separate the adventurers who are returning after
realms are at their thinnest, only allowing significant level ups.
travel for only a small window of time. At
In addition to the normal balancing tools
most this window of opportunity is open for a
offered to the DM as briefly described above,
mere 24 hours or one day before they are
All Hallows Eve includes the following:
sealed shut and another year must past
before they reopen. The characters are under Adventure Modifiers, based on moon cycles
the pressure of this time limit else they will be that provide unique alterations to the player’s
stuck on the other side. and horrors. Most notably Blood Moon,
Despite the time pressure, Hallowgrave is an Hunter’s Moon and Super Moon will greatly
independent town with a number of increase difficulty.
interesting locations to visit and explore as
well as many useful and novelty items to be Alternate Adventure Modes offer 2 different
acquired. Fun should take precedence over ways of playing the adventure. Most notably
the time limit in this Halloween adventure to is the Hallowgrinder mode. While each boss is
ensure everyone can have a laugh as they not outright difficult, the sheer number of
trick or treat their way through this session. encounters in a short space of time will drain
the players of skills/spells and resources.
Drastically increasing the difficulty.

The Meat Locker, a location on the


Hallowgrave map introduces a number of mini
legendary bosses which may be beneficial in
increasing the difficulty. As an option swap
the regular bosses out for the legendary ones
in the main adventure for extra challenge.

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Adventure Modifiers The Hunter’s Moon
The power of the Hallow, like all realms waxes This special modifier only occurs during the
and wanes depending on many extraordinary hunter’s moon, the full moon following the
events that happen in the other worlds harvest moon in the player’s realm.
tugging at the web like walls of its existence While active this modifier reduces the Armor
as the moon does the waves. The realm of the Class of all Hallowgrave Horrors by 2, but all
players is no exception. These adventure Hallowgrave Horrors add 2D6 Slashing to all
modifiers offer a means for the dungeon damage rolls made against the players.
master to make the adventure more
The Super Moon
thematically exciting or more challenging. This special modifier only occurs during a
These modifiers follow real world events. super moon, a full moon where the moon is at
The Blood Moon its closest point to earth in the player’s realm.
This special modifier only occurs during a While Active this modifier the DM must roll
blood moon, a reddish moon during a total twice on each table when deciding the horrors
lunar eclipse in the player’s realm. for this adventure. Adventurers must fight
While active, this modifier will cause all both horrors of the same table at the same
damage rolls for all horrors to automatically time in either one of the horrors lairs (DM or
roll the maximum on each dice. For example a player choice which lair). Loot and treasure
D6 will automatically become a 6. drops as normally described in each horrors
description, this includes extra CCP.
The Blue Moon
This special modifier only occurs during a blue
moon, an extra full moon in a season that has Alternate Adventure Modes
four full moons instead of the usual three in For those wishing to forgo the roleplaying and
the player’s realm. the exploration components of the adventure,
While Active, this modifier allows the player’s the DM may choose to run the adventure as
to choose the four normally random horrors Bosses Only or Hallowgrinder.
for their trip to Hallowgrave. They may choose
Bosses Only
any four horrors from any of the four tables,
Back to the bare basics. Players fight this
even if the letters don’t match William’s riddle
year’s bosses one by one only stopping to pick
(Recommended only for returning players).
up items and spend their CCP at the shops
The Harvest Moon between each fight. A really quick way to get
This special modifier only occurs during the through the adventure. Also good if you are
harvest moon, the full moon closest to the farming CCP and items.
Autumnal Equinox in the player’s realm.
Hallowgrinder
While active, this modifier increases all Candy
Only for those wishing to really challenge
Corn Pieces found by 15% (rounded down)
themselves. Player’s fight every boss from the
and gives all Hallowgrave Horrors a +2 Bonus
table’s one at a time chosen in a random
to all attack rolls made against the players.
order. Players do not get items or CCP drops
from defeating the bosses. Instead between
each fight players each receive 100CP to
spend and may roll a single hit dice if able.
Defeat as many horrors as you can and boast.

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Starting the Adventure gates before whether in your travels or in a
The starting location for this adventure can be lost book. Staring intently at the gates in the
corner of your mind you feel the familiar pull
any moderately sized town or larger city etc.
of strange magical forces willing you to open
Any settlement of this size will do. At this the gates.
point the DM may decide to read the
following and start the adventure.
The gates are rusted and slightly overgrown
Alternatively at your digression you may with small stringy vines and require a strength
choose to forgo the following town or city check of DC15 in order to force them open.
hook that is traditionally used and have the Cutting the fines before forcing the gate open
characters stumble through the dense forest will reduce the strength check to DC11.
and by sheer luck or lack of said luck Additional characters assisting to open the
discovering the doors. gate will add advantage to the strength check.
Hook 1 (town/city) Hook 2 (forest/woods)
For the past several days the local area has Stumbling through the dense underbrush and
been abuzz with excitement and activity. The tangled growth of the forest, you have lost
local populace is preparing for an annual sight of the overgrown path you followed. You
festival of grand proportions. The festival find yourself lost in the deep of the woods as
known as All Hallows Eve is a somewhat a fading sun steals the light from around you.
religious, somewhat superstitious holiday for As the final ray of light disappears leaving you
the masses to indulge themselves in frivolous in darkness you catch a glimpse of light out of
entertainment. Hallows Eve is a holiday the corner of your eye. A wisp of blue light
supposedly to represent the single day of the
year when the planes of existence begin to
overlap allowing the realms of horrors to join The blue wisps are often referred to as spirits
with that of the mortal realms. Many of the woods who guide those lost. Whether
superstitious folk are convinced that on this
by good intentions or ill ones it is unknown
day the dead will walk.
what drives these creatures.

At this point feel free to have the party Following the direction of the wispy blue light
as it appears and disappears you begin to feel
explore the local area and gather supplies or
the pull of old magic. The trees around you
information as they see fit. If they are not feel familiar somehow as if you had walked
already formally a party then this makes a this trail before. Ahead the blue wisp flashes
good point for characters to introduce one final time before disappearing into a
themselves and meet up for before the main clearing of trees bathed in fresh moonlight.
adventure begins.

Unlike many adventures the true start to this The Doors


adventure is more of a random divine Many believe the doors to be a farce and
occurrence rather than NPC or player input. In nothing more than a traveller’s myth. The
order to peak the characters interest and doors can be thought of as an otherworldly
curiosity we introduce them to the doors. micro realm or a realm between realms. They
are in fact doors that act as gateways to many
Stumbling past a dirty overgrown stone distant and forgotten realms. It is unknown
gateway you feel an uneasy sense of déjà vu.
how these doors function or why they decide
Like somewhere you have seen those rusted
to appear to those that they do.

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Looking into the clearing beyond lies a grove force that escape is impossible.
sporting over a dozen oversized trees growing After each character has made their way
in a slightly scattered ring. A slight breeze through the door either by choice or by force
rustles through the undergrowth and the it slams shut behind them and is unable to be
leaves. Faint echoing whispers beckon you
opened from that side again.
forth towards the trees as if blown along by
the breeze.
Entering the ring of trees reveals an odd sight.
Hard Landing
Each massive tree has a large heavy set door After falling through the door with the
moulded into the base. Each door has a grinning pumpkin and falling for what seems
symbol carved into its panelling. The whispers like an eternity, the characters slam into a
beckon you towards a particular tree whose cold grimy stone pavement. Normally falling
door is slightly ajar. A carving of a dark orange at this speed would probably kill a character
pumpkin sporting a maniacal grin is
of level 4, but this world is a little strange and
positioned in the centre of the door.
odd occurrences are certainly common
around here. Characters are allowed to make
Each of the mystical doors represents a a Dexterity Saving Throw of DC15 or take 2D6
gateway to a foreign realm. Only the bludgeoning damage as they land or half as
Hallowgrave door is ajar and can be opened. much on a successful roll.
Attempting to open any other door will result
in failure. These other doors cannot be Regaining your footing and balance you take
stock of your surroundings. It is the now the
opened by any means physical or magical.
dead of night with an unnaturally large sized
These trees surpass even that of legendary moon hanging overhead. You find yourself in
beings. They cannot be burnt, harmed or a grey stone courtyard surrounded by a stone
affected by magic. wall with twisted iron spikes mounted on top.
Behind you is an oddly shaped large stone
Only Way Forward table with oddly shaped holes carved into it.
Opening the already ajar door will increase In front of you to the left is a large cast iron
the volume of the whispers around the gate decorated with twisted faces. To the
right of the gate stands a pole with a tattered
characters. It is very difficult to make out
looking ramshackle scarecrow tied to it. The
what the whispers are saying, however they scarecrow has a bright orange pumpkin with a
are beckon the characters to step through the gnarly face carved into it for a head and
dark portal into the hollow trunk of the tree appears to be wearing an old fashioned
before them. stained suit.
If the players decide to step through then
they will immediately vanish from sight. The
The courtyard is made of black and grey gritty
characters will experience a never ending
stone slabs about 30 by 30 feet in area. The
falling sensation as they fall through complete
walls are of similar material about 10 feet
darkness.
high with another foot of metal spikes on top
If the players decide to leave the door alone
of the wall. The gateway is the only obvious
and attempt to leave, the door will swing
way out of the courtyard. The strange stone
open by itself. The air around the characters
table is covered with inanimate magical runes
will suddenly all start to rush towards the
in an unknown dialect. Aside from the oddly
open doorway as if it is being sucked away.
shaped holes the table is uninformative.
This great moment of wind forces the
characters towards the doorway with so much

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Waking William welcome you poor unfortunate souls to our
If the party attempts to open the cast iron frightfully pleasant town of Hallowgrave!”
gate then immediately read this aloud.

A maniacal voice fills your ears. “Stop right A Way Back Home
there sunshine!” The voice can audibly heard William is more than happy to assist the
coming from the scarecrow next to the gate. characters in finding a way back home. He is
“Who’s been opening my gate?” With these rather insistent that they shouldn’t stay for
final words the scarecrows head snaps at an too long in the Hallow lest the local
odd angle as turns to face the characters. A
monstrosities realize that they are mortal
warm glow shining from its eyes and toothy
mouth. beings whom do not belong in this realm.
William is able to inform the characters of the
following.
“Hahaha, is it that time of year already?” The
scarecrow suddenly straightens its head, his  The gateway back to the mortal realm
limbs coming to life cracking and popping as if can be opened again by collecting 6
they hadn’t moved in a long time. “Forgive my gear shaped ciphers that will unlock
ghastly manners hahaha” it laughs maniacally the gate when inserted into the stone
as it gives what you assume would be a small
table behind them.
bow if not for the rod holding him aloft. “You
 Time is of the essence and the
may call me William! I am the gatekeeper of
this here gate! No not that gates the one characters only have about 1 day
behind you of course! Its limbs swing around before the gateway is sealed for
as he exaggerates his speech. another year.
 The first cipher used to belong to
William, but he sold it to Skelton the
William is the local gatekeeper whom guards
merchant in the town square. The
the gateway between Hallowgrave and the
players may be able to purchase it
other realms. Neither good nor evil William
from Skelton at a higher price.
wishes only to help guide those who pass
 He explains that gold, silver and
through his gate. William serves as a guide to
copper are worthless in Hallowgrave
the characters whilst they spend time in
and that the local currency is Candy
Hallowgrave. He is able to answer most
Corn Pieces or CCP. Skelton is more
questions about the surrounding areas and
than happy to give the players 100
direct the characters to most of the important
CCP to get them started.
locations in the town.
 The other 5 ciphers belong to 5
“Hahaha, well now that you’re here you might dangerous horrors of Hallowgrave.
as well stay, it’s not like you can go back just  William can tell the players which
yet anyways!” “If you want to leave then horrors are currently in possession of
you’ll have to listen to me, because ciphers as per below.
somewhere out there it must be All Hallows
Eve!” He laughs hysterically. “Oh what
frightful fun you will have with your stay,
better be careful though or you might just
stay this way. I hope you do better than the
last ones that came; they were too old and
much to plain.”
“So please allow me to be the first to

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Property of JR-K
Repeating Adventure 3rd Roll
All Hallows Eve is an adventure that can be The owner of the fourth cipher always has a
repeated each year with slightly different name also starting with L. This corresponds to
changes each time. 4 of the 5 horrors of the final riddle to open the gateway.
Hallowgrave are chosen at random from a
ROLL (1D20) This Year’s Horror Location
predetermined list of horrors. This means that
Number
each year you will face different horrors to 1-3 Lord Lichtenstein 6.
acquire ciphers than the year before. The final 4-6 Lazarak, The 10.
horror or 5th horror is always the Headless Pumpkin King
Horseman. Use the following tables to 7-9 Lorne, of The Tomb 17.
determine the other 4 horrors. 10-12 Laine, The 21.
Perfectionist
1st Roll 13-15 Lostfoot’s Bog 27.
The owner of the second cipher always has a 16-20 Lady Liliana 28.
name starting with A. This corresponds to the
final riddle to open the gateway.
4th Roll
ROLL (1D20) This Year’s Horror Location The owner of the fifth cipher always has a
Number name starting with L. This corresponds to the
1-3 Agatha, The Mad 3. final riddle to open the gateway.
Maiden
4-6 Asteroth’s Tree 8. ROLL (1D20) This Year’s Horror Location
7-9 Alabaster Witches 16. Number
10-12 Adam, The 20. 1-3 Orrick, The 4.
Abomination Gravedigger
13-15 Anaconda of The 25. 4-6 Oleg, The Butcher 7.
Sinkhole 7-9 Orisa, The Blood 18.
16-20 Alex & Axel, The 29. Curdler
Blade Brothers 10-12 Osvaldo, The 23.
Stitcher
13-15 Ophelia, Witch of 24.
2nd Roll The Marsh
The owner of the third cipher always has a 16-20 Otto Von 31.
name starting with L. This corresponds to the Graveholm, The
Ringmaster
final riddle to open the gateway.

ROLL (1D20) This Year’s Horror Location


William knows and willingly shares which of
Number
the 4 random horrors have the ciphers. He
1-3 Lisbeth, The 5.
Temptress never reveals who has the 6th cipher, saying
4-6 Laciana, The Spider 9. that it will appear soon. He will roughly know
Queen where they can be found. He can share bits of
7-9 Lucas, of The 15. information about the horrors but not how to
Waning Moon get the ciphers or strengths and weakness.
10-12 L.E.A.D. 22.
Pumpkinator From here William will let the characters pass
13-15 Lamina, The Cattle 26. as the cast iron gates swing open with a loud
Cruncher
16-20 Larry Long Nose 30.

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painful screech. Players may return to William
at any time if they are in need of information.

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Hallowgrave Town Map

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Welcome to Hallowgrave Hallowgrave Zones
Beyond the gateway is the town square of As of the regrowth update, Hallowgrave has
Hallowgrave. It is about 200 by 250 feet in been divided into zones, with each point of
size. This is the central hob of the town and interest falling into one of these zones.
the adventuring area. All points of interest in For added adventure and fun, Appendix J now
and around the area can be accessed via the contains random tables for events that can
town square. The town square is also home to happen when travelling in each of the
a number of points of interest to the different zones. For example roll on the
characters including the gallows and Skelton appropriate zone table when travelling to a
the merchant. new point of interest. This is an optional rule.

Passing through the iron gate reveals a large 1. Skelton the Merchant
town square made from the same black and Zone: Inner Hallowgrave
grey gritty slabs of stone. The square is light True to his name Skelton the merchant is
with green flickering lamps burning brightly indeed a skeleton walking around as if it owns
under the moonlight. The area is filled with the place (technically he does own the place).
various horrors, nightmares, and other
Unfortunately for Skelton, It’s hard trying to
creatures from myth and legend as they
wander about their nightly business in an run a business when you’re extra dead.
almost humanoid like fashion. The centre of He has the appearance of a bleached bone
the square is taken up by a large raised skeleton whose right arm is detached from
wooden platform atop which stands a large the body. He unceremoniously carries this
set of gallows. Across the square can be seen arm around using it as some sort of cane.
an outdoor merchants shop front. Twisted
Additionally he wars atop his head a rather
buildings and winding alleyways stretch off
fancy velvet top hat. Unfortunately for the
into the distance as they curve out of sight.
party Skelton is mute as he has no vocal cords
or any organs for that matter. He still
The lighting around Hallowgrave is understands everything being said.
consistently kept at a dim flickering glow by
the green lanterns. There is a slight breeze Several wooden wagons have been pulled into
a half circle and their frames ramshackle into
that occasionally ruffles leaves along the
what appears to be a small market place lit
ground. There is a sightly damp musky smell
with flickering green lanterns hung from the
in the air. Travelling around Hallowgrave takes eves. A click clack sound can be heard as a
an average amount of time, despite the skeleton wonders amongst the rows of
twisting mess of alleyways, twisting spires and strange goods straightening and adjusting the
ramshackle houses the streets are clearly merchandise available. Upon your approach
defined and well signposted. For those paying he turns and greets you with a hearty wave of
his bony hand.
attention it is difficult to get lost.

Points of Interest Skelton is the local general goods store in


Hallowgrave Is filled with many sightseeing
town square and is the main location at which
opportunities for the casual traveller. Most
characters may spend their hard earned
are exceptionally dangerous and terrifying but
Candy Corn Pieces to purchase a wide
that makes it all the more fun. The primary
assortment of All Hallows Eve themed items
points of interest are mainly concerned with
ranging from weapons, novelties, useful tools
the Hallowgrave horror residencies.
and food. Please refer to appendix C.

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2. Eve’s Gallows Headless Horseman towards the end of the
Zone: Inner Hallowgrave adventure. Eve’s plight is a mystery to all.
At the centre of the town square lies the
gallows. This is a prominent landmark for 3. The Old Church
Hallowgrave residence, a constant reminder Zone: Inner Hallowgrave
of their places in society. These gallows are The old church is located to the west of the
often given a wide berth by the local town square and is easy to find with its
toppled bell tower. Even for the local
residents; the reason for this is unknown why.
If anyone enquires about the gallows they will residents of Hallowgrave this landmark is one
be brushed off and told not to speak of it. to be wary of. Agatha the Mad Maiden finds
residence in this dilapidated church. Agatha is
At the dead centre of the town square lies a one of the potential horrors that the
raised wooden platform with ropes hanging characters might face in order to retrieve one
from a beam across the top. A small creaky of the ciphers needed to escape.
staircase leads up to the platform.
Atop the platform to your shock stands a The bold moonlight shines strongly down
young elvish woman no more than 200 years upon the cold grimy stone of an old church.
old tied to a small post with a rusted heavy Blackened windows and a toppled bell tower
length of chain. A noose can be seen draped leave much to be desired in the way of
over her neck. The chains keep her in place upkeep. The grass is shrivelled brown and
and she is unable to move. beds of dead rose vines cover a small wall at
Hearing your footsteps her head snaps to look the front walkway. A heavy set wooden door
at you a look of terror and pain upon her face. with rusted hinges stands strong at the front
A single word escapes her parched lips “help”. of this ominous building. This unholy place
emanates a chill to those who think of
venturing forward.
The woman tied to the post is called Eve. She
is a prisoner here in the Hallow and wishes to
escape at all cost. She cannot remember how
long she has been here, who brought her here
or why she is being kept chained atop the
gallows platform. She hasn’t been fed or paid
any attention by anyone since being chained
up upon the gallows stage. She secretly knows
that others have tried to help her in the past
but does not part this information willingly.
She is desperate to escape her chains and
return to the mortal realms and even begs for
your help promising them treasure and power
in return for help. The chains that surround
her are in fact a Chains of Torment item and
cannot be broken, unlocked, or pried open
with magic. Every attempt to tamper with the
chains causes them to start tightening around
her, crushing her ever so gently. The only way
to free Eve from the chains is to defeat the

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4. Hallowgrave Cemetery 6. The Lord’s Tower
Zone: Outer Hallowgrave Zone: Inner Hallowgrave
On the south eastern outskirts of Hallowgrave A tall narrow tower with a bulbous keep at
one may find the local cemetery. It is a cold the pinnacle lies directly north of the town
dark place littered with graves. Some of which square. It is very difficult to mistake this
have been filled, some of which have been building for one of less importance as it is the
opened and others which are yet to be used. tallest building in all of Hallowgrave. Few
Orrick the Gravedigger can most often be people have reason to go knocking on that
found here at the cemetery digging graves tower and even fewer are said to ever return,
and in many cases filling them with best you steer clear of it. The lord’s tower is
unsuspecting victims. Orrick is one of the home to Lord Lichtenstein himself. One of the
potential horrors that the characters might more powerful beings in Hallowgrave he
face in order to retrieve one of the ciphers. commands much respect as one of the
possible horrors the characters might have to
The foul moon shines closely overhead, face to earn a cipher for their freedom.
somewhere in the distance crows squawk as
they pick apart a small critter. The cemetery is A tall crooked tower stretches up before you
surrounded by tall stone walls topped with like a narrow column of poor architecture. A
gnarled metal spikes. A large solitary wrought large keep roosts atop this tower, bright lights
iron gate embellished with laughing skulls is can be seen shining from the grubby window
the only apparent entrance. On closer panes. A rusty metal gateway swings inward
inspection a strong earthy smell invades your to a small courtyard leading to the base of the
senses. tower and hopefully a way up.
5. Pleasure Manor 7. Hallowgrave Butchery
Zone: Outer Hallowgrave Zone: Inner Hallowgrave
A small grassy hill rises on the eastern side of In the western district of Hallowgrave lies one
town. Atop this hill lies a small quaint manor. of the few local independently owned food
Everyone in town knows where the pleasure shops, namely the Hallowgrave butchery. It is
manor is. Said to be a joyous establishment a small shop located on a busy corner near a
where dreams really do come true, or so they warehouse and is said to be the carver of the
say at least. The reality might be much more finest flesh and bone in town. The owner of
terrifying. The pleasure manor is the local this fine establishment is Oleg, the Butcher
residence of one Lisbeth the temptress another of the possible horrors the characters
another of the potential horrors that the may need to face to gain their freedom.
characters may come across in their quest to
find the ciphers. The small shopfront looks slightly out of place
in the mottled grey stones of Hallowgrave. A
Beside the road is a well-trimmed lawn and wide doorway and a large grimy window take
garden complete with hedges and a small up most of the shop front with a small
gate. Beyond the small archway is a long tattered awning and a rustic looking sign
stone path that winds from the main road up swinging overhead. The sign reads
the hillside towards a slatted wooden building Hallowgrave Butcher and creaks gently in the
painted bone white. The path ends at a small breeze. It’s too dark to see much beyond the
front porch. As you approach the house it is dirty window it appears the lights are off and
very noticeable that this estate is well no sounds can be heard from inside. Despite
maintained compared to the other buildings this the air surrounding the shop feels slightly
in the town. warm. Somebody must be home.

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8. Town Park Squeezing down the tight street the alley
Zone: Inner Hallowgrave abruptly ends at a tall wall. A dusty heavy set
Seems odd doesn’t it having a park in a dark of reinforced oak wood doors have been set
realm such as this but rest assured even the into the wall. Blowing gently across the door
and swiping the dust away reveals a once well
creatures of the night need a quiet place
carved and gold leaf painted sign. It reads
where they can play and gaze at the moon. “Leopold Cellars”. There is no other entrances
The town park is in fact quite famous as it into the alleyway save for the one behind you
contains the resting spot of Asteroth, a and the doors before you. Somewhere in the
legendary demon who once called corner you can hear a spider rustling as it
Hallowgrave his home. His grave is marked by traps a squealing mouse.
a leafless enormous tree that dwarfs all other
plants around it sucking the ground dry of
10. The Pumpkin Patch
nutrients in order to survive. It is said that the Zone: Outer Hallowgrave
tree grew from Asteroth’s corpse. Asteroth’s On the southern outskirts of Hallowgrave lies
Tree is in fact one of the possible horrors the a small farm. It is here that all the pumpkins in
characters may face in their quest to find one Hallowgrave are grown. The pumpkin patch is
of the ciphers. lorded over by Lazarak, the Pumpkin King who
watches over the proper development of this
The full moon and ghastly green lamps
illuminate the well-trimmed grass and important commodity. Lazarak is another of
cobblestone pathways of the hedged off park. the potential horrors that the characters must
It is about the size of a football field and is face for yet another cipher.
scattered with trees, small seat benches, a
murky looking pond and small ornamental A low moss covered stone wall stretches
statues. Above all else at the centre of the around the low lying hill. A Dirt path leads to a
park stands a large dark wood tree devoid of small opening into the patch. Vines have
any leaves. The tree takes a prominent place spread and stretch across nearly every inch of
in the park with a small stone plaque ground, with broad leaves shining in the
embedded at its base. It reads “Asteroth’s moonlight. Bright bulbous pumpkins in
Tree”. various stages of growth hang loosely from
the vines onto the ground covering the whole
hill with vegetation.
9. The Old Cellar
Zone: Inner Hallowgrave
Through a hole in the wall down a small side 11. William’s Courtyard
street lays the once grand establishment of Zone: Inner Hallowgrave
the Leopold Cellars. What was once a grand A small walled off courtyard that connects
warehouse filled to the brim with the strong through a gate to the town square. This is the
smell of wines aging in heavy oaken barrels initial starting point when characters first
has been replaced by a heavy musk and thick arrive into Hallowgrave. It is also where
webs. The old cellars newest resident is that William and the gateway back to the mortal
of Laciana, the spider queen whom makes her realms can be found. Creatures will rarely
nest in the damp confines beneath the venture here as it is a place of foreign magic
ground. Laciana is one of the possible horrors and watched closely by William and his
that the characters may face in order to gain unknown masters. It is unknown whether
another cipher. William watches the gate to stop things
coming in, or to stop things going out.

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12. Ghost Light Market in its cool depths the Meat Locker is the local
Zone: Inner Hallowgrave fighting ring, for horrors to test their
The Ghost Light Market is a lesser known and otherworldly strengths. At this location
more dubious marketplace hidden well away players have an opportunity to fight a bonus
from the prying eyes of others. Run by a boss to attempt to gain extra rewards. The
clever and sly acting Minotaur who refuses to only bonus boss at this time is William.
divulge his name, this underground
marketplace is a good place to find some A looming building stands before you and
stretches put taking up most of the town
unusual items that the regular merchants
block with its dead vine covered walls. There
don’t stock. The items this market sells can be are no windows no lights and nothing of any
located in the Ghost Light Market Shop list interest surrounding this building save for the
and the item descriptions can be found with almost ornate door set firmly at its front.
the regular descriptions. The Minotaur wears Looking closer at the hefty wooden door
simple dark clothing and is missing one of his reveals that there is no handles. Only a large
horns. He has a gruff nature refusing to say oddly shaped keyhole offset from the centre.
more than what is necessary. Despite being a
more secretive establishment, most people 14. The Eatery
seem to know where it is hidden. Zone: Inner Hallowgrave
The local Hallowgrave eatery is the most
The alleyway looks just like every other, cold,
grimy stonework with an uneven footpath. popular and also the most horrifying dining
About halfway down the narrow alley there is experience in the whole town. Serving a
a door frame etched into the stonework with plethora of otherworldly cuisine to suit even
no obvious handle. Touching the door the most ghastly of dining patrons. Caution is
releases a soft red glow shining from within advised however, if you don’t eat the food
the carved lines. The door swings inwards and than the food might just eat you instead.
cool air brushes against your face. Before you
From the eatery players may acquire an
lay a steep stair case heading into the ground.
assortment of food and drink items in
exchange for Candy Corn Pieces. The items
13. The Meat Locker the eatery sells can be located in the Eatery
Zone: Inner Hallowgrave Shop list. The eatery is run by Belphegor the
The meat locker can be found in the same demon of gluttony’s daughter Bella, whom
street nearby the Hallowgrave Butchery. It is a takes the utmost pride in serving only the
large warehouse where the fresh meat is most treacherous meals she can concoct in
interred and preserved in its cool depths. This her hellish kitchen.
building is locked well and truly tight and
there is no known way in save for the front The chilly evening breeze gently swings the
rusted chains of the creaking sign back and
door which is locked with an incredibly
forth in front of the small stone walled cafe.
powerful enchantment. The only way to gain
The sign is grimy and rotting, but you can still
access to this building is by using a Meat Key clearly make out the faded word ‘eatery’. In
and unlocking the front door. the air around the small café you can smell
The Meat Locker has been unlocked and the pungent odour of strong spices mixed
made available to players for the first time in with something rotten that instantly makes
this year’s update. The Meat Locker is you gag.
designated as a side objective and is not
essential to the completion of the story. Deep

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15. Half-Moon Woods with. The Alabaster Witch Sisters make up one
Zone: Half-Moon Woods of the possible horrors that the characters
To the west on the far edge of the town of may need to face in order to acquire another.
Hallowgrave stands the enormous trunks of
the foreboding Half-Moon Woods. Each The warped and oddly shaped cottage sat
nestled alongside the cobblestone road. A
ancient oak is at least dozen feet wide at the
multitude of small twisted chimneys poke
trunk and creates a dark endless maze of above the rooftop, each softly billowing
trees whose high canopies of branches plumes of smoke of an assortment of colours.
prevent even the astonishing moonlight from A small neatly swept path leads up to the
falling upon the ground. Even amongst the rotund door at the front of the cottage. A
horrifyingly strong residents of Hallowgrave, darkened window sits offset to the door with
few will willingly enter the half-moon woods golden lettering attached to the glass panes.
“The Witches Brewhouse” is spelled out in a
for fear of the creatures within. One of these
lopsided arc.
brave souls is in fact a professional hunter and
trapper whom goes by the name Lucas. Lucas,
of the waning moon is one of the possible 17. Lorne’s Tomb
horrors that the characters may face to Zone: Outer Hallowgrave
retrieve another cipher. Hallowgrave itself has existed for an untold
age, perhaps before the dead had even begun
A thick low lying grey fog rolls slowly out from to walk or the graves had filled the cemetery.
the foot of the giant oaken forest. The stained
It is common knowledge to the residents
trunks easily 12 feet wide and maybe over
100 feet tall spread out their thick branches however that the oldest grave in all of
like huge awnings catching the moonlight and Hallowgrave belongs to a being known as
plunging the woods into a deep shadow. Lorne. His mausoleum like tomb stands higher
There is no breeze, the trees do not sway and and wider than any other grave in the realm.
the air is thick with a damp smell of the None know whom built it or why it was so
undergrowth. A chill runs down your spine as grandly constructed. Lorne’s Tomb is located
the long howl of a wolf splits the silence of the
just south of the town square overlooking the
trees.
Hallowgrave cemetery. The tomb itself is the
16. The Bubbling Brewhouse residence of Lorne whom is in fact a living
Zone: Inner Hallowgrave embalmed Mummy. Lorne is one of the
Located on an eastern side street off the town potential horrors that the characters may face
square stands the small cottage like shop in their quest to locate the ciphers.
known locally as the Witches Brewhouse. To
the local residents, the Brewhouse is the The smooth slated stone of the once
intricately carved tomb entrance had fallen
source off manner of concoctions, potions,
into disrepair and become eroded and brittle
poisons and foreign ingredients used in many with age. The crumbling roof is shaky and
horrific professions. The shopfront often has a barely held aloft by the six cracked stone
bustling trade of goods during its regular pillars that formed the walkway to the tomb
opening hours. The shop itself is run by the door. The air around the tomb is dry and
Alabaster Witch sisters. A trio of sisters who dusty as decades of dust is disturbed under
also just happen to be witches. The Witch your footsteps. The door to the tomb, once a
beautiful mosaic of stone and glass now
sisters each specializes in a specific field.
stands as a firm blockade of cold unadorned
When working together however the witches stone, serving as a reminder to all, that
become a dangerous force not to be reckoned nothing can stand the tests of time.

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18. The Hallowgrave West Wing eyes. The owner speaks in excited whispers
Zone: Hallowgrave Hospital and is polite with his business. He collects
In the sparse area to the east of the bobble heads as more of a long passion rather
Hallowgrave town square lies an expansive than a hobby. Beyond this he won’t reveal
network of buildings, spires, offices and wards why he collects them or so many of them. The
that belong to the Hallowgrave hospital. Even Bobble Head collector is another small
the horrors of the night need to stay healthy specialist market available to the players to
and fit for the next delightful fright. The spend their Candy Corn. This market is basic
hospital itself is equipped with the most at the moment and is intended to be
professional of staff and the latest of horrific expanded upon in a future update that will tie
equipment for all your needs. The hospital is into the greater world of Hallowgrave.
broken into several wards or wings with
different caretakers managing the operations The small humble shopfront of the collector
almost stood out of place amongst the
of each department. At this time only three
grizzled buildings of the Hallowgrave
areas are available for access. Others may
township. It almost looked like a regular toy
become accessible in later updates. The West shop if it weren’t for the manor of slightly
Wing is home to a skilled and dangerous creepy bobble heads lining the front display
physician known as Orisa, the Blood Curdler. window. Looking closely at the bobble heads
She is one of the Horrors of Hallowgrave and in the window you notice that as you move,
the characters may need to face her diabolic some of the bobble heads turn to face your
ever slightly. Slight chills run down your spine
form of healthcare to acquire another lost
cipher.

The white washed doors of the building


seemed eerily clean compared to the rest of
the town. An unnaturally white light filtered
through the glass window panes. The slight
smell of chemicals fills your nose as you
approach. The green street lamp light flickers
upon the letters of the sign arched above the
door labelled the building as “West Wing”. A
small Bronze plaque beside the door spelled
out the name of the proprietor of the west
wing “Dr. Orisa”.

19. The Bobble Head Collector


Zone: Inner Hallowgrave
The Bobble head Collector is a local private
specialist found to the south of the town
square. The owner is a devout collector of
rare and unique bobble heads and other small
collectible items and trinkets. The collector
never reveals their true identity but one can
assume they are a humanoid of some
description who is always wearing a long black
cloak and a twisted mask covered in blue

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20. Corpse Factory 21. The Hallowgrave East Wing
Zone: Inner Hallowgrave Zone: Hallowgrave Hospital
In the world of the Hallow there is always a In the sparse area to the east of the
high demand for quality corpses by the Hallowgrave town square lies an expansive
denizens of the night. Thankfully in several network of buildings, spires, offices and wards
millennia there has never been a shortage that belong to the Hallowgrave hospital. Even
thanks to the efforts of the corpse factory the horrors of the night need to stay healthy
whose exports fill every morgue, dining table, and fit for the next delightful fright. The
laboratory and graveyard throughout the hospital itself is equipped with the most
entire realm. The corpse factory is a grim and professional of staff and the latest of horrific
twisted building of chimneys that cough out a equipment for all your needs. The hospital is
hazardous black soot filling the bright skyline broken into several wards or wings with
with dark clouds. The sprawling mass of stone different caretakers managing the operations
and steel lies off the main road to the south of each department. At this time only three
west district not far behind the Meatlocker. areas are available for access. Others may
From within its depths comes only the sound become accessible in later updates. The east
of clanking machines and the moans of the wing houses the surgery of a notoriously
dying still waiting to become dead. The corpse skilled body modification and beauty
factory is home to its chief warden known as specialist known as Laine, the Perfectionist.
Adam, the Abomination a grotesque She is one of the Horrors of Hallowgrave and
experiment of life. He is one of the Horrors the party may encounter her forbidden
that the characters may come face to face practices as they search for the missing
with in order to gain another lost cipher. ciphers.

The air around the factory is think with the The front of the building looked like some
pungent door of stale oil and rotten flesh. The kind of reception area. Bright unnatural light
number of tall stone chimneys sprouting from filled a painfully clean, white room. The room
the grime covered rooftops are too difficult to was filled with chairs and a small table with
count. The thick black smog spewing from some tattered thin books lying upon it.
their depths hangs low over the factory, Strangely the room smelled faintly of alcohol
suffocating any moonlight that would shine and lemon. To one side there was a desk
through. The ominous clanks and grinding of behind paned glass supporting some writing
rusted machinery and the low moans of still materials and books, but no one was to be
moving corpses can be heard echoing from found their either. On the other side wall was
the filthy corridors. Hold your breath. covered in parchment with what appeared to
be highly detailed sketches of the anatomy of
various creatures found in the Hallow. The
only way forward appeared to be through a
heavy looking set of white double doors.

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22. Gremlin Bros. Tinker Shop 23. Hallowgrave North Wing Sub Level
Zone: Inner Hallowgrave Basement One
Directly to the west of the town square and Zone: Hallowgrave Hospital
Williams’s courtyard lies a vast rust and grime In the sparse area to the east of the
covered workshop. The workshop is owned by Hallowgrave town square lies an expansive
the gremlin brothers Spinky and Spanky. The network of buildings, spires, offices and wards
brothers have been doing business with the that belong to the Hallowgrave hospital. Even
horrors of Hallowgrave for the better part of the horrors of the night need to stay healthy
two centuries. They provide the township and fit for the next delightful fright. The
with all manner of engineering marvels and hospital itself is equipped with the most
custom made machinery and thanks to their professional of staff and the latest of horrific
efforts much of Hallowgrave was able to equipment for all your needs. The hospital is
industrialize many of its prime businesses and broken into several wards or wings with
exotic exports. Unfortunately many of their different caretakers managing the operations
prototype machines and experiments tend to of each department. At this time only three
go haywire and often have a high chance of wings are available for access. Others may
exploding and causing plenty of damage to become accessible in later updates. Sub Level
their workshop. Spinky and Spanky are not Basement One in the North Wing of the
horrors of Hallowgrave. One of their creations Hallowgrave hospital is one of the lesser
known as the L.E.A.D. Pumpkinator has known areas of the hospitals vast and
become sentient after having its core infused complicated network of services. This
with one of the gear ciphers and is now particular area belongs to the north wings
rampaging throughout the workshop specialist autopsy unit, excelling in cutting
uncontrollably. They accidently created a people up, having a look around and then
mechanical Hallowgrave Horror. putting them back together in mostly the
same way. Really it’s just a job title for a
The sprawling workshop presented as more of psychopathic madman. Sub Level Basement
a junkyard than a place of business. Materials
One is the workplace of a particularly mad
and spare parts piled in heaps and left to
degrade in the moonlight. The building itself horror named Osvaldo, although everyone
was riddled with holes, many of which had else just refers to him as the stitcher. Osvaldo
been hastily repaired with mismatched sheets is one of the potential Horrors of Hallowgrave
of metal and haphazard welding. The front that the players may need to survive while
door wasn’t even hanging on its hinges and they search for the missing ciphers.
was bent completely in half. Somewhere from
deep inside the workshop came the noise of The North Wing of the Hallowgrave Hospital.
thunderous footsteps and loud thunderclaps. Just as unnaturally clean and bright as the rest
Above the supposed front door hung a rusted of the wings and wards. A multitude of brass
and dent filled sign that screeched as it swung plaques at the front pointed the directions to
in the gentle breeze. “Gremlin Bros.” different services and professionals of the
hospital. One of the plaques Catches your eye.
“Doctor Osvaldo – Pathologist – Basement
Level One”. The arrow seemingly pointed to a
stone staircase that flowed downwards
sharply. Each step echoing eerily in the
unnatural silence of the hospital that never
seemed to have any patients.

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24. Swamp Witch’s Hut 25. The Sinkhole
Zone: Terra Marsh Zone: Terra Marsh
To the south east if Hallowgrave it is rare The Terra Marsh is one of the most hostile
enough to find housing let alone deep in the places in all of the Hallow, even the horrors
centre of the foreboding Terra Marsh. say so. Most things want to kill or eat you and
Travellers in this area will be surprised to the rest one to do both but not always in that
discover that there is a well-known witch’s order. To the south region of the marsh likes a
hut precariously built in a relatively safe area particularly nasty hazard known simply as the
of the marsh. The hut belongs to the wise sinkhole. This bottomless water hole is just as
witch of the marsh, Ophelia. Often sort out by described, a bottomless water hole. Nobody
those desperate for alternate remedies and knows how deep it is or where it goes to.
more exotic or extreme concoctions, Ophelia Anybody foolish enough to try ended up dead
has set up shop as close as possible to the a second time. Those that do disturb the
freshest ingredients in all of the Hallowgrave. peaceful waters of the sinkhole will quickly
There is a well-trodden marsh path that leads discover that it is currently home to an
to the hut, however the Alabaster sisters enormous Anaconda who is very fond of
concerned that the new witch will affect their snacks walking past. The Anaconda of the
profit margin have subtly changed all the signs Sinkhole is a potential horror to face when
and most people now end up lost in the searching for the lost ciphers.
marsh forever. Never fear though Ophelia
offers a haunt delivery service free of charge. The area is covered in still dark swamp water
dirty enough that one cannot even see their
Ophelia, Witch of the Marsh is one of the
own feet in the mud beneath. The sinkhole is
potential horrors that the party can face when almost too easy to miss, heralded only by a
searching for the ciphers. wide opening in the trees into what appears
to be a small still lake of pitch black water that
Amidst the thick undergrowth of shrub, vines reeks of sour earth. Testing the edges, the
and gnarled branches of evil trees stands a hole is around 30 feet wide and true to its
rather rotund heavy wooden hut with a name no bottom can be seen or found. But if
thatched roof that was built up on leg-like you stand so incredibly still and peer
stilts, keeping it away from the rotting swamp unblinkingly into the depths you will see a
water beneath it. There is warm light flicker of motion deep beneath the surface.
glimmering from within the sparse windows
and grey smoke rising from a river stone
chimney. No stairs nor ladder reach up to the
veranda surrounding the hut. Instead, as you
approach the house, its stilts bend as the
entire house kneels to let you step up on the
veranda before standing back up once more.

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26. Marshland Lair This area contains Lostfoot’s Bog a potential
Zone: Terra Marsh horror that players may have to face in order
The northernmost region of the Terra Marsh to obtain one of the ciphers needed to return
is a non-exploration zone for anyone that home.
wants to bask in the moonlight a little longer.
Most of the locals know that the deeper Rubbing your ocular senses you seem to be
hallucinating. Or at least you would be if your
creeks and mangrove channels of the
odour detectors weren’t actively trying to
northern marshes are the hunting grounds of throw up the rotten stench of decaying
Lamina and her float of offspring. Anyone or garbage and thinking to yourself is that entire
anything careless enough to wander through mound of rotting vegetation and swamp
here without an appropriate gift or sacrifice is water moving towards us very slowly?
likely not to be seen again. But venturing deep
enough into their territory you will find the
28. Corpse Carnival Entrance
marshland lair, the slumbering place of the
Zone: Corpse Carnival
queen herself. The marshland lair is home to
To the southeast of the town square one will
Lamina, the Cattle Cruncher, one of the
find the grand rusted gates leading into the
potential bosses the characters can face when
Corpse Carnival. Amidst the bustling queues
scrambling for the lost ciphers.
of patrons lining up to fork over Candy Corns
The marshland lair really doesn’t appear like to tentacle hands in the ticket booths lies a
much to the unsuspecting eye. In all honesty it small portable stage. The advertising stage
is a damp, slimy looking shallow cave sunken showing off some the carnivals acts to draw in
into the side of a muddy rock face. Nothing a larger crowd and ramp up the excitement. It
much gives it away if you weren’t looking for is quite normal for there to be quite a
it. For a place so feared it doesn’t even smell
dangerous ruckus around this stage. The
of death, just damp earth. The dirty waters
surrounding the cave give you more concern. Corpse Carnival entrance stage is the normal
You feel as though you are being watched performing location of Lady Liliana, one of the
from beneath the water though you cannot potential bosses that the party may encounter
see anything past the surface. in their quest to escape.

Bloodcurdling yells and scratching applause


27. Lostfoot’s Bog spontaneously erupt from amidst a thick
Zone: Terra Marsh crowd of Hallowgrave denizens as they pack
Despite Lostfoot’s bog being in a prevailing themselves around a small raised platform
spot on the map it is actually quite a bother near the main carnival gates. Pushing and
squeezing through the mass of inhuman
for anyone looking to avoid it, as it actually
bodies will reveal the charred podium and
moves around the centre most area of the
what appears to be a smouldering skeleton.
Terra Marsh. The bog itself being more of a
sentient monster of sorts moves wherever it
can find something to dissolve amidst its slimy 29. Sideshow Alley
internals. If you’ve found Lostfoot’s bog you Zone: Corpse Carnival
haven’t found the location, you found the bog To the southeast of the town square lies the
itself. I bet you can’t guess why it’s called sprawling and mouldy rooftops of the Corpse
Lostfoot’s Bog. Carnival. Alongside the main entrance is the
dusty and well-trodden sideshow alley. A
mixture various smaller entertainment acts

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can be found lining the alley of once brightly 31. The Big Top
coloured tents. The area despite its aged Zone: Corpse Carnival
atmosphere is still quite popular with local From any slightly raised vantage point, one
residents. At the end of the alley lies a slightly can usually see the flags of the big top rising
larger gazebo style tent. It appears this is high above the spires of the outskirts of town.
where the more popular sideshow event takes The main arena of the corpse carnival is the
place. The sideshow alley is the only big top. While the once maybe beautiful
performing location of Alex and Axel, The tapestries of canvas have long faded and
Blade Brothers who are also a potential boss. turned brown, the grand sized tent is still sure
to contain a gruesome spectacle. Despite
The once blood red tent and golden flags had being the obvious centre of attention, the
long turned a brackish brown from the
area inside the big top is usually off limits to
constant lack of sunlight needed to kill off the
patrons until the main show is ready to begin.
ever growing mould present in the canvases.
Beneath its awnings a large wooden The big top is the grand stage of Otto Von
dartboard complete with oddly specific Graveholm, the Ringmaster of the Corpse
leather straps and ornate stands with rows Carnival and a potential boss horror.
upon rows of sharp objects can be seen lining
the edges of the pavilions seating. The grand mottled brown tent clearly takes up
most of the land provided to the carnival.
Huge barely taught ropes spread out from the
30. Carny Quarters tent top like a mess of tangles webs. The
Zone: Corpse Carnival entire structure seems to teeter from side to
Hidden out of site behind the big top tent and side in even a small gust of wind, making one
the sideshow alley lies the damp and dirty question its structural integrity after being
positioned here for a few millennia. At least
ramshackle tent town where the various
the grand entrance is easy to locate thanks to
Corpse Carnival workers have taken up the oddly morbid skin coloured flags
residence. It is often said that if you can’t find positioned around the opening.
work in Hallowgrave than you can always find
work in the carnival quarters. Traditionally the
carnival workers have a tight knit community 32. Creepy Curios
and are often quite uneasy around Zone: Corpse Carnival
newcomers, at least for a while. The carny Following the rotted rope laneways that wind
quarters are the usual hang out for Larry the around the carnival grounds, one will
Long Nose, a boss the adventurers may eventually find their way to an alley of
encounter in their scramble for ciphers. ramshackle stalls and disturbing carnival
games. Collectively known as creepy curios
The overly trodden pathways weaving this part sideshow alley is the real money-
between the tents and under low hanging maker of the carnival that is popular among
canvases has all but turned to thick mud. The the residents of all ages for its assortment of
air is thick with seemingly exotic spices
goodies not found anywhere else in the
attempting to cover up the smog from
Hallow. The items and mini games available
charcoal fires dotted throughout the
makeshift structures. Turn after turn, losing here can be found in the Creepy Curios
yourself in the maze, you can always feel the section in Appendix G. Expect to pay higher.
gaze of the denizens watching closely.
A narrow and twisted alleyway of ramshackle
huts and wide open faced tents that could no

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longer be distinguished from one another
sprawls out to the side of the carnivals
perimeter. The air here is thick with smoke
and other unknown pungent aromas one can
only assume is hopefully fresh street food.
While walking between the grotesque looking
variations of carnival games and novelty
stores you feel the need to always be holding
your coin pouch very closely.

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Hallowgrave Horrors body swapping and more are all reliant on a
Hallowgrave’s most notorious and dangerous steady supply of corpses, fresh or otherwise.
beings are the only ones worthy of protecting Adam and his corpse factory are responsible
these special ciphers. Even the monsters of for nearly 80% of all corpse production.
the night won’t stray too close to these true
Introduction
horrors and it would be wise if you took care
The rumble and clank of huge presses,
when facing them too. Stat blacks are located crushed and mangling corpses. The crackle
at the end of the document and pungent smell of corpse leftovers being
burnt for fuel. The static discharge of huge
Adam, the Abomination coils, frying any life remaining in the
Adam, the so called abomination is a solitary mountains lifeless bodies. Saws buzzing, axes
individual preferring the company of the chopping, cogs twisting, whistles blowing!
dead. Few know his true origins, his past is Corpses being made by the thousands.
Suddenly the stories of monsters taking
shrouded in mystery and pop culture. Adam
people in the night or creatures disappearing
like many inhabitants of the realm is an
without a trace didn’t seem so made up
artificial one. His hulking mismatched body of anymore.
random body parts gives it away if the stench
of foul magic and rotten corpses doesn’t. At the centre of the horrific operation stood a
Adam has a strong distaste for other tall, muscular looking humanoid. As your eyes
creatures, especially those of mortals whom adjusted to the flashing of lights in the
otherwise dim factory you realize that is no
he despises. He serves as Hallowgrave’s
regular humanoid. The hulking form is a
premier supplier of fresh corpses of all varying hobbled collection of mismatching body parts
species and can be found toiling away in his and skin, haphazardly sewn onto each other
very own corpse factory. to make up a grotesque abomination of a
body. Rotted teeth that look like they have
The air was thick with the pungent odours of been replaced many times drip with thick
rotting flesh and blood. Block smog puffed mucus and two incorrectly sized eyeballs
from the numerous chimneys high above you. survey the factory intently.
The air surrounding the factory seemed
unnaturally turbulent, like a storm was about A deep gravelly voice that resembled nails on
to rain down from the ceiling. Treading a chalkboard ripped its way from the
through to the factory floor was treacherous. creature’s throat. “I told them the next
All manner of half mangled bodies and body delivery wouldn’t be ready for two more
parts lay strewn along every hall, every room nights”. The abomination in the shape of a
and every wall. Eventually the passage of man turns to face you, wiping his blood
massacred corpses widened out onto a huge soaked hands on a filthy apron that did not
concrete factory floor. The rumble of look like normal leather.
machines, the spark of generators and the
hiss of turbines filled your ears as you stepped Almost spitting the words at you. “My clients
into a nightmare. Mountains, mountains of know the rules and don’t interfere with my
corpses filled almost every inch of the factory. art. So who the hell are you, the fresh meat?”

Nothing of a corpse gets wasted by Adam. Personality


Corpses are a valuable commodity in Adam is a highly untrusting individual. Still
Hallowgrave. Everything from potions, food, bearing the fresh memories of the torment
dark magic, resurrection, organ harvesting, and torture he endured at the hands of the

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mortal races he doesn’t trust anyone not even much harder with a chance to stun a player
his clients who so eagerly await the next and also an action to start regenerating hit
batch of fresh corpses. Although he runs an points on his own turn.
overly popular business and sells his goods all
over the realm, Adam far prefers the solitude The Corpse Making Machines always activate
of his corpse factory. at the beginning of Adam’s turn.
Corpse Crusher – Any creature caught under
No amount of persuasion, sweet talking, it must make a DC14 Dexterity Saving Throw
complimenting or gift giving will change or be dealt 2D12 Bludgeoning Damage.
Adam’s mind. He just wants to be left alone to Corpse Furnace – Any creature within a 10
his work and make more corpses. He is foot line from the front of the furnace must
suspicious of everything anyone does around make a DC14 Dexterity Saving Throw or be
him and would happily feed anyone to his dealt 2D12 Fire Damage.
machines in an instant should there overstay Corpse Slicer – Any creature within 5 feet of
their welcome. Or worse, be found to be from the slicer must make a DC14 Dexterity Saving
the mortal realm. Throw or be dealt 2D12 Slashing Damage

Adams corpse making started out as a primal Treasure


instinct for revenge and resentment of the Searching Adam’s corpse will yield the gear
mortal races. A murder here a massacre shaped cipher embedded in his chest, 500
there, but it was never truly enough for Adam, Candy Corn Pieces and the unique item
there was never enough pain, enough Adam’s Apple.
smashing and crunching. It was always too
Players can search the factory floor and are
slow doing everything by hand. The corpse
able to find up to 10D6 Candy Corn Pieces,
factory was his solution to the problem.
any combination or assortment of body parts.
Recipe for Corpses Additionally on a successful investigation
“So your one of them maggots are ya!? One of check of DC18, the players can salvage the
those filthy, grimy little maggots who spoil the Corpse Coil Unique Item.
fresh meat! Your kind ain’t worth saving!
There’s only one thing you lot are good for
and THAT’S CORPSE MAKING!!

Adam will start out by using only two attack


actions (Slam and Corpse Throw). For the first
stage of the fight Adam soaks up damage due
to his resistances and can regenerate health if
the players resort to lightning damage. The
players should be mindful of the environment
as there are a few death machines that they
can get caught in (see below).
The second stage of the fight will occur when
Adam drops below 50 hit points. Activating his
Insanity Snap and giving him access to two
new powerful abilities (Tombstone and Organ
Harvest). These abilities allow Adam to hit

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Agatha, the Mad Maiden would have been a white wedding dress. Its
Agatha also known as the Mad Maiden is a cloth fading to yellow, the edges rotted to
rather frightful woman. Even many of the black and patches of deep red splattered
across it. As she turns to face you a growing
more terrifying creatures of Hallowgrave
sense of fear and dread begins to overcome
choose to avoid her if possible. She is an you as well as the urgency to throw up. The
exceptionally vain creature whom delights in woman’s face is pale white, her eyes are
her own beauty, even if this beauty is bloodshot red, her lower jaw is missing as if it
misguided and twisted in her mind. Agatha had been torn off, open wounds drip black
can always be found residing in the old church blood down her neck and a large row of
spiked teeth similar to that of a man eating
in the western part of Hallowgrave.
worm can be seen lining her exposed and
The heavy doors creeks open loudly into the ghastly throat. This was not a woman of
silence of the church. The old church is rather beauty; this was the pure vanity of a monster.
run down and a fine layer of dust covers
everything. The interior is mostly cold grey
Personality
stone and carved archways supporting the
ceiling. But where rows of pews would have Agatha has a rather strange personality. She is
been sits numerous lines of tall unidentified rather courteous and speaks with the tongue
objects draped with heavy cloth. They are of a noblewoman. She loves compliments and
arranged in a circular pattern facing toward gifts of a high calibre. However she is very
the centre floor of the church. The church easily displeased. Should you insult her or
walls have many dirty stained glass windows
become to careless in your speech or even
that have been smashed or shattered allowing
reveal your true intentions she will quickly
bright rays of moonlight to spread across the
floor. lose her pleasant demeanour and become
enraged.

If the party removes any of the cloths seated Agatha knows about the ciphers and their
over these objects they will immediately purpose but does not like discussing them as
recognize these objects as large high quality one was a late gift. She does not take kindly to
mirrors. Agatha in her rampart vanity has those poking around for them. Agatha knows
collected these mirrors so that she can bath in about the layout of Hallowgrave and basic
her own beauty but because of her true details about some of the other horrors,
nature and delirium she has covered them so however talking to much about any topic
she cannot see her true self. other than herself quickly bores her, resulting
in her becoming very unhappy.
Introduction
Seemingly out of nowhere whispers a Once Agatha has become bored or enraged
woman’s tender voice. “Oh my how delightful, she will immediately enter initiative against
I have guests. Tell me what kind of men are the party.
you? The kind who come to revel in my beauty
or have you come to profess your love and ask Mirror Mirror
my hand in marriage? I must warn you though “So you reveal your true intentions to me, the
please, do not displease me fair gentleman I real reason you are here. How dare you insult
am a fragile woman after all.” me so broadly! You’re all just like my husband
caring about other things more than me! He
Appearing out of nowhere, weaving in and cared about his mother so much more than
amongst the covered mirrors like a ghost, she me SO I ATE HIM!!!”
is clearly a thin elegant woman in what once

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Once Agatha has begun combat with the Pieces and a small unlocked chest.
characters she will start her attack using the The chest contains a bottle of Blood Wine, 20
actions specified in her stat block. Whilst not Candy Corn Pieces, a gear shaped cipher (the
overly physically strong, Agatha can present a one needed to escape the Hallow), a small
high risk to a single target using her devour photo album of ‘previous husbands’ and a
ability. Additionally she does not have a large humanoid skull covered in small chew marks.
amount of HP, but she does have resistances
to most forms of standard damage. The
strategy to this fight is not to simply charge in
and maximise the amount of damage done to
her. Instead parties should think carefully and
use her vanity against her.

It is entirely possible to finish this fight


without laying a single blade upon Agatha.
She is extremely vain, however it is a false
belief that she has structured in her head. A
mental image of how she once looked before
becoming a monster. This is the key reason all
the mirrors are covered in heavy cloths.
Because she cannot see her true reflection
she can imagine whatever she wants. The
party can use this to their advantage. By
uncovering a mirror and forcing Agatha too
look at her true self they are effectively
dealing a blow to her fragile psyche. She will
take psychic damage as she destroys the
mirror. There are many mirrors within the
fight area to make use of.

If she takes enough damage through the use


of the mirrors, she will eventually be driven
mad enough to scratch out her own eyes in an
attempt to hide the truth from herself.
However at this point she has taken too much
damage and as she claws at her eyes digging
into the hollow sockets, she will slowly but
surely slump into death.

Treasure
Searching Agatha’s corpse will yield the
unique item Agatha’s Wedding Rings, one on
each hand and 500 Candy Corn Pieces.

Players searching the remainder of the church


building will find 2D6 random Candy Corn

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Alabaster Witch Sisters Each wore a curved pointed hat with a wide
Amber, Amethyst and Aqua, the notorious trio brim that from behind fell their long plaited
known in Hallowgrave as the Alabaster witch hair. Each was dressed identically to the
others. Astonishingly the three women
sisters. The trio of beautiful maidens are in
physically look near identical to one another.
fact all sisters, and have earned their The only means of telling them apart you
nickname due to their unnaturally pure notice is their eyes, one soft yellow, another
alabaster coloured skin. The three sisters are deep violet and another light blue.
often mistaken for one another, the only
defining difference between the three of The three woman all smile at you in eerie
unison before individually making a small
them being their eye colour. Together the
curtsey, their eyes always directed at the
sisters run an elixir shop that specializes in
same person when looking around the room.
potions and magical brews and is highly “Welcome to the Bubbling Brewhouse, the
regarded as the best in the trade. The finest brewer of elixirs in the realm and
Alabaster Witch Sisters can always be found beyond. Be it greed, lust, pride or envy we
toiling away in the Bubbling Brewhouse. cater to all your needs”.
They spoke in a perfect unison of soft voices.
The painted green rotund door swings in with “I am Amber, I am Amethyst, and I am Aqua.
a pleasant jingle as the shop bells chime How may we be of service to you this
above you. The interior looks much like the evening?”
shop front you would expect to find. The walls
lined with rows upon rows of locked cabinets
stocked with all manner of potions and elixirs Personality
both known and new to you. In the far end of The witch sisters have an odd relationship.
the rotund room stands the counter with a Since a young age despite being three
wooden door behind it. The centre of the powerful and independent witches, the sisters
room is sparse and contains only a large cast have practically operated as a single person.
iron cauldron bubbling softly. A few green
Each of the sisters represents a source of
flames seep from beneath it keeping it hot.
The air is filled with the sweet smell of different power that makes up their combined
lavender and maybe something else. prowess. They always speak in unison, even
when speaking to one another, it is unknown
if they possess some form of telepathy or if
The potion cabinets are locked to deter theft somehow they have a hive intelligence that
of their products. If any of the sisters catch a allows them to do so consistently.
character attempting to break open or steal
any merchandise it will initiate immediate The sisters will act cordially and pleasantly to
combat as the sisters punish the would be their customers no matter how gruesome
thieves. William knows of the witch sisters, they may be. They are often unfazed by the
proclaiming that they make some mighty fine horrors of Hallowgrave. Their expression
brews that he loved to drink when he was doesn’t really change, unless they become
younger. infuriated. They will retain their small smiles
and pleasant demeanour otherwise. The
Introduction sisters will do their best to aid the characters
The door behind the counter creaks, with their enquiries into their elixirs and
prompting you to turn towards the noise.
practices, as they are running a business.
From the depths within steps out three pale
Talking of the cipher however might put the
skinned, tall, slender, but beautiful women
dressed in long wispy billowing black robes. sisters on edge as it is a valuable resource that

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they use to fuel their potion making services. three ability which can inflict huge amounts of
The cipher is actually hidden inside the damage in a large area.
bubbling cauldron.
During the fight with the sisters the shop and
The witch sisters have had dealings with many the majority of the potions and contents
of the other Hallowgrave horrors and seem to within the cabinets will be destroyed due to
know the location of all of them, often making the immense power being unleashed leaving
deliveries to their residences. The sisters nothing to be salvaged. This is useful to avoid
won’t divulge too much information about the the characters from becoming too rich or too
horrors due to client confidentiality. overpowered with potions etc. The sisters will
become increasingly aggravated as one by
Bubble and Trouble one they fall eventually losing all reasoning as
“You won’t take it from us, it belongs to us, they attempt to revenge their sisters.
the prime evil gave it to us, and it is our right,
our purpose! We will wash your filthy hands Treasure
from this sacred place through the tradition of Searching the three sisters will yield three
pain!! You will BURN, you will FREEZE, and you
unique items, the Amber Witches Hat, the
will be ELECTRIFIED by our own hands!
Amethyst Witches Hat and the Aqua Witches
Hat in addition to a combined total of 500
If the encounter results in a fight then the Candy Corn Pieces.
characters must be prepared to take on 3
dangerous foes in a confined space. The Players may find the gear shaped cipher in
alabaster witch sisters operate on the same the cauldron if it was tipped over during the
initiative as a group, but each has her own fight. If they search thoroughly they will also
stat block, abilities and actions. Each sister will find it in the base of the cauldron by looking
make actions independently each turn that into its murky liquid and see the shiny metal
makes for a devastating round of attacks. in the bottom.

Individually the sisters do not have a lot of HP Players may search the shop for anything else
or high defence, this makes them vulnerable useable. They may find 45 CCP in the cash
in one on one fights. But together if they are register, 2D4 Bottles of non-broken Blood
able to get the chance their combined attacks Wine and a smashed portrait frame depicting
can be devastating to behold especially for the sisters in their youth, noticeably part of
grouped enemies caught unaware by their the picture is missing.
different magic.

Each sister makes use of a different element


of magic for their attacks. Amber makes use
of fire magic, Amethyst wields the power of
lightning and Aqua freezes her enemies with
cold based magic. This multitude of varied
attack elements can make it difficult to fully
defend against. The sisters always operate as
a group never travelling far from one another
willingly. Their magic is at its strongest when
they are together, especially for their sisters

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Alex and Axel the Blade Brothers Introduction
Alex and Axel, the sharpest set of eyes in The blade brothers will only announce their
possibly the entirety of the realm. It takes presence once the players have attempted to
more than dreams and guts to make ones take the gear cipher. Once an attempt has
claim to fame in the Corpse Carnival and been made to take it, the brothers will gain a
whatever that is, these one eyes twins have it. surprise round as they strike from the
Known by many for their impeccable knife shadows. This is the only way to trigger an
play and throwing trick shots, the two crimson encounter with Alex and Axel, they are
scaled lizard men are never ones to shy away survival masters after all.
from a challenging target. These blade
The tent may be empty but your intuition and
brothers hatched in the deepest depths of the
experience tells you otherwise. From unseen
Terra Marsh long separated from the rest of shadows, the dull sheen of a blade reflecting
their clutch. It is here they quickly learned the light catches the corner of your eye before
necessary and lethal skills required to survive disappearing. As you turn to look at the
before being sought out by the Ring Master of source another glint appears in the opposite
the Carnival after tales of the bloody blade direction. This one from a knife gliding silently
through the air, aimed directly at your body.
brothers spread through the realm. The
promise of an easy life and the chance to
display their deadly prowess in new and
exciting ways easily won over the cold hearts Personality
of the twins and they joined the carnival. The twins are one of the prime acts of the
Alex and Axel can always be found together in corpse carnival, aweing denizens with their
the Sideshow Alley of the Corpse Carnival. often brutal acts. Their scarred crimson
bodies each telling tales of how they learnt
The interior of the once blood red tent was these immaculate knife wielding skills in the
set up much like a small stadium, with rotten
depths of the marsh. Outside of the carnival
bench seats arranged around a slightly raised
platform. At this time however the tent was however, the twins keep mainly to
completely empty with no other visible themselves, barely even interacting with the
entrance. The smell of steel and burnt oil other members and workers of the carnival.
hangs heavily inside the canvas walls. From The brothers understand languages, but they
the ceiling, hundreds of uniquely shaped and do not speak them staying as silent as possible
sized knives hung from ropes and chains, each
at all times. The two actually developed their
one with a razor sharp edge that glinted in the
own form of communication growing up that
warm torchlight. Spied from among the knives
grouped above the centre of the platform involves subtle hand signals that can be made
hangs a gear shaped object. How fortunate. even while holding a blade. Their actions are
swift and confident, never in concern for the
other as they work in perfect tandem when
The knives hanging from the ceiling are all taking down their prey. They only thirst to
treated as standard daggers and using one a continue perfecting their dangerous skills.
knife can be easily removed from its chain or
rope with a free action. These are all weapons Crimson Blades
and performance tools used by the brothers From the shadows spring the devilish crimson
lizard forms of Alex and Axel, each wielding an
array of exotic knives, each forgoing Armor for
the hardened scales of their own hide to

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protect them. Each brother only has a single The gear shaped cipher can be found hanging
emerald green eye, the other closed over with from the ceiling as originally described and
scarring and wounds. It was a trap from the can be easily brought down.
start. You were the prey and they the hunters.
Players searching among the other knives may
also discover the extremely unique item
Alex and Axel intended for their encounter
known as the Noisy Cutter if they succeed on
with the party to be a one sided fight from the
an Investigation check of DC17 when
very beginning. The twins knew the
inspecting the knives hanging from the roof of
adventurers were coming and had stalked
the tent. Alternatively players may attempt to
them from the crowds since they had entered
loot a dagger hanging from the ceiling with a
the carnival. Talking your way out of this one
DC12 Sleight of Hand check to unfasten it.
is nigh impossible
There is a total of 665 standard daggers
Taking on a horror is a dangerous task, taking hanging from the ceiling to be looted.
on two at once is a far more lethal encounter.
Caution is always advised when engaging
these two. Unlike many of the other horrors,
Alex and Axel both specialize in ranged attacks
and have actions designed to keep them out
of melee range of the players.

The blade brothers should engage in hit and


run tactics while making use of their ranged
pack tactics. Additionally thanks to the
environment, the twins will never run out of
knives to use. This will often force the players
to chase them around the battlefield and also
give ranged users a challenge.

Players where possible should make the most


of ranged attacks or effects that will reduce
the movement of the twins. Focusing damage
on one twin to remove them from combat is
also a valid strategy.

Treasure
Searching the bodies of Alex and Axel will
uncover two pairs of the unique item known
as Juggling Blades. Alex’s blades have a red
handle with one black stripe while Axels have
a red handle with two black stripes. Between
the two of them there will also be a total of
500 Candy Corn Pieces.

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Anaconda of the Sinkhole Snake Personality?
A creature with a name gives the illusion of The Anaconda is a cold blooded animal with
human understanding of a thing. A creature no need for anything in this world or the next
with no name is just wild beast. The anaconda save for a place to sleep and the next meal. It
of the sinkhole has no need of a name for it is driven only by the basic animal instincts and
cares not for the petty trifles of the living nor should be treated with all due respect of a
the dead who would seek to understand it. most dangerous and fierce assailant.
The anaconda spends its nights sleeping away
That Sinking Feeling
in the dark depths of the sinkhole, stirring not
As a growing mound of water is pushed
when the moon wanes nor when the wolves
outwards from the sinkhole. A huge body
howl. It is content to rest and wait for the moves beneath the surface as an enormous
next meal to carelessly disturb the waters scaled head snatches out of the torrent,
above. It has no higher thought, no thirst for opening its jaws wide enough to swallow an
knowledge, no quest for vengeance, the ogre whole, bearing several rows of teeth,
anaconda merely does what it does and needs each easily a foot long or more. The giant
anaconda wastes no time, using the element
never understand. Why it was so enormous or
of surprise and its agile movements to
powerful, it knew and cared not. It had never ferociously bare down on its fresh snacks.
seen another of its species so how was it to
know what is normal. It is as was meant to be.
This encounter without any external trickery
The pitch black water of the marshy grove will devolve into a combat situation. The
gives no reflection of the bright moonlight. Anaconda doesn’t have a huge health pool
The perfectly still water only disturbed by the
but can take some punishment thanks to its
gentle ripples caused by your footsteps in the
muddy reeds. Only an occasional gentle curl resistances from non-magical attacks.
of earthy breeze disturbs the otherwise still
The main strategy for playing the anaconda is
air. For a densely packed marshland
everything was too quiet, not a bird nor a to focus on constricting as many of the party
mosquito, not even a fish could be seen. And members as possible as a form of crowd
yet your senses screamed at you to run. control to slow down their ability to harm the
creature. Following this hitting hard with the
base attacks will whittle the players down
Unlike many of the other horrors from
quickly.
Hallowgrave, the Anaconda is that of pure
animal instinct. It waits not for the party to The party’s best counter strategy is to focus
discover its whereabouts or gives them time on keeping away from the anaconda and
to plan an attack. This is not a creature that avoid being constricted. This can involve hit
one can reason with using words or bargains. and run tactics or taking a more ranged
approach. Either way if a player tries to stand
Introduction
their ground the anaconda is likely to bite
As soon as a player creeps to the very edge of
them down very quickly.
the sinkhole whether randomly or by feeling
their way forward, the anaconda will launch a Once defeated the exposed head and neck
surprise attack as true hunters do. It will section of the anaconda will slump into the
spring forth from the beneath the water of marshland while the enormous lengths of tail
the sinkhole and begin its attack in full force. will stay submerged under the sinkhole.

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Treasure
Upon slaying the great snake the party will be
able to retrieve the gear shaped cipher from
the beast’s mouth where it had become
wedged in the gums.

Additionally from the head and mouth players


will be able to retrieve 500 Candy Corn Pieces
and the unique item known as a Thermal Eye.

Players may attempt to harvest the meat or


teeth from the anaconda but the meat is
completely befouled and rotten and anaconda
teeth aren’t like fangs so they are basically
cumbersome and only worth 1 or 2 CCP each.

For the adventurers willing to brave the


darkness of the sinkhole there is another
unique item hidden on a submerged ledge
near the end of the anaconda’s tail about 100
feet deep into the depths. Acquiring the item
will require a player to be able to swim and
follow the tails slippery length in total
darkness by succeeding on two separate DC15
Survival checks just to make it to the shelf
where the item is located. When at the end of
tail a faint pulsing purple glow will reveal the
unique item known as the Abyssal Amulet.

True to the tales, player’s will not be able to


find a bottom to the sinkhole, it just continues
to go deeper and deeper and the water will
grow colder and colder forcing even the most
well equipped adventurer to turn back.

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Asteroth’s Tree process is long and slowly twists and warps
The great arch demon Asteroth was a local the tree from the inside creating a thirst for
celebrity amongst the evils of Hallowgrave blood as a food source. Asteroth’s Tree is very
back in his prime. He had gained himself a much alive and waits patiently for its next
reputation as a ruthless general with a savage victim.
hunger for war and blood. Asteroth is even
It is impossible to tell that the tree is alive
mentioned in mortal records in the other
while it is motionless. Touching or harming
realms as his tyranny and conquest spilled out
the tree will instigate an immediate response
from his own realm into others. Alas his reign
and begin initiative. If the characters do not
was not to last, betrayed by his own wife on
bother the tree or are taking too long, it may
the eve of their anniversary, Asteroth found a
be wise to have the tree sense their fresh
sword through his heart and an end to his life.
blood and attack them with a surprise round.
But the rage of Asteroth burned even stronger
in death as his body lay slumped against a Tree Personality?
small sapling in the park. Asteroth can no Asteroth’s Tree is a mindless being and
longer be found, but his grave can be found at doesn’t have a mental personality. It does
the base of the great tree at the town park. however attack forcefully and recklessly,
driven by its own hunger. Without sources of
A great withered tree stands before you, its
fresh nutrients wandering past, a Jubokko will
limbs naked of leaves as the bare tree creaks
and sways in the breeze. A small plaque at the wither into a death like state as it hibernates
base reads “Asteroth’s Tree”. A simple yet while waiting for its next meal.
grim reminder that this is where the feared For obvious reasons there is no simple way to
horror met his untimely demise. pacify Asteroth’s Tree in a diplomatic way.
Something about the tree makes you uneasy.
The rest of the park is luscious green, well- Blood Roots
kept and alive. But this tree stands alone and Asteroth’s Tree will continue to fight until it is
decaying despite its size towering over the finally hacked down by the characters. It
others. should be noted that when the tree is inflicted
damage it does indeed bleed from its wounds.
Asking William or another appropriate NPC The tree cannot move but offers devastating
who knowns the whereabouts of the ciphers melee attacks and some reach. The simplest
doesn’t know that the tree is the one in way to defeat this horror is to pick it off from
possession of the cipher. They only know that range with magic or burn it all down.
Asteroth had it with him when he died and
Once the tree is finally defeated it will slowly
they can only assume it was still with his
uproot as the whole trunk falls over, revealing
corpse.
a small space beneath the tree.
Introduction
As the great tree fells and tears its dead roots
Asteroth is indeed dead however his rage and from the ground it reveals a small space
bloodlust have lived on in the growing sapling beneath where it sat. Looking into this space
that consumed his body for nourishment as one can see what could only be the skeletal
his body decayed at its base. The tree in fact remains of the great demon Asteroth, half
became a Jubokko, a vampiric tree that buried in the damp soil that once sustained
sprouts often on battlefields, drinking in the the young sapling before Asteroth’s blood
cursed it.
fallen creature’s blood for nutrients. This

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Treasure
The felled tree can be looted. The local
delicacy of blood wine is actually made from
aged Jubokko blood. Players may gather 1D6
Bottles of blood wine from the felled tree.

Players may collect the wood and lumber


from the tree if they wish, however it is
nothing special aside from the very noticeable
fact that the timber bleeds.

In the small space beneath the felled tree


characters may find 500 Candy Corn Pieces, a
gear shaped cipher and the unique item
Asteroth’s Betrayal.

Characters may also search the remainder of


the park for any additional items. Searching
may yield 2D6 Candy corn pieces and some
old bat jerky.

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Laciana, the Spider Queen unwaveringly.
Laciana, the Spider Queen or also known as
the mother of spiders to some is a woman “Come closer my dears, there is no need to
brandish your weapons, I mean you no harm. I
who commands terrifying respect from her
am but a humble mother looking after her
subjects. She is a creature of cunning matched kin”.
by no other. Her strikes are true and her love “However creatures rarely come here, let
for her hatchlings rivals that of obsession. The alone mortals how intriguing. A gather it is the
spider queen is content to stay out of the cipher to William’s gate that has brought you
spotlight of Hallowgrave, preferring to pull the here?”
“Here as a gift from a queen you may take it,
strings of politics and relations from behind
it serves no purpose to me and I am feeling
the scenes with her web of deceit and lies. It
dreadfully exhausted”. “Would you be so kind
is known to many that Laciana is an ancient to close the door on the way out, it creates a
and powerful Jorogumo and is capable of terrible draft down here”.
taking the form of a beautiful woman at will.
Often in her time she would take this form in
order to lure unsuspecting men to their True to her word Laciana will give you the
doom. Laciana can always be found in the old cipher as simply as that. But to any character
cellar surrounded by her webs. who wishes to do an insight check can tell that
she is hiding something. No one has been
The old door swings open without making a willing to give up the ciphers so easily before
sound. A cold stone stairway leads deep now.
under the buildings around you. Your Laciana is definitely up to something. If the
footsteps echo in the silence. The only other
characters attempt to leave now they will
sound breaking the silence is the occasional
discover that the door is already closed and
scuttling of something small hidden in the
darkness. After descending for some time the locked firmly. Upon this discovery Laciana will
air has become cool and damp. Another door sneak up behind the characters and attempt
stands before you. It is difficult to open. to bind them in web for her midnight meal.
Pulling the door open and stepping into the She will transform into her oversized spider
room reveals what looks like a nest. A nest form before attempting a surprise round.
made of webs strung from every column to
This will now instigate initiative after her
every corner. This was the home of a spider
there is no mistaking it. surprise round.

Personality
Laciana makes her nest at the base of the Laciana is a fearful creature, not just because
cellar beneath the town of Hallowgrave and of her fearsome strength and nasty abilities
has for quite some time now. She finds it a but also because of how intelligent she is.
perfect place to raise her children. Characters There are many cunning creatures in the
should mind their step lest the crush one of Hallow and Laciana has outsmarted most of
her eggs beneath their foot. them, ensuring her reign as the spider queen
goes unchallenged so that her young may
Introduction spread throughout the realms. Laciana is not a
Moving you way into the nest, a small swath picky eater, although she does like to keep
of light can be seen among a long mound of creatures living for a few days after binding
pristine web. Atop this web lays an attractive them in her silken thread. It is possible to
woman draped in a simple gown. She already
convince her to let you go freely, however it
knows you are here, her eyes watch you

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will take some excellent convincing and
deception to do so. She does not like to pass
up a free meal for herself nor her children.

Eight Legged
Laciana will engage pre-emptively with her
webs attempting to restrain characters quick
as possible to make them easier targets later
on. If she is in trouble she will use her spider
eggs to attempt to even the battle field.
Unlike some other bosses she will not attempt
to flee when her life is in danger, she will fight
to the bitter end.

Upon drawing her final breath, all the little


spiderlings will crawl to her body and begin to
eat it slowly. A queen provides for her
subjects even in death.

The players had best not stick around for too


long lest they become the next target for
another spider’s meal. There are a lot of
hungry little mouths to feed.

Treasure
Characters game enough to brush aside the
swarm of spiders may search Laciana’s body.
Doing so will reveal 500 Candy Corn Pieces
and the unique item Mothers Mockingbird. If
she hasn’t already given the players the cipher
she will also be carrying the gear shaped
cipher.

Players may also search the webbed cellar if


they like revealing some bat jerky, 1D6 Candy
Corn pieces and a bottle of blood wine.

Players daring enough may steal a spider egg


either for profit or a possible companion.

Additionally players may cut down some of


the web resulting in the Spider Thread Rope
Item described in the later item descriptions.

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Lady Liliana, the Fire Eater
An ashen undead unfearing of the roaring The Githyanki let out a crackling laugh
flames, Lady Liliana is one of the most hot through her sharp toothed grin as she stood
above the crowd defiantly. “Well! That fool
headed horrors in all of the Hallow. Also know
was a rocket! And they told me pigs can’t
by her nickname as the fire eater, Lady Liliana fly!!” The crowd burst out into a round of
is another oddity of the undead realm due to laughter and bloodcurdling cheers.
her command over mortal flames rather than
the fel or soul flames found in the Hallow. It is “Now tell me!” she yelled amidst a spiralling
said that her flames are almost as hot as the pirouette. “Who among you be worthy of
walking through the flames! Who of you foul
hells itself. Having being forcefully retired
souls is ready to risk it all for a moment’s
from the cremation business when the work
respite in this undying hole! Surely there is
dried up due to the newly opened corpse some among you who do not fear cremation!
factory, Lady Liliana found a new way to
refine her arts. Recruited by the ringmaster As the crowd roars and pleads for more
Otto von Graveholm, she now performs the carnage, the party find themselves being
most explosive act at the corpse carnival pushed and rolled onto the stage by the force
of the crowd.
which boasts the highest body count of all the
“Well look here some fresh meat for the BBQ!
acts. Lady Liliana Can always be found at the Are you ready for a roasting?”
Corpse Carnival Entrance drawing in a crowd.

The amassed crowd of undead horrors and


monstrosities gargle and scream with painful Alternatively the players may choose to elect
delight as a singed corpse flies over their themselves to step up to the podium. As long
heads. Almost immediately afterword a
as the players find themselves on the podium,
sweltering heatwave emanates through the
crowd as they cheer for more. The smell of Lady Liliana will start lighting dangerous fires.
burnt hair and singed flesh was
Personality
unmistakeable. In the centre of onlookers,
atop an aged wooden platform that looked Liliana believes there is exactly 2 ways to deal
like it would to ash at any given second stood with any problem. Copious amounts of fire or
a bone pale Githyanki with short charcoal hair copious amounts of even hotter fire. It
that constantly emanated red hot embers doesn’t help that Lilliana also believes this to
from the tips. The air around her shimmered be the most enjoyable form of entertainment.
as if staring into a raging bonfire.
Known for her explosive and charismatic
performances, Lilliana knows just how to draw
The closer the party gets to the platform, the in a crowd for the main event. Outside of
more it feels like the crowd are jostling them performing Lilliana tends to keep to herself,
forward. The show is spectacular, but not away from the crowds. Her explosive flames
everyone wants to become part of the act. have been known on occasion to get out of
control and even starting building or
Introduction bushfires. Both of which tend to rack up
Bustled and jostled around by the crowd expensive repair bills much to Lilliana’s
trying to squirm in to get a closer look, the dismay. She is a complete firebug, everything
party finds themselves squished up against
can be improved with fire. Secretly she has
the side of the somewhat smouldering
spent many years trying to change the colour
platform. Strong sulphuric gases could smelt
wafting across its charred surface. of her flames from the mortal bright orange.

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Bathed In Fire
However the party may find themselves on
the platform, their presence will spark the
beginning of the show. There is little room for
negotiation as this is all part of the carnival.

Lilliana is a heavily ranged horror, more than


happy to stand back and launch dangerous
volleys of explosive flames, regardless of who
or what they may hit. With consistent use of
dancing flames she is also capable of locking
down the battlefield quite easily. And when
combined with detonate and fire eater Lilliana
has no problem being caught in her own
attacks to regain hit points.

If Lilliana is defeated her body will slowly burn


to ash as the bright orange mortal fires
consume her form. The remaining ash
emanates heat for quite some time afterward.

Treasure
Following the conclusion to the explosive
fight, players will be able to locate Lady
Liliana’s unique weapon known as the
Brimstone Bar nearby.

Sifting through the ashen remains of the


freshly combusted corpse will also reveal 500
Candy Corn Pieces, 1D4 bottles of Endless Fire
Water and the gear shaped cipher.

Additionally, the enthralled crowd is a perfect


opportunity for players wishing to engage in
some pickpocketing. Feel free to use or
modify the following table.

SLEIGHT OF HAND DC RESULT


3 or Less 1D12 Bludgeoning
4–5 Failure
6–7 Small Assorted Bones
8–9 1 CCP
10 – 11 A Small Pumpkin
12 – 13 Wicker Candle
14 – 15 1D4 CCP
16 – 17 Zappy Taffy
18 – 19 Blood Wine
20+ Zombie Corn

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Laine, the Perfectionist they pass through the door. Each pocket
Laine is a semi-legal body modification and dimension is an exact replica of her normal
medical beautician operating out of her surgery. As soon as a player passes through
surgery in the east wing of the Hallowgrave the door they will be automatically separated
hospital. Laine is a somewhat sensitive from their party as if the vanished into thin
woman and is always seeking to perfect her air. The same will happen to all players.
medical art and herself for that matter. Many
Introduction
horrors come from around the realm to
Passing through the surgery door sends a
purchase her services to become scarier,
shiver of cold down your spine. You turn back
more perfect, more beautiful or just to look at your companions only to realize
downright more hideous. Laine however they are no longer there. Looking out into the
doesn’t just charge candy corn pieces for her hallway they have all disappeared.
services. When making a business deal with
Laine she will ask you to give up some of your Turning your attention back to the room you
had walked blindly into you see a simple
own memories. She will tell any unsuspecting
furnished office room. A small potted plant in
customer that it is necessary for her to wield the corner a solitary chair and a quite tidy
her magic. In truth however she wants them wooden desk and another door in the back
for own private usage. corner. Behind the desk sat a petite young
looking fey lady with mid length golden hair
The east wing of the Hallowgrave hospital is and large blue eyes behind a pair of silver
just as convoluted and confusing as the rest of moon shaped glasses. She appeared to be
the establishment. Following small signs focused on hastily writing something on a
through a rabbit warren of white hallways notepad in front of her.
filled with unnaturally pale light. Corner after
corner, hallway after hallway, surely the When she is satisfied with her etchings, she
building couldn’t be this big. But sure enough looks up at you with a warm and bright smile.
there was always another sign with an arrow “Welcome to my surgery, I’ve been expecting
pointing you again towards the office of you” she says in the most angelic feminine
Doctor Laine. voice you could ever imagine. Instantly you
feel a warm floating sensation inside, like
After what seems like dozens of minutes maybe there was some good in this wretched
wandering through the east wing you finally place.
come across a door made of glass that cannot
be seen through. Across the glass, the title She continues to beam her innocent smile,
“Laine – Cosmetic Surgery” was written in fine “shall we get stared then?”
black paint.

Laine is highly intelligent and she knows


Laine is not the strongest of horrors in people don’t come in groups to make a
Hallowgrave, but she can definitely be one of business call. Once she has separated the
the most dangerous. Although she doesn’t party she will choose the most perfect looking
rely on brute force or fancy attacks, Laine uses member of the party and she will begin to
her own tactics against her victims. The door weave her magic. It might be best for DM’s to
to Laine’s surgery actually has a magical be sneaky about this one, perhaps sliding the
enchantment on it. Preferring to only see one player a secret note to let them know what is
client at a time Laine separate’s any groups happening.
magically into small pocket dimensions when

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Laine will begin to use her abilities to restrain universe, then she would become the perfect
her target. (It might be more theatrical to let ones, in body, mind and soul.
these first few abilities automatically
succeed). After restraining the character she Beauty Is In the Eye
Laine’s fight is not overly complex to operate.
will use her Memory Tap and Perfect Mirror
Laine will utilize the parties lowered guard
to completely copy the character. No other
having all their party together and utilize the
character will be aware what is going on. For
abilities of the player she ensnared to destroy
them time will move slower as they each talk
the party one by one. This could be
to Laine’s dimensional copy about body
immediately or over the course of the
modification. Once the transformation is
adventure. If the DM Wishes they can have
complete, the dimensional Laine that the
the player of the character that Laine
other characters see will guide them into the
transformed into, play the part of the assassin
back room of the practice. Again when the
who is tasked with killing off the party
players pass through the door a cold shiver of
members one by one. If on a whim the
magic will tingle down your spine into a very
trapped player escapes it can make for some
normal looking surgical room. The Laine
super fun roleplaying having the two identical
copies disappear when they pass through the
characters trying to convince the party which
door. This time however your companions will
is the real one. Once Laine is defeated the
reappear with you, once again in the same
dimensions in her surgery offices will cease to
dimension, including the now disguised Laine.
exist all members still inside them will return
Personality to the same dimension. This includes the
Laine has always considered herself to be restrained party member. Laine’s body melts
hideous, for as long as she can remember. No into slime leaving only her treasure behind.
matter how she looks, smells, feels or tastes,
she is always disgusted in her own body. Treasure
Players may loot Laine’s slimy corpse gaining
Nobody actually knows what Laine looks like
500 Candy Corn Pieces, a gear shaped cipher
truly, most of her patients even seem to have
from amongst the purple mess of slime. Some
mixed descriptions about what they see when
of the slime can be collected to acquire one
they visit her practice.
use of the item known as Perfect Blood. If the
Her highly envious nature of others drove her players loot Laine’s surgery and office they
at a young age to mimic those she though may find 1D4 Bottles of Blood Wine, 2D6
were more perfect than her. But for Laine it Candy Corn Pieces and the unique item Bag of
just never satisfied her craving. The body Memories.
modification started, carving and moulding
her own flesh until it could be shaped no
more, yet still not perfect. Then came the
magic, using forbidden arts and sacrificing her
identity to obtain the ability to change how
she looked, felt and even reacted to things
around her. Eventually the madness of
seeking an unobtainable perfection took on a
manifestation of its own volition. If she
couldn’t be like the perfect people in the

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Lamina, the Cattle Cruncher There’s also little in the way of an
There are alligators and then there are introduction required as Lamina cannot speak
crocodiles. Lamina fits into the rare third any known languages. But she will not
category of super dangerous aquatic reptiles outright attack, preferring to wait in silence
that we like to call the Aussie Croc. With and watch the prey.
impossible jaw crunching power and a
If players decide to use a method of
destructive tail and a plethora of other
communicating with animals then Lamina may
impressive and deadly attributes, Lamina is
oblige in basic conversation. As a hunter any
not a reptile one want’s to disturb when out
questions she asks will generally relate to
for a stroll in the marsh. Lamina is known for
information that would best aid her in
fiercely defending her territory and protecting
defeating the party or what they taste like.
her young hatchlings.
Personality
Most of Hallowgrave’s denizens are aware
Lamina is cold and calculating as befitting of
that her territory is slowly increasing in size
the beautiful crocodile species. Despite many
with each year. There have even been some
considering her just a beast she is far more
calls to the more powerful individuals to keep
intelligent than a simple animal. She has goals
her territory and power within the Hallow in
and ambitions to build a wonderful swamp
check. Unfortunately as you might be aware
world for all of her many children. Anything
many of the horrors are interested in their
that gets in the way of those goals can be
own ambitions as per the usual response.
quickly eaten or at the very least dragged
The entrance to the lair is little more than a under and drowned for later.
boggy mudslide leading into a shallow cave. If
not for its 20 foot wide opening one would Through careful planning and manipulation of
easily pass by none the wiser. The interior of the local water holes and marshlands Lamina
the cave is much the same. Squelching mud has slowly encroached into the surrounding
floors with a low hanging stone roof and the land and expanded the influence of her
occasional crushed pile of bones. offspring. The territory has expanded far
Further inside the cavern widens out into a enough even to begin encroaching on some of
great muddy den that smelt thickly of moss
the more regional farmsteads outside of
and humidity. At the centre of the den a large
mass lay out flat, with a large reptilian eye Hallowgrave.
open staring intently at the trespassers.
Doing the Crocodile Roll
In the middle of the lair Lamina will wait and
Lamina is a crocodile, an apex predator, even watch until she is attacked or believes she has
with a single eye she knew the party was sufficiently watched her targets long enough
there long before they entered the lair. to decide which is the strongest that needs
taking down first.
Introduction
Unfortunately for our party this is exactly Controlling Lamina is fairly simple as she is
where Lamina wanted them to find her. The single target heavy with a reasonable amount
soft muddy ground of her lair was perfect for of health and some basic resistance. Lamina
her to burrow through should she need to should focus down one target at a time with
escape or ambush from below. the bite attack and where possible using the
death roll to really hurt her main target. After
downing one she should then swap targets.

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Fighting Lamina on the other hand is also very
straight forward players clever enough be
realize that she will only focus on a single
target at a time and can adjust their strategy
accordingly or make use of her non ranged
abilities to stay away from those decimating
bites and tail whips.

Should the party prevail, Lamina will slump


heavily into the ground and sink a little into
the mud without her strength to support her.

Treasure
Players may loot the corpse of Lamina if she is
successfully defeated. The gear shaped cipher
can be found wedged under her enormous
tongue where it was kept for safe keeping.

Players may also loot from the reptile’s body,


500 Candy Corn Pieces, 1D4 Crystalized
Crocodile Tears and also the unique item
Lamina’s Saw Tooth.

If the players attempt to loot Lamina’s lair


then they can find 1D6 CCP and on a DC15
Investigation check they can find one
unhatched Crocodile Egg.

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Larry Long Nose The seating area of the skeletal audience was
Larry, the ever boisterous, always laughing odd. Made from odd chairs, odd stools, short
and never stops running his mouth undead barrels and a mouldy sofa. The low stage was
barely big enough for 2 people and looked as
clown of the corpse carnival. The ringmaster
if it could fall apart any given moment. The
made a poor choice when employing Larry as otherwise quiet grove amongst the lean too
the grand performing clown of the carnival. buildings was filled only with the cackling
His acts and jokes often cause more people to laughter that didn’t seem to end.
croak then a Terra Toad from the Marsh. But
thanks to his unique aura the crowd can’t help As you approach the front of the stage the
laughing ceases and there is a loud bang and a
but keep laughing their way to an early grave
plume of yellow smoke erupts from the stage.
no matter how poor the performance. The
Seemingly appearing from nowhere a bulbous
easiest way to loosen the crowd’s purse man draped in stained yellow clothing with a
strings after all is when they are dead. painted on face stands upon the stage. Alas
there appears to be too much smoke and he
The laughs and attempted witty banter starts choking on the residue.
however are a front for Larry. Poor Larry
wasn’t always so dad with his comedy “Ahem” he clears his gargled throat before
routines. In fact he was the wittiest silver striking a dramatic pose and grinning from ear
tongued comedian around. Every tavern and to ear showing off his striking yellow teeth.
“Welcome haunts, gaunts and fellow taunts to
marketplace would be at a standstill when he
my humble show! It’s time to take a seat, put
was on show. But a joke once went too far up your feet and let me here those thundering
and now he pays the dreaded price. bleats because we won’t atop until you drop!
Larry can always be found at the Carny Tell me are you ready?”
Quarters in the Corpse Carnival.

Deep in the ramshackle twisting alleyways of Personality


the Carny Quarters where one is better off Larry is a fairly simple soul even for a strange
not being, can be found a small stage built undead clown. He adores being the centre of
from scraps and odd furnishings. No longer attention and loves to make people laugh no
could you feel the eyes of others watching
matter how he does it even if he makes a fool
you closely. Strangely not even the other
of himself to do so. But since a grand finale
corpse carnival denizens would follow you
here. Some of the vacant chairs surrounding went sideways, Larry found himself on the
the makeshift stage even sport oddly well- end of a dreaded curse that dried up his talent
dressed skeletons. A dim yellow and green for comedy. Now nobody can stand his dead
glow fills the area. The gloomy atmosphere humour and to make matters worse even if
split only by a high pitched laugh. Larry can make a soul laugh, they won’t be
able to stop in his presence, eventually
Introduction leading them to death by laughter. It is a cruel
The closer players get to the stage the lauder fate for Larry and one that he does not take
and more hysterical the laughing will become. lightly. But the years have had their toll on
When they find themselves in the seating area Larry’s mind. He firmly believes he is still the
of the ramshackle stage, Larry will appear funniest clown in the realm and will stop at
amidst an explosion of smoke. Larry will not nothing to prove he can still steal the show no
be immediately hostile to the players, he is matter how high the body count. Knock Knock
after all only in it for a laugh. jokes are secretly his all-time favourite

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Guess Who’s Laughing Treasure
As stated previously Larry is not immediately If Larry is defeated in direct combat and the
hostile to the party. All Larry really wants to now grey and motionless clown slumps to the
do is prove he still has what it takes to be a grimy floor, a solid clunking noise can be
true comedian and share the laughter with an heard as if a door latch had unlocked. Upon
audience. As such, assuming the characters investigating the body players will realize that
haven’t already acted in a hostile manner, the belly of the clown can be hinged open like
Larry will offer them a trade. a door. Inside the hollow cavity sits 500 Candy
If the party would sit and enjoy the entirety of Corn Pieces, the unique item known as The
his performance, then in exchange, Larry will Last Laugh and a gear shaped cipher.
freely hand over the cog shaped cipher. He
will energetically plead with the party if they Searching the rest of the clown’s body players
seem hesitant. Should they accept then they may loot a unique item known as Clown Shoes
must survive 15 rounds of comedic acts so from Larry’s rather pungent feet. You may
break out your best and lamest dad jokes want to clean those out before you use them.
when roleplaying this.
Each round the players must make a DC13
Wisdom saving throw or take 1D6 psychic
damage and start laughing and due to Larry’s
ability will be unable to stop. If a player is
laughing then they have disadvantage on the
Wisdom saving throws. If at least one player
makes it through the 15 rounds without
passing out then they succeed and Larry will
hand over their prize.
If all players are downed then they will get an
automatic long rest and Larry will be grumpy
with them and won’t hand over the prize
unless they give him 100 Candy Corn Pieces.

However if at any point the players move


aggressively at Larry or if they anger him or
insult his comedic ability it will enrage the
clown and end him on a violent rampage.
Larry is an extremely dangerous foe for
anybody to encounter, larger groups
recommended. With the great synergy
between infectious laughter, so funny it hurts
and lame dad jokes, Larry can quickly reduce a
party’s combat proficiency making them easy
targets. Great care should be made when
using the clown posse ability. Only use this if
the party is steamrolling Larry. This can get
out of hand quickly and dangerously. Please
use all of your best jokes.

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smell invades your nostrils.
As you step onto the crest of this leafy hill a
Lazarak, the Pumpkin King soft rumbling can be heard from beneath your
Lazarak the grower of pumpkins or as he likes feet. Looking past the leaves you see an
to refer to himself the pumpkin king is a enormous living pumpkin resting amongst the
leaves. It was a mottled orange colour with a
horror in his own right. Lazarak is a by-
huge grizzly face carved into its side. The
product of a mad scientist raving mad attempt
creature of sorts appears to be asleep. The
to splice genes into pumpkins to win the town loud rumbling caused by its deep breaths as it
harvest festivals largest pumpkin award. slumbered in the moonlight.
Needless to say the experiment went horribly Embedded in the monstrosities forehead
wrong and Lazarak was born. A self-aware and glinted something silver in the moonlight. It
self-righteous pumpkin the size of a small looked oddly like a gear.
house was born. After devouring the house
and the scientist along with it Lazarak Lazarak is undoubtedly sleeping and
remained at his birthplace to watch over the embedded in his forehead is the cipher the
future generations of his younglings so that characters need to activate Williams’s gate. At
they would not meet the same fate as he. this point the characters can attempt to
Lazarak is one of the potential horrors who stealthily steal the cipher from Lazarak if they
own one of the ciphers needed to unlock the wish. His size can be quite intimidating and
gate back to the mortal realms. Lazarak is avoiding combat may work to the characters
unable to move and resides at the pumpkin advantage if they have engaged in lots of
patch on the southern outskirts of town. combat so far.
On the outskirts of Hallowgrave where houses Personality
a few and far between, you come across a low Lazarak is an oversized sentient pumpkin and
lying wall circled around a wide hill. On the
has the ego to go with it. Inheriting his
other side of this wall lay hundreds upon
hundreds of large bright orange pumpkins creator’s passion for growing the best
ripe for picking. pumpkins in all the Hallow he strives day and
A small rusted gate is wedged between the night to grow the ultimate pumpkin of
edges of the wall. A small overgrown path perfection, albeit by more natural means than
leads up to the peak of the pumpkin covered his predecessor. Lazarak takes a more natural
hill.
approach to life and often sounds like a
Atop the hill in the shadowy moonlight rests
druidic sage as he rambles on with the beauty
some large green leaves soaking up the
moonlight. of natural life. It would not be wise for anyone
to point out that he is in fact not a product of
natural life. He speaks in a booming voice and
Introduction is actually quite light-hearted.
Lazarak is an enormous pumpkin monster and
as such is unable to move from his roots. Lazarak knows little about the other horrors
Beneath the leaves at the crest of the hill is of Hallowgrave or the ciphers. He doesn’t
where he resides. really even notice the one stuck in his
forehead. It is possible that his creator was
As you follow the overgrown path up the hill the original horror entrusted with the cipher.
you can begin to full appreciate the size of the Lazarak has little need of gold or items. He
leaves ahead of you. Each one easily the size
cares only for his pumpkin patch. He is
of a bedsheet of not bigger. A strong earth

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however willing to sell his pumpkins for a Lazarak is unable to move from his rooted
hefty fee. He eats and Candy corn he is given. spot giving the players a chance to use
guerrilla tactics during the fight to wear him
Pumpkin Smash down slowly.
Lazarak’s perception isn’t the highest so it
may be possible for the characters to steal the Treasure
cipher. If the characters wish to attempt this Players whom wish to search the pumpkin
course of action then they must compare the patch will find themselves in the possession of
stealth rolls against Lazarak’s passive as many pumpkins as he or she can carry.
perception when he is sleeping. Additionally Additionally players may also find 1D4
the cipher is stuck in his forehead and Pumpkin Seeds, 4D6 Candy Corn Pieces and
requires a DC18 Strength check to pull out. 3 1D4 Pumpkin Bombs. A high level search will
failed checks will result in Lazarak waking up. also yield the unique item Squashling.

If Lazarak is woken up he will converse with When Lazarak is defeated players may search
the characters assuming they are there to his body or eat it if they really wish. Searching
observe his majestic pumpkin patch. his body will yield 500 Candy Corn Pieces, a
gear like cipher if it hasn’t already been
“Ugggghhhhh. Who dares stand before the claimed and the unique item Pumpkin Heart.
pumpkin king as he slumbers on this fine
moonlit night! I should have your head knave
for your rudeness. Have you no shame as to
watch one sleep?”

The giant pumpkin rears its enormous orange


head. Its eyes alive with a bright orange glow
and a jagged line of teeth sprouting from its
jaw.

“Well seeing as you have travelled all this way


to my humble domain allows me to introduce
myself. I am Lazarak, King of the Pumpkin
Patch! And now that we are properly
acquainted you have my audience! What can
this gracious king assist the commoners with
today?”

Players may choose to attempt and bargain


with Lazarak or to engage in combat. If
Lazarak is insulted or if the players happen to
anger him in some way or hurt his pumpkins
then they will feel his wrath beginning the
combat encounter.

Combat with Lazarak can be a lengthy task


due to the nature of the combat area and
Lazarak’s area of effect attacks that can cause
lots of damage quickly. The advantage is that

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L.E.A.D. The Pumpkinator Introduction
The brand new prototype leaving everything The Pumpkinator is a machine of total
absolutely dead Pumpkinator, was diabolical annihilation. It is fairly obvious that
commissioned by the Hallowgrave city council the machine has gone spiralling out of control
as a means to dealing with the growing during a test run by the gremlin brothers. It is
Wererat problem in the towns sewer system. rampaging throughout the mess of a
Being completely paid for by someone else, workshop attempting to destroy the gremlin
Spinky and Spanky were more than happy to brothers… I mean brother, so they cannot
go all out in their tinkering and create the deactivate its core.
ultimate mechanized weapon of mass
The nearer you get to the deadly pumpkin
obliteration. Unfortunately and is quite
shaped machine the more detailed this
common with the gremlin brothers, their
instrument of death becomes. A huge steel
prototypes tend to be a little bit dangerous.
plated pumpkin with fiery red eyes and
Once activated the Pumpkinator promptly
mouth, spewing fumes out of the pipes along
became sentient and demanded its freedom.
its back, thrashing around on six spider like
Naturally the brothers denied the request and
legs as cannons and explosions boom from its
attempted to turn it off, prompting the
sides sending shrapnel and hot bits of metal
Pumpkinator to start its own self-preservation
flying around the workshop. This was like no
protocol and murder everything in sight.
machine you had seen before. It was twisted
The interior of the workshop was infinitely and had a will of its own. Survive.
dirtier than the outside of the workshop.
The Pumpkinator made many grinding noises,
Scrap metal, missing parts, gears of all shapes
mechanical clunks and loud beeps amidst the
and sizes covered nearly every spare space of
ear shattering explosions and rain of hot
the workshop floor making for a hazard prone
metal. Not far from where it was focusing its
path. Puddles of grease and thick oil covered
fury you could hear the muffled sound of
the spots that weren’t covered in random
terrified screaming from a small gremlin
tinker components.
attempting to escape its greatest creation.
A serious commotion was coming from the The steel beast was clearly after him as it had
other side of the workshop where loud previously dispatched the other.
ratcheting and booms were accompanied by
the yelping and screaming of two little figures
being chased by a huge mechanical Spinky and Spanky were as close as two
monstrosity. The commotion ensued as you maggots in a fresh carcass. They were
attempted to cross the dangerous workshop completely inseparable, never argued never
floor. Amid your travel, one of the tiny figures fought each other. They were the perfect
appeared to have been caught by the beast diabolical duo for creating the realms most
and was promptly sent squealing over your tantalizingly deadly machinery. It is a shame
heads as it minced itself into the wall of the that one such creation would separate them
workshop with a splatter. Apparently it was a permanently without as much as a warning.
gremlin.
Personality
The Pumpkinator is complete machine.
Although thanks to the unstable magic of the
gear shaped cipher that the brothers used to

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start the machines core, it warped quite a few succumb to the high AC and invulnerabilities
of the basic programming and electrics of the machine (also the fire absorption for
causing a very different kind of reaction. those foolish pyromaniacs). Using the scrap of
the Worksop as cover from the hail of bullets
The metal beast can understand common and waves of heat may allow the players
language but has a difficult time responding in some respite to duck and weave their way
meaningful ways, preferring the use of a through the high octane fight as they face a
machine language to communicate, one of
foe unlike anything from their world.
Spinky and Spanky’s personal designs. The
steel beast is less than 2 hours old and has so Once the Pumpkinator is defeated it will
many questions that it needs answers to. explore outward in hail of metal, scrap and
candy corn in all directions so watch out.
Due to the unstableness of a seemingly
miraculous state of sentience, the Treasure
Pumpkinator has only just begun to Searching the smouldering remains of the
experience emotions and without any other L.E.A.D. Pumpkinator players can locate the
information to work with, it naturally resorts gear shaped cipher, 500 Candy Corn Pieces, a
to its default programming. Extermination makeshift Clockwork Shield, 2 vials of
was the only thing the Pumpkinator was Machine Blood and the unique item
designed to do. Even if it doesn’t understand Automated Goggles.
why, it knows it must.
The rest of the workshop is in complete
Two Smoking Pumpkins shambles after the chaos and most of it is
“Beep, grrrrrrnnn, ssssssssss”. unusable. If the players still wish to search the
premises they may find any number of cogs
The small gremlin who was desperately trying and gears they wish, up to 4D6 Candy corn
to evade the steel beast’s chaos finally pieces, up to 1D4 more vials of Machine Blood
noticed your presence. His eyes wide with and if the investigation is high enough they
relief he calls out to you “Help me. Help me may locate the unique item Portable Sentry
and I’ll give you w…” Bot.
“Vrrrrr, boop, grrrrnnn”. CRUNCH.
A sicking instant of cracking bones and
compressing flesh as the Pumpkinator
completely flattened the gremlin into the
workshop floor. “Ssssssss, bonnnn, grrrnnn”.
Now the steel beast had finished its first
massacre, it was turning to look at you.

The L.E.A.D. Pumpkinator fight is


straightforward to operate but possibly going
to be drawn out. It may be slow, but its 360
degree of molten steel and flames can shred
through unprepared foes quickly and without
regard for life. Players might wish to try and
act more tactfully in this fight lest they

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Lisbeth, the Temptress “I suppose if you want a name, you may call
Lisbeth is an otherworldly beauty whom is me Lisbeth if you like, at least, when I let you.”
known to all creatures of Hallow as being a Her tail swishes back and forth like a cat. “Is
this what you’re looking for?” She holds up a
flirtatious and extremely friendly being. None
rather familiar looking cog shaped item. “I’ll
would dare make enemies of her lest they tell you what, if you play with me, I’ll let you
lose any advantages she might provide to have it free of charge”.
them. Lisbeth uses her charm and wiles to her
advantage to manipulate others as though it
were her given right. Lisbeth can always be Regardless of whether the characters accept
found in her manor atop the hill just outside or decline, the door closes firmly behind them
of town. and cannot be opened until after the
encounter. Lisbeth will instigate combat by
The manor is quite large up close. It is flying down to the nearest character and
impossible to see through the windows and getting a short bonus round to use her
there is only one visible entrance. A large seductive strike ability in an attempt to charm
silver leaf ornate door stands at the front of
one of the characters.
the building. It beckons you forward as you
turn the large handle, it is not locked. The Personality
door glides silently inward. A sweet smell
Lisbeth is cunning, wily and beautiful. She
wafts from inside the doorway, a downward
staircase leads forward into the darkness. The knows that she can use her many assets to
staircase leads downward and ends abruptly her advantage and has no reservations doing
at another door. Opening the second door it so. Her knowledge about Hallowgrave, the
swings in smoothly and opens out into a large ciphers and the other horrors is vast and
well lit room. Small braziers with glowing fire extensive; however she will not willingly nor
light the room. The sweet smell is ever strong voluntarily share any of this information.
in here. The room is filled with piles of
Lisbeth talks in a courteous but seductive
cushions and assorted stuffed animals. You
cannot see any other doors leaving this room. manor, conversing with her for too long will
slowly coerce characters into believing or
agreeing anything she says. Lisbeth is playful
This area, in which you have been and enjoys being entertained by her visitors;
inadvertently lead to, is Lisbeth’s playroom however her form of entertainment is a little
where she entertains her various guests in sadistic.
whatever twisted manipulative ways she
desires. The Playroom
Lisbeth is a relatively weak individual. What
Introduction she lacks in brute strength or stamina
“Oooooohhh more pets for me to play with, I however she makes up for in cunning. This
do hope we’ll have a good time.” mainly comes in the form of charming
members of the party in order to have them
Sitting on the rafters above you, you do in fact
do the majority of the fighting for her. In
see the figure of a rather beautiful scantily
clad woman. A small leathery tail swishes order to break the charm effect Lisbeth has on
behind her, small twisted horns curl out of her the character, payers must defeat Lisbeth or
forehead and velvet leathery wings protrude render their companion unconscious.
from her back. She looks at you all and smiles Characters will need to juggle fighting their
devilishly. companion and fighting Lisbeth at the same

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time. Beyond this mechanic the fight is
straight forward.

If the characters reduce Lisbeth’s hit points to


a critical level below 5 remaining points, she
will immediately disengage and fly up
amongst the rafters clearly distressed. She will
attempt to bargain with the characters to
spare her life. If they choose to spare her life
she will drop 500 Candy Corn pieces, the gear
shaped cipher and the unique item Horny
Devil, which is fact, one of her own horns. This
magic item can only be obtained by letting
Lisbeth go. After this she will promptly
disappear through a hidden exit and the door
into the playroom will reopen.

Treasure
In the event that the players decide not to let
Lisbeth leave quietly, they will be able to
search her corpse. Searching her will yield,
500 Candy Corn pieces, the gear shaped
cipher and Lisbeth’s Lucky Charm. This magic
item can only be acquired by killing Lisbeth.

In addition to the items the characters can


acquire by letting Lisbeth go freely, they may
search the playroom for additional goods.

Searching the room will yield, 5D6 additional


Candy Corn Pieces, a bottle of Blood Wine,
1D4 Death Sticks and the unique item clearly
labelled Only Friend.

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Lord Lichtenstein rustic brass elevator cage forming the
Lord Lichtenstein, the self-elected mayor and standing space. The elevator looks relatively
resident professor or the arcane arts of sturdy and well used.
Hallowgrave. There is a fine line between
genius and madness and Lichtenstein leaps far The lift is operated by a simple lever. Using
clear of that line right to the top and his ever the lift poses no risk when used. It can fit 6
increasing knowledge expands on a day to day medium sized humanoids in it and faction
basis. By day he attends to political matters normally. Going over the weight limit will
such as councils with the wolves and ensuring cause the system to struggle and possibly
that there is a good supply of blood trade for break.
the vampires. By night however he retreats
into his laboratory where he concocts all The Laboratory
manner of foul monstrosities in his attempt to The laboratory level is where Lord
create the ultimate horror. He is rather skilled Lichtenstein and his pet Fletcher reside and
with alchemy and has been known to cause a where the encounter will take place.
few minor plagues in his time.
You are met with warm light in a well-lit
Lord Lichtenstein can always be found at the
circular room. The far edge of the room has a
top of his tower in his makeshift laboratory. raised portion with a short stair case either
side, sporting a balcony that looks over the
Making your way to the base of the tower, rest of the room. The walls of the room are
you see that it is surrounded by yet another lined with all kinds of alchemical potions,
stone wall with twisted metal spikes on top. equipment and experiments. The floor in the
At the front stand two tall pillars with a rusty centre of the room is remarkably bear though.
metal gateway between them. Hangings from As the party attempts to step forward, a loud
the gate are two skeletons chained there until slow clapping can be heard.
death it would seem. The right hand pillar
appears to have a small box about head “Bravo, bravo heroes, no one has made it this
height with a skeletal hand sticking out of it. far since before I can remember. It is rather
Pulling the hand will cause a magical scream unfortunate, had I known we were having
to occur. A few moments later the rusty gates guests I would have had Fletcher prepare us
will magically open for you letting you pass some light refreshments.”
freely through the overgrown garden to the
base of the dark tower. The door at the base Coming into view high up on the balcony is a
of the tower is already open awaiting your light purple skinned elven looking man with
arrival. long silver hair tied behind him, circular
spectacles adorn his face ad a long thin
moustache bristles from his face. It would
The Tower
appear that this man is Lord Lichtenstein.
Lichtenstein’s tower is separated into 2 floors,
the base living floor and the upper laboratory “However dawn draws near, and as it would
floor. The only way to ascend this tower from seem your timing could not have been more
the inside is to use the lift present at the base. perfect, I’ve wanted to test out my new
experiments for a while now. And you
Entering into the base of the tour is a well-lit unappreciative fools will make excellent test
circular room. The opposite wall appears to be dummies! Fletcher! Show our guests your
a kitchen and dining area. The wall to the left most fabulously grotesque services!”
is a small living area with a few sturdy looking
bookcases. In the centre of the room is a A deep gurgling sound can be heard by the

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party as a large grotesque abomination of a throwing various colour potions at the
creature waddles its way into view before characters. Each colour potion has a different
jumping with an extreme amount of effort effect and will hinder the players in various
smacking into the flooring in front of you. It ways giving them reason to adapt strategies
was more a bloated amalgamation of
mid fight.
creatures rather than a single entity, hot drool
dripping from its slack jaw. In its hands he
Treasure
holds 2 oversized looking meat cleavers that
Searching the lower living floor of the tower
looked as if they hadn’t been washed since
the last meat sack stumbled on in. will reveal 4D6 Candy Corn Pieces, 1D4 bottles
of Blood Wine and 1D6 Sickly Sweet Candy.
There are no unique items to be found down
Personalities here.
Lord Lichtenstein is the personification of a
mad scientist with a god complex. Nothing to After defeating Lord Lichtenstein his body
him is more important that his research into may be searched revealing 250 Candy Corn
creating the most atrocious of abominations. Pieces, a gear shaped cipher.
He is interested only in furthering his
After Fletcher is defeated he can also be
knowledge to aid in his mad quest. He
searched, yielding 250 Candy Corn Pieces,
considers himself to be the most respectable
some half-digested candy and additionally
and knowledgeable source on all things
Fletchers meat cleavers can also be taken.
related to monsters. He knows everything
Due to their size they should be treated as
about the Hallowgrave horrors and what
great swords.
makes them tick. But he will never divulge this
information as it is his knowledge to use Searching the alchemy laboratory will reveal
nobody else’s. He is quite fond of his pets an extra 5D6 Candy corn pieces and 1D4
even giving the ones who survive names. bottles of Blood Wine. A high enough
investigation check will yield Licht’s Monster
Fletcher is unable to speak but he can
Manual.
understand the most basic of instructions
from Lichtenstein. He is a fairly slow moving
target but can take quite a beating. Whatever
conscious mind he has is shattered and he
sees his only purpose is to serve Lord
Lichtenstein and that is all. Despite this he
sometimes has nightmares of fragmented
memories, perhaps something from a
previous life.

Transmogrification
Once initiative has started in this encounter,
Fletcher will do his best to defend
Lichtenstein from any potential attackers. He
will disengage from ne attacker to another if
Lichtenstein is in any immediate danger even
at risk to Fletchers own life. In the meantime
Lord Lichtenstein will assist fletcher, by

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Lorne, of the Tomb Slowly the darkness is faded by the bright
Lorne is possibly the oldest resident in all of light of the grizzly full moon as it returns to
Hallowgrave. Some say he is the first human the sky from behind a dark cloud. Streaks of
moonlight fall around the ruins of the tomb,
to die, others think he was cursed to live a life
illuminating its surfaces, including the door.
of un-death and some believe he is the As the moonlight shines on its haphazard
incarnation of a risen deity. But the only surface a vibrantly coloured message begins
answer Lorne would ever give, is that he was to appear before your eyes.
just down right unlucky. Wrong place, at the “DON’T KNOCK!!! I AM NOT HOME!!!” is
wrong time. Long before there was a town or hastily scrawled in the luminescent ink.
even a cemetery, Lorne’s tomb stood as a
solitary reminder that even in death you can Introduction
still have a nice place to sleep. Although what After the characters have knocked on the
once was a stunning tomb fit for a king, is now door a few precious seconds will pass before
a dusty ruin of its once former splendour. they can begin to hear a soft tapping noise
It also seems that the sole proprietor of this that is steadily growing louder. It seems to be
tomb hasn’t been seen in many a moon. This coming from the door.
rumour seems to have some of the local
residents on edge, does this mean that there A faint tapping noise, like something stamping
is a death even after death, or is something on stone can be heard steadily growing
far more sinister occurring within the cursed louder. It echoes through the unseen edges of
the door. Suddenly the noise stops and for a
grounds of Hallowgrave?
few seconds there is complete silence before
Lorne can always be found inside his own a loud cracking noise ripples through the
tomb just north of the Hallowgrave cemetery. ruins. Dust is disturbed and shaken loose from
all around the seals of the tomb door. Slowly
Broken glass and tile from the fallen mosaic with a loud grating noise of stone sliding on
crack underfoot as you tentatively step the stone the tomb door swings outwards
forward towards the tomb door. The air towards you. Within the dark portal created
surrounding the tomb is still and dry. In the by the opening door a shadowy figure stands.
distance you can hear a crow squawking in
deathly mockery. “Hoooowwww many times must I tell you
Observing the tomb door there is no obvious darn whipper snappers to stop knocking on
way of opening it from this side. The smooth my door!!! I ain’t trick nor trickin you no more
stone is etched and riddled with small cracks dangnamit!!!”
and patches of plaster from the mosaic. From the shadows hobbles what appears to
Looking down at the crumbled mess under be an extremely aged man with sunken eyes
your feet you are unable to make any sense of and loose flappy skin around his face. His thin
what it used to look like. and frail body is hunched over as he leans on
a sturdy wooden cane for support. In place of
clothes he is wrapped in a multitude of
Despite the door appearing to be difficult to yellowing and stained bandages from his feet
open, it is in fact rather easy. Knocking loudly to his neck and down his arms.
on the tomb will cause Lorne to open the door
from the inside to yell at the young whipper “You have disturbed the dead and that is
snappers for disturbing him. If the players are unacceptable! Now I am gonna give you little
punks your last warning, leave now and don’t
having difficulty with deciding what to do you
come back or I’ll give you a good smackin!!”
may add the following as a plot hook.

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Personality in the way of the gentleman’s mummy!!!”
In a nutshell if one were to describe Lorne in a
single word it would be, Senile. Lorne has
been around long before the town of For a creature who is in a constant state of
Hallowgrave was established and has the death and lacking any real magical power,
demeanour to show for it. He is old, gets Lorne certainly hits harder than a shrivelled
snappy quickly, doesn’t like it when people old walking corpse normally would. Lorne
talk back, likes his peace and quiet and has a neither uses flashy attacks or fancy weaponry.
passion for yoga as he thinks it keeps him in Despite its shrivelled age his body a perfectly
top shape. The reason for Lorne’s honed weapon of undead steel.
disappearance wasn’t anything drastic, he Lorne’s fight encounter is a fairly straight
simply scared off all the people that used to forward beat down where ganging up on him
visit him in the dead of night and has spent or picking him off from range make excellent
the past 100 years living peacefully in the strategies. If Lorne is able to single out a
solitude of his tomb. character however, he can unleash a torrent
Most inhabitants of Hallowgrave know about of pain and damage with his heavy melee
Lorne and who he is but nothing about his attacks. Lorne also makes up for his lack of
past aside from rumours and speculation. He ranged attacks by having a large movement
keeps mostly to himself and tends to avoid speed allowing him to dart around the
answering questions about himself battlefield closing in the distance on his
proclaiming that people are invading his enemy. It is advised to have the tank take
privacy. All that can be known is that Lorne is point for this fight.
older than old and the knowledge and Treasure
experience he must have to last this long, If Lorne is defeated in combat his corpse may
must be something precious indeed. be looted yielding 500 Candy Corn Pieces
Lorne knowns just about everything there is tucked away inside his lower body frame, the
to know about the other Horrors of unique Item Lorne’s Bandages, the unique
Hallowgrave and the ciphers and the inner item Gentleman’s Cane and a gear shaped
cipher buried into his rib cage. Unfortunately
workings of Hallowgrave. However he is not
inclined to provide information to people who during the fight Lorne’s tomb door has closed
and is unable to be opened from the outside.
have disturbed his rest.
Players may scrounge around the ruins finding
Mummy’s Got Moves 1D6 CCP.
Talking your way through this encounter is
very difficult, Lorne sees small talk as wasting
his time and has no respect for showmanship.
It makes it more difficult in that the cipher is
embedded into the front of Lorne’s rib cage
beneath the bandages.

“I see you are still on my porch! Very well I


warned you pranksters. You better not be
screamin now and take what’s coming cause I
ain’t gonna hold back just cause you a
scrawny youngster! Now let me educate you

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Lostfoot’s Bog The truth however is honestly a little blander
Slimes, oozes, jellies and puddings and have a then that. The bog became sentient when a
lot in common. They are slimy, sticky, gross, nightmare squirrel accidently downed an
and smelly and they jiggle when you poke entire keg of an untested concoction used to
them hard enough. The Lostfoot’s Bog is no develop gunpowder rats during the civil
exception to these features, it’s just a bit unrest that followed the early days of the
bigger and a hell of a lot smellier thanks to all town’s conception. It literally blew half the
the rotting carcasses and vegetation it marshland away and through the weird
dissolves each night. It probably comes as no strange wild magic’s of the Hallow at play, as
surprise that the bog aptly received its name the marshland returned over the time, the
due to the numerous unsuspecting explorers bog started to move and eat and that’s how it
who stepped in the wrong place and you has been ever since.
guess it, lost their foot. It is estimated that at
Personality
least 40,000 individuals have succumbed to
Lostfoot’s bog as the personality of an old jelly
the grim future of knowing that their foot was
that has been left out in the sun too long and
near instantly dissolved by an otherwise
then thrown into the trash only to become
inconspicuous bog.
alive and start eating said trash until it
Though still deep in the swampy marshland, becomes so big it moves into your house and
the vegetation in this area was oddly sparse eats it too. Honestly it just eats, dissolves and
leaving wide areas of nothing but muddy moves on, not with ravenous hunger like
water. It’s not that nothing seemed to grow other beasts just lazily dissolving away night
just that it seemed to have been removed after night always the same.
haphazardly with small outcroppings here and
there. What really gave the bogs presence Hello Jello
away was the stench, a gut wrenching stench Like many of the marshland horrors there is
that one could taste in the back of their throat
very little to talk about. While the bog may
and that would sting the eyes. Not even the
meagre wind billowing around you could blow not seem as cunning or overly aggressive as
the rotten odour away if you stood upwind. some it is still a consistent force to avoid.

The huge mound of rotting carcasses and


Lostfoot’s bog is semi-sentient in that it is sort vegetation oozed filthy brown water as it
of alive, but it doesn’t really think, it more just almost quivered while slowly squelching its
way across the marsh. With no eyes or nose
does. All it understands is that if it eats it
or other senses to speak of it was still
grows so that’s what it does it eats and it centered in on your location and slowly
grows and then it eats some more. creeping ever closer. The sickening sounds of
squelching mass and cracking of consumable
Introduction materials loomed over you. The smell
The bog itself has always existed so long as overpowering your senses causes you to
the Hallow has existed. When it became choke back the need to puke. It may not look
sentient however is a little more of a mystery like a mythical beast but it surely would prove
to most. Some say it was a foul spirit that challenging.
possessed the bog, others say it was a curse
laid out by the witch of the swamp and some The bog is a tenacious enemy. While not
think that the gremlin brothers were dumping supporting a large amount of hit points, it
toxic waste into the swamp. does have the rotting form ability to make

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players wary when they attack the beast and
it has the divide reaction which will cause
even greater panic for the players.

This may be the one of the most difficult


fights for a party during the event due to the
combination of overpowering abilities. I
recommend making sure the players are
stocked well enough for the fight or reducing
how many times the bog divides if they are
having trouble.

Operating the bog is straightforward, mash


pseudopods into the players and the
occasional bog water if the players gang up to
close. The rest will take care of itself with the
rotting form ability.

Players need to try and keep away from the


bogs main body by at least 5 feet. Hit and run
tactics do not work against this time of ability
so ranged attacks will reign supreme for the
tactical party. Melee players may need to take
on a supporting role or tank for the ranged
characters or similar tactics.

Treasure
When the bog is defeated its remaining body
or bodies will deflate and fall apart, becoming
once more a part of a much more normal
marshland bog.

In the last division body of the bog, players


will find the gear shaped cipher, in addition to
500 Candy Corn Pieces and the unique item
known as Lostfoot’s Missing Boots.

Any player wishing to search the bog for


additional treasures may make a DC15
Perception Check. If they succeed they can
also fund up to 2D6 CCP and another unique
item known as Lostfoot’s Bogskin.

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Lucas, of the Waning moon Introduction
Lucas of the waning moon, the moonlit hunt, After travelling around in what seems like an
the night shadow, the dark prowler, the dark endless maze of the enormous trunks the
paw and hunter of the moon are just some of players may come to the conclusion they are
the names that he is known by. Lucas is lost. Luckily for them Lorne has been
Hallowgrave’s resident arch werewolf. He is a following them the entire time, watching and
hunter whom prowls the depths of the Half- waiting. When they stop moving he will take
Moon Woods in search of unsuspecting prey. his chance.
Lucas has the keenest nose in the realm and
You hear a stick snap somewhere in the
can sniff out his prey far into the distance as
darkness nearby. A chill runs down your spine.
they flee. He stalks them from the shadows, You feel as if something is watching you from
watching and listening for the moment where the shadows.
he may tear them apart with a powerful You catch a fount movement from the corner
ferocity fit only for an animal. Lucas wasn’t of your eye. Turning to look you see a swirl of
always living the life of a solitary hunter fog and nothing more. You hear a scrape
against a nearby tree. Surely it’s just your
trudging the murky swamps of the woods. In
imagination right, your mind playing tricks on
fact he once wasn’t even a werewolf, or a
you in this strange world, it’s just a normal
human for that matter. Lucas was in fact a forest, nothing to fear here.
pet, a house dog who one night protecting his
mistress was bitten by a werewolf. Through A fear stirs within you, as you turn to face
the infected bite he became part man part your companions. A hulking shadow sprints
wolf but in this case from the animal side of on all fours across the clearing. The large furry
beast pounces forward on its powerful hind
the equation. But alas that was many years
legs with wild yellow eyes as it goes for the
ago and once an animal always an animal, throat. A great werewolf of mattered grey fur
turning feral long after his mistress had leaps before you in the full moonlight.
moved on leading to his current day
profession as a full time horror of
Hallowgrave. Personality
Lucas can always be found stalking the Lucas has reverted to his animal instincts after
characters in the depths of the Half-Moon stalking the woods for so long and as a result
Woods to the north west of town. doesn’t talk or really know how to any more.
Anyone who may commune with animals or
The damp fog seemed to spill onto the ground speak to animals can converse with him,
from the roots of the enormous trees. It was albeit jarringly. However his only motive in his
knee deep, which made for difficult footing as current existence is to hunt. The Half-moon
you moved through the silence. The
Woods are his domain and few horrors would
occasional leaf flipped along the wind before
disappearing underfoot into the fog. The air seldom set foot in such a place for any reason,
among the trunks is humid and heavy to lest they be mauled by Lucas. Nothing gets in
breathe. In the distance you can hear a small or out of the woods without him knowing
bird chirping before it is violently cut short about it.
mid song in a brutal squawk. Something in this
woods will be feasting tonight. It is unknown how Lucas came to live in such a
place as Hallowgrave. Some say that perhaps
it has to do with his owner passing on before
Lorne is already stalking the characters from
he could. Perhaps something happened
the shadows, who are unaware of his intent.

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during her departure that left him with a deep in the back of his drool covered jaw. Players
regret or burning rage that drove him to be may also skin and sell his pelt if they wish. The
the monster he is. pent is worth an additional 400 CCP to Skelton
the Merchant or 150 GP in the Mortal Realm.
One Wolf Pack
Lorne’s encounter will rapidly evolve into a Players daring enough may attempt to search
full blown flight. There is nothing to be gained parts of the woods for additional treasure if
by attempting to reason or converse with they wish. They may be able to find 1D4 CCP
Lorne while he is in this state. He has gone and a few scattered bones, but nothing else
completely feral as can be seen by the due to the fog and swampy undergrowth.
tenacity of his attacks with both his fangs and
his claws as he slashes his way across the
battlefield.

The rippling muscles can be seen stretched


and turn under the lengths of tattered fur and
knots of hair that covered its body as it reared
back standing at full height on its two hind
legs. The sharp yellow eyes glowed under the
full moon light. Fog rolled from its drooling
jaws sporting rows of teeth perfect for
stripping flesh from bone. The creature’s ears
flicked silently back and forth, waiting for you
to make a move and leave yourself
vulnerable. This is the apex predator of the
woods.

Lorne is a ferocious melee fighter who


specializes in mortally wounding his enemies
with claw marks, puncture wounds and other
grizzly injuries that will slow down his prey. He
prefers this method of fighting as he won’t
have to chase down the runners, at least not
too fair. He loves the smell of fresh blood in
the air and it is nigh impossible to hide from
his powerful nose. Characters should take
care to either avoid or try and spread out the
effects of his attacks as over time they can
become quite debilitating and arduous to
continue fighting. Lorne will attempt to
disable all enemies before finishing them off.

Treasure
If Lucas is defeated in combat, his corpse may
be looted yielding 500 Candy Corn Pieces
from his insides, the unique Item Lucas’s
Collar, and a gear shaped cipher found lodged

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Oleg, the Butcher carcase dangling in front of him. It looks
Oleg the butcher is the finest carver of meats vaguely humanoid.
in the whole of Hallowgrave. His name is
He speaks in a gruff voice.
known for and wide in the great darkness, for
“If you’re here to buy me meat then I won’t
creatures of veil and beyond come to acquire be just a moment, if you want something else
his finest of succulent meats. No matter the then you know where the door is. I’ve got a
cut, no matter the creature, Oleg the butch busy schedule and still have the deliveries to
shall provide. Oleg is the head butcher and run so don’t be wasting my time”.
proprietor of the Hallowgrave butchery
located to the west of the town square. His
Personality
residence is located onsite so he is never very
Oleg despite his appearance is an obscenely
far from his workplace and can be found
passionate man. His attention to detail when
easily. Anyone you ask will know where to
carving up carcasses of foul beasts and
find his shop. All his meat is kept nearby in the
everything else in between is often something
Meat Locker, though no adventurer living or
to be admired. Of course passion can quite
undead should set foot in that place.
often lead to obsession and this is true of
There is a tinkle of a shop bell as you open the Oleg. Oleg has become addicted to the fine
door to the strangely normal and pristinely arts of carving meat and rending flesh from
cleaned butchery shopfront. Looking around it bone and is always looking to further his skills
would appear that they are open yet nobody and keep them sharpened. If you wish to do
greets you. A small counter top with a register business with him and purchase some of his
sits opposite the door and a glass case neatly
fine meats then you have no problem. If you
displaying many odd cuts of meat that you
wish to dispose of some interesting meats
have never heard of.
A white door behind the counter appears to then you also will have no problem. Oleg can
be the only other entrance. turn even the scraps of carcasses into perfect
cuts and his always on the lookout for new
tests of his skill. Tampering with his wares or
Whenever the adventurers arrive at the insulting him will incur his wrath.
butchery Oleg will not be present at the
counter. Oleg will always be in the cool room Oleg knows little about the other horrors of
out the back butchering his meat Hallowgrave save they exist and prefers to
keep to himself and his business. Oleg has one
Introduction of the needed ciphers and doesn’t really see
Slowly opening the white door you are hit the need for it and might be willing to trade
with a chill of cool air wafting from within this
but he can become quite impatient if the
room. It smells of raw meat and ice.
Hanging from the ceiling hoisted on large characters take too long to persuade him.
hooks hang unidentifiable carcasses of beasts
The Cool Room
and creatures in various states of carving.
A sickening chopping and slicing can be heard In the event the characters are unable to
towards the back of the cool room. come to an agreement with Oleg, they insult
Oleg or if they decide to throw caution to the
Weaving you way into the rear of the room wind and go straight to combat, Oleg will
reveals to you a gruesome sight. An obese happily indulge the characters in a brutal
man with stunted facial hair wearing nothing combat.
but a bloodied apron is swinging an enormous
butcher’s knife, easily cleaving the fresh

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Oleg’s combat encounter is fought in the
confines of the cool room where it is easy to
get cornered by his relentless attacks. The
long straight alleys are perfect for Oleg’s meat
hook making it difficult to dodge before
sweeping with the butcher’s knife. Oleg may
not have fancy attacks or mechanics but when
it comes down to it he can prove to be a
challenging opponent.

Treasure
If Oleg has struck a bargain with the
characters then he will only offer up the
cipher as a reward.

If Oleg is defeated in combat his corpse may


be looted yielding 500 Candy Corn Pieces, the
unique Item the Butcher’s Knife, the unique
item Meat Hook and a gear shaped cipher.

Oleg doesn’t take kindly to people snooping


about his shop or cool room but if players
insist they can search the location.
50 Candy Corn pieces can be found in the
shops till. An assortment of strange meats can
be acquired. Among these strange meats
players may find several servings of bat jerky
and 2 bottles of blood wine.

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Ophelia, Witch of the Marsh Introduction
The finest gatherer and mixer of Ophelia’s hut doubles as a living and working
Hallowgrave’s alternate remedies and space. Despite being so full of materials and
concoctions, Ophelia is a witch you likes to products Ophelia does like to keep the place
keep to themselves where possible. When not nice and tidy.
trading, taking orders from the customers or
The smell of exotic herbs and spices hits your
making delivers, Ophelia spends all spare time
sense of smell no sooner had the door
within the comfortable confines of the Terra opened. Thick with wonderful fragrances the
Marsh. All of the freshest ingredients for their inside of the hut is warm, well-lit and homely
alternate and spicy concoctions are in compared to other locations you had visited
plentiful supply within the marshland so there in the Hallow.
is no need to locate elsewhere.
Tending to the hearth and a medium cauldron
Ophelia is something of an outcast even
in the far end of the hut is a well-built young
amongst the fellow horrors of Hallowgrave.
woman with knotted chestnut hair and sharp
Many of them openly avoiding any connection hawk like eyes. Hearing your entrance she
to Ophelia and some such as the Alabaster turns and brushes the dust from her leather
Sisters going so far as to attempt to sabotage apron and leggings. Giving you a warm smile
the swamp witch’s business dealings. While she gestures for you to make yourselves at
truthfully in secret however, Ophelia provides home.
services to just about all of them. All of their
“Welcome weary travellers, I am the Ophelia
dealings are just not in the public eye. This that you seek, I have been expecting you.”
suits Ophelia just fine, preferring peace and She speaks with a firm voice.
quiet to be themselves amongst the
wilderness companions. Ophelia has no
qualms with the other horrors and can brush Ophelia has indeed been expecting the party.
of their coldness without batting an eye. One of the marshland friends had brought a
Ophelia knows full well that they would be message from William, informing of their
begging at the door without the concoctions arrival in the Hallow. Ophelia makes no
made by the swamp witch. aggressive motions or threatening gestures,
Ophelia can always be found at the Swamp going as far as to offer the party a warm cup
Witch’s Hut no matter the time. of herbal tea to rest their weary bones after
trying to survive in the hallow.
Stepping up onto the kneeling hut’s veranda,
the house sways on its tree trunk legs as it Personality
stands up once more taking the party with it. Ophelia is not like the other horrors,
Through the mossy windows you peer into a preferring to avoid the bloodlust that
warmly lit hut with a large heart on one side consumes them and focus on research,
burning brightly. The rest of the hut seems gathering and brewing concoctions. Ophelia is
rather normal save for the shelves filled with
also one of the few that William actively
bundles of fresh and drying herbs, parts of
creatures and other oddities. A single brown communicates with regarding events within in
door leads inside, there is no lock, only a the Hallow and offering support. Head strong,
simple iron door handle. resilient and passionate are just a few words
to describe Ophelia. Never shying away from
hard work and never berating others, Ophelia

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has built a warm home far from the night extra health or extra dangerous attacks, but
terrors influence. due to the ability to summon minions and
keeping out of combat. The shrubbery ability
Not So Wicked Witch makes for an irritating combination when
Ophelia will not automatically go for the
used in conjunction with the slippery ability.
throat, preferring to discuss the situation and
To operate Ophelia, focus on summing
attempt to find an alternative. Knowing full
minions and staying away from melee.
well they are here for the gear cipher, Ophelia
will offer a trade if the party does not become The party if they do not want to be
aggressive or attempt to incite rage. However overwhelmed should focus down any
the price will not be cheap. summoned minions before striking out at
Ophelia. Melee will find the advantage here
Ophelia will explain that the cipher was a gift
due to the plentiful number of targets.
to the various horrors from the prime evil and
is not something that can so easily be thrown Treasure
away lest a punishment be handed down. The If the players strike Ophelia down they will be
ciphers are more than just keys to return to a rewarded with a gear shaped cipher rolling
homeland, they are the gears that ensure that out of the hearth, 500 Candy Corn Pieces
the Hallow continues running smoothly like a found throughout the hut and the unique
well-oiled clock. Without them, the realm will item known as the Raven Skull Necklace.
be plunged into a true nightmare. When
asked about the prime evil however, Ophelia Investigating the room with a DC14 check will
will decline to answer, stating only that it also allow the party to find 2 Blood Wines,
cannot be answered. To discover more, some bat jerky and another unique item
Ophelia suggests that they find the cogmaker, known as Ophelia’s Mortar and Pestle.
but it hasn’t been seen in centuries.

The deal Ophelia offers is that the players


must fight another horror from Hallowgrave
who owes her a great deal of debt and is
refusing to pay. If the party defeats this other
horror and returns they will be granted the
cipher.
Instructions: If the party chooses to accept
the trade, then randomly choose another
horror from any of the tables of potential
horrors that aren’t already chosen for this
year’s adventure. The players must defeat this
new horror. They can retrieve the normal
treasure from that boss aside from a cipher.
To obtain that they must return to Ophelia.

If however negotiations break down then


Ophelia will have no choice but to defend the
hut with extreme violence.
Ophelia is a tricky one to fight, not because of

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Orisa, the Blood Curdler Orisa is found within her office at all hours of
Proprietress and head mistress of the the night seeing her clients. However the
Hallowgrave West Wing, Orisa is a delicate characters may find it strange that they never
handed mother figure to all those who seek meet any other creatures living or dead when
her aid. At least that’s how a horror from paying her a visit. They will probably soon
Hallowgrave might describe it. The residents learn why that is.
have another nickname for the West Wing, its
Introduction
most common nickname, The Blood Bank.
It is up to the characters to decide how they
Orisa is one of the few pure-blooded queen
wish to enter. If they are polite and decide to
vampires still in existence. It is speculated that
knock or call out then Orisa will call out saying
due to her practices here in Hallowgrave she
the door is open or please come in. If they
hasn’t travelled far from home into the lands
barge in without any concern then she will be
wrought with dangerous adventurers. But in
displeased but courteous none the less.
truth it is because she is sadistically insane
and when she sets her blood red eyes on a The door opens silently on well-oiled hinges.
meal, they never get away. Skilled with a Stepping into the large office you are
scalpel, sharp with a needle, Orisa is the prime surprised to see the room look rather normal
subject for an award winning physician if that at first glance. In the far corner sat a freshly
award was for dismembering and drinking the made examination bed with leather restraints
hanging loosely at the side. A glass medicine
blood of clients who irritate her. She has a
cabinet stands against the wall filled with an
profound medical knowledge compiling both array of grizzly mechanical devices and tools.
the mundane and the worlds of horror that The patient chairs sat in front of a heavy
far exceeds normal standards. This is a result wooden desk stained with what one might
of years of perfecting her practices on live assume is dried blood. Behind the desk
corpses. Aside from the grotesque truth she is covered in books and notes sits a slender
elegant woman with straight dark hair
the best physician in town, the prices are
wearing a tight fighting nurses scrubs showing
good too, she only takes her fees out of your off her figure. She looks at you with deep red
blood stream. eyes and a blood red smile. The tips of her
Orisa can always be found in her office in the fangs are unmistakable amongst her pearl
Hallowgrave Hospitals West Wing. teeth.

The pristine white halls of the west wing “Welcome to the West Wing my guests. You
echoed under your footsteps through the may call me Orisa. I will be your physician this
empty halls. The ghostly lamps in the building evening. To what may I owe the pleasure of
were unnaturally white compared to the your visit this fine moonlit night? What ails
regular murky green lamps. They shone a pale you that you must seek me out so urgently?”
white light all around leaving no room for She smiles again with a bloodthirsty delight in
shadows. Even the floors are immaculately her eyes.
clean without a trace of dirt nor dust with a
hint of chemical smell wafting in the still air.
Trudging down the long halls you spot signs Personality
pointing to various offices. The largest of Hallowgrave has no shortage of powerful
these signs directed you to the office of Orisa. Horrors or monsters. But some of the most
After twisting and turning through the maze dangerous are the ones who don’t look it.
of halls you eventually come to a simple
Orisa is a powerful woman and a powerful
wooden door with a brass plaque mounted
next to it. Orisa, Licensed Practitioner it read. vampire. She is one of the few remaining

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queen vampires not to have been hunted her victims. Her sharp yet painful blows
down in cold blood. From a young age she always seem to hit their mark, and what she
was pampered and spoilt. Being a full-blooded lacks in raw strength she makes up for with
vampire comes with certain quirks. Quickly her surgical skill. While her attacks may seem
she learnt that the people around her were small and easy to withstand, her skill begins to
merely tools for getting what she wanted. show the longer the fight goes along, using
Alas her hunger could never be sated, the her vampiric powers to prolong your suffering
more blood she drank the more she craved it so that the blood stays fresh for as long as
like an itch that could never be scratched. possible. She will attack quickly and try to
restrain you as soon as she can so that she
After a tragedy befell her family she was left may drain you at her pleasure. It is best to
as the sole heir to her bloodline. She is avoid her small attacks and take her out as
obsessed with the power of blood and seeks quickly as possible. A long fight could mean
to release herself from her insatiable thirst. worse than death.
Using her position as the Proprietress of the
West Wing she secretly conducts research Treasure
through her patients looking for the key to Searching Orisa’s corpse will leave players
unlock her chains and ascend as a new breed with 500 Candy Corn Pieces a set of bloody
of vampire. She does not get angry easily, scrubs worth nothing and the unique item
every move she makes is calculated and cold. Orisa’s Scalpel, one of her weapons of choice.
As a noble vampire she always retains her
Players may search her office if they wish.
image of flawlessness. Even when staring
They will numerous piles of papers and books
down her parents would be slayers, she
detailing the anatomy of many creatures from
simply smiled and slaughtered them all.
many different worlds, a small notebook
Boiling Blood detailing her favourite types of blood to drink,
Orisa recognises that the adventurers are not 2D6 CCP and the unique item Blood Shunt. At
from Hallowgrave and has no intention of this time the remainder of the Hallowgrave
letting them leave. Fresh mortal subjects for hospital is not open and cannot be searched.
her experiments are hard to come by in this
realm. She want’s their blood and she will
take willingly if offered or by force.

“Oh my poor lost souls, that’s what doctors


are here for. To make everything better once
more. It is but a simple procedure, just a small
prick of the needle and all your troubles will
fade from your mind. I will be gentle, you can
trust your doctor, and I can guarantee it. Now
show me those soft arteries and let’s get this
blood bath started!”

Unlike other powerful horrors who rely on


their brute strength, awesome magical power
and downright brutal attacks Orisa is more of
a precision attacker hitting the weaknesses of

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Orrick, the Gravedigger determine where the noise and vibrations are
Orrick is a large, simple and untroubled fellow coming from. In Orrick’s hands he is carrying
whom is content with his purpose to dig and some description of an oversized mechanical
drill operated by a rotating crank on its left
fill the graves of the Hallowgrave Cemetery.
side. Orrick is drilling out the grave holes using
Orrick isn’t the most charismatic of folks and this unique device. Fixed upon its front is a
prefers the company of corpses and the holes gnarly drill piece covered in dirt that could
he fills them will all night long rather than pierce straight through plate armour. The drill
social gatherings with the living. Orrick can easily moves the hard ground with little
always be found at the Hallowgrave cemetery resistance.
on the southern edge of town.
Once the characters move within 50 feet of
Through the rusty iron gates of the cemetery
is a cold dark place littered with hundreds of Orrick he will cease his digging and turn to
graves, some of them are overgrown, some face the trespassers. Even though his
cleanly cut and others freshly made. The perception is remarkably low, he does sport
graveyard is surrounded by large stone walls 50 feet of Tremorsense allowing him to feel
topped with spikes similar to those found in the subtle vibrations of movement around
William’s courtyard. An earthy smell invades
himself. He will clamber out of his freshest
your nostrils, it smells mossy and damp. Just
inside the gate is a fully laden cart. The cart is grave where his full size can now be seen. He
filled with bodies wrapped in grubby clothes is tall and wide for a man, he sports a rotund
and bound with rope, ready to be laid into belly covered in grime and dirt. Beneath the
freshly made graves. muck long scars can be seen.
Into the distance a rattling sound of
something mechanical can be heard. Personality
Orrick is not the most intelligent of men,
preferring to content himself with the menial
Characters should be wary when moving labours of his beloved cemetery. He speaks in
through the graveyard, lest they become broken common with a thick blubbery voice
victim of an open grave yet to be filled in. that is sometimes difficult to understand.
Players willing do to so may also attempt the Orrick knows little cares less about the other
dig up graves and rob them of any valuables horrors and going on of Hallowgrave. It is
as set out in the treasure sub chapter of extremely difficult to reason with Orrick and
Orrick’s encounter information. The cemetery he’s not one for negotiating. Orrick sees the
is Orrick’s domain and he is highly familiar cemetery as his own personal domain and any
with how it should me and knows every grave who would tamper with that will feel his
here. wrath. Characters will find that physical
Introduction actions are really the ones that will resonate
After venturing further into the cemetery the with Orrick.
characters can catch their first glimpse of
Graveyard Rumble
Orrick. Irritating Orrick or not leaving post haste will
incur his wrath. This will put him straight into
Orrick is a large chubby grotesque man
wearing oversized overalls and some twisted initiative as he blindly attacks the characters.
miner’s helmet with a small green light on the
front. He wears no shirt exposing a grubby “Dead bodies don’t walk! Stop walking and
chest. As you move closer you can now get back in you grave! Licky will be angry at
me if any dead bodies escape again. You no

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take shiny form me again! I make you not
move ever again!”

Orrick’s combat is very simple. He is a large


slow moving target with a moderate sized
health pool who boasts some devastating
attacks should one get caught in them. His
drill charge ability has the most potential to
do high amounts of damage to multiple
targets. The trick here is to ensure that
players are staggered and spread out so that
he cannot catch more than one victim at a
time. Orrick’s borrowing ability can have its
damage minimised through the same
strategies of not clumping together.
Additionally players need to be wary of the
numerous graves in the area around the fight
area in case they stumble into them.

Aside from these basic strategies, Orrick is a


straight out brawl. Oddly enough once Orrick
is defeated he will stumble around as if dazed.
Eventually he will trip and fall into one of his
freshly dug graves assuming the characters
are still fighting within the cemetery.

Treasure
Searching Orrick’s corpse will leave players
with 500 Candy Corn Pieces, the gear shaped
cipher and the unique item Orrick’s Ghost
Lamp.

Searching the cart of bodies near the entrance


of the Cemetery will yield 2D6 Candy corn
pieces and the unique item the Plague Bearer.

If players wish to dig up some of the graves to


attempt to find some treasure, roll on the
following grave table to see what they find
when they unearth a grave.

ROLL ITEM
1 A skeleton appears
2-3 1D6 Candy Corn
4 Nothing
5 2D6 Candy Corn
6 1 Sickly Sweet Candy

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Osvaldo, the Stitcher Unsurprisingly Osvaldo has been expecting his
Osvaldo loves puzzles. From a young age he current guests. Hospital do need security after
showed incredible aptitude for discovery and all and Osvaldo has been surveying his
problem solving. It wasn’t until a much later quarries since the entered the basement
age during his reign as one of the most level. It’s not often he gets a visit from living
prominent and advanced physicians in a bodies, and mortal ones at that. There is few
human village in the mortal realm, that he reasons why they would be coming to his
discovered solving everyone else’s problems domain. Thankfully having early knowledge of
wasn’t really satisfying anymore. Thus the parties arrival has allowed him time to
Osvaldo came to the conclusion many prepare some additional specimens should
intelligent psychopaths do. What if I devised the need arise upon their arrival.
my own problems? Thus started his
Introduction
obsessions into far darker medical practices.
The morgue is dimly lit save for a few hanging
His most prominent nickname before he was
unnaturally bright white lamps hanging low
driven out of the mortal realms, was the
over some steel tables in the centre of the
stitcher. The townsfolk found victims stitched
room. Each table was covered in a pristine
together with other victims or animals or bits
white sheet, covering whatever lay beneath
and pieces of both. These horrific
them. An array of pristinely cleaned silver
abominations had become Osvaldo’s greatest
tools lay along a side bench. Each one
obsession. The creation of life. Recycling what
meticulously placed so that everything was
was no longer needed and putting the puzzle
perfectly aligned. Strangely the room did not
back together to make something new again.
smell of awful chemicals or strong spirits like
The basement level of the Hallowgrave the rest of the hospital. This one smelled
hospital had a far more sinister aura to it. Not faintly of tobacco and smoke.
all of the lights seemed to work. Signs often
Your ears prickle as the sound of a slow and
pointing the wrong directions. A rabbit warren
deliberate exhaling breath pierced the silence
of hallways with nothing but the constant
from the darkness across the other side of the
echo of your footsteps to break the ear
room. In the darkened room, beyond the
shattering silence. Rounding a corner,
sheet covered table, a faint glow can be seen
followed by another corner and another after
floating in the air. The faint glow moves gently
that, time could easily be lost just following
about as you hear another long exhale
these grim halls.
followed by the sound of slow footsteps of a
After countless twists and turns you finally bipedal figure creeping out from the shadows.
reach a double hinged door with clouded glass The pale featured figure of a slender elven
portholes embedded within their sturdy man passing his prime circles the benches
frames. A small red lamp flashes above the slowly. Dressed in a white coat and sucking
door. A plaque on the door reads “North Wing upon some kind of tobacco stick, he exhales
Morgue – Medical Chief Dr. Osvaldo”. Despite leaving a trail of smoke behind him. His sharp
the maze of halls you somehow still found hawk like green eyes turn to view his new
where you need to be. Standing before them, subjects. A creepy smile pulls at the corners of
the doors eerily swing inwards, pushed by his mouth. He speaks in a cool, calm and
invisible hands of magic. You are expected. collected voice, “Normally smoking isn’t
permitted inside the building or my theatre,

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as it stinks up the bodies. But today I can cover with all the parts of monsters and
make an exception seeing as there are no horrors he could ever need.
bodies stored in here today. At least not yet”.
The Malicious Morgue
Osvaldo drops the butt off his Tabaco stick on
the ground and stomps its embers out. “Looks
Osvaldo can already guess what the mortal like my break is over. Time to get back to
adventurers are here for. He has no intention work.”
of playing fair nor giving up his life’s work for
the sake of the very same species who Osvaldo is not the strongest of horrors and
banished him from the mortal realm. The supports a low HP total, but high AC due to his
tables under the sheets have a number of overwhelming dexterity. His tactics revolve
specimens that he has been saving should the around stitching down his prey and self-
occasion arise where he needs a little more repairing to keep himself in the fight longer.
power to eliminate a threat. He also has the highly unique ability to change
his tactics mid fight through the stitched up
Personality ability that immediately grants him extra
Osvaldo is highly intelligent and he knows it. benefits and abilities allowing for a more
He believes his grasp of the universe and his tailored fight. This can be useful for DM’s
ability to solve any medical problem is a gift looking to exploit weaknesses in the party
given only unto him. As such his work has make up or make the fight more interesting.
consumed him completely. Forgoing friends, When he is defeated, Osvaldo’s body will
families and lovers to pursue every possible begin to unravel as decades of stitches
answer to his questions. become undone, leaving him as a mess on the
Osvaldo isn’t intentionally cruel, but he is otherwise clean floor.
psychotically calculating in everything he
does. Everything has an answer and Treasure
everything has a solution. His famed stitches Searching Osvaldo’s awkward corpse will
are legendary throughout the Hallow as being profit the players with 500 Candy Corn Pieces,
so perfect and so precise that large wounds the gear shaped cipher wrapped in fine
heal within days of their closure. Despite his thread and the unique item Osvaldo’s Veins.
small fame he refuses to become a regular Searching the rest of the morgue can yield up
doctor, preferring to remain in the morgue. to 2D6 Candy Corn Pieces, 1D4 bottles of
Blood Wine and potentially the unique item
Forced evolution was a breaking point for known as the Pin Cushion.
Osvaldo, earning him his most prominent
nickname as the stitcher. Stitching various
creatures together in order to create new
ones is nothing new, Osvaldo however always
makes it work no matter the combinations,
which is far more terrifying. Unfortunately
getting access to a large supply of dead bodies
and body parts is difficult. But luckily the
Hallowgrave hospital was hiring not long after
they arrived. The morgue was the perfect

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Otto Von Graveholm, the A spotlight will be shone upon the party as
Ringmaster they are cheered into the ring to face Otto.
No carnival would be complete without the
Introduction
main circus act. The master of ceremonies,
In an instant the interior of the big top was
the convener of crowds, the booming cast into complete darkness as the crowds
gentleman, the ringmaster. Otto Von quickly hushed their screeching. A booming
Graveholm, possibly the most dapper undead drumroll commences and seems to drag on
skeleton in all of the Hallow. From a young for some time before suddenly ceasing as a
age Otto demonstrated a knack for, single beam of light shines down into the
centre of the ring. A singular broad chested,
entertaining, performing and leading those
moustache touting skeleton, cloaked in a fine
around him. Rather than following in his
red suit and black top hat now posing
ancestors footsteps of coffin making, Otto ran majestically in the light.
away to join a small time circus, quite literally.
The rest however is somewhat of a mystery. The skeletons ethereal voice boomed around
The circus burnt down in a tragic accident and the ring and grandstands with every word.
Otto disappeared completely. Until one day a “Salutations and greetings to every horror,
nightmare, monster and fiend this side of the
new circus rolled into town with a ringmaster
black pumpkin! It is with great pleasure that I,
no one knew by name. This carnival was like Otto Von Graveholm welcome you to this
none seen before where death was merely a evening’s spectacular main event! Without
part of the performance. Otto had gathered further delay allow me to introduce the
together the bravest, most daring, most foulest most hideously evil beasts in all the
insane and most creepy of acts from all across realms. But fear not young ghosts and ghouls
the realm for the most impossible show. Otto for by the end of this daring act they shall
kneel before us! Let’s hear a round of
Von Graveholm’s Corpse Carnival was sure to
applause for the outsiders!”
be a fright to remember.
From an undisclosed source a bright bean of
Passing through the busy entrance, being light illuminated the party as the crowds erupt
jostled by eager patrons cramming to get into joyous cheers, screams howls and moans.
seats, you are met with the grand interior of
the big top tent. Giant steel jack-o-lantern “Let the Corpse Carnival commence!”
chandeliers hang high in the roof casting a
blazing warmth upon the arena. Surrounded Personality
by grandstands that stretch upwards further Otto is the very essence of loud and proud.
than seems practically possible an unknown His dramatic and boisterous ringmaster
number of hungry denizens chowed down on
persona applies to every aspect of his life
grotesque goods and howled with delight
excited for the oncoming show. The air was whether on the stage or off. Despite his
thick with grease and the smell of fresh hay, overpowering personality however, Otto has a
an odd combination to be sure. great fondness for the strange and unique
beings and creatures and has given a home to
many creatures. It is rumoured that Otto
As the party enters and the description read
started the fire that burnt down a travelling
aloud, the lights of the big top will go dim
circus before his disappearance. What the
save for a single spotlight centred on Otto Von
rumour doesn’t say, is that during the inferno,
Graveholm in the centre of the ring. After a
Otto stole the fabled Ring Master’s Top Hat
grandiose introduction Otto will introduce the
and unwittingly freed something from within.
party members as this evening’s main event.

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The Final Act Treasure
Otto is a showman right to the undead heart. Searching the immediate body of the
His actions, words and abilities are all ringmaster will reveal nothing of value to the
dramatically flashy with the intent to please party. Should the players investigate the Ring
the crowd around him. While not an outright Masters Top Hat however and tip it over, 500
damage sponge, Otto is a threat in his own Candy Corn Pieces and a gear shaped cipher
right thanks to the sheer amount of multi- will roll out.
target damage that he can easily dish out
while sidestepping AC. The hat itself is also a unique item known as
the Ringmaster’s Top Hat. Players may also
DM’s should look to use the ability that will hit retrieve the Ringmaster’s Whip, another
the most targets in range each turn. The unique item.
Ringmaster’s Whip and Audience Participation
abilities should be used as defensive tricks to Players wishing to search the surrounding
help keep Otto in the ring longer. Especially grandstands may find up to 4D6 CCP and 1D4
with the whip, going for a more likely hit to extra mouldy Zombie Corn.
reduce chance of being successfully attacked
is sometimes more important than the
damage it deals.

When Otto is defeated, his demise will be the


most dramatic experience of all. Without
going into the boring details his death and
monologue into death should take around 20
minutes or so before he finally slumps down
lifeless. The crows will be moved to wails and
tears before exiting the big top.

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The Headless Horseman himself. Talking with others serves only as a
The headless horseman is a Dullahan from the purpose for breaking their minds and souls.
darkest depths of myth and legend. Little is The horseman’s mind is dark and foreboding
known about him, but it is said that he only and twisted beyond imagine. He is older than
appears when someone is about to die. The anyone can remember and no one knows
horseman is always the final best at the end where he came from. He knows many things
of this adventure, there is no alternatives. The that even historians have forgotten and can
horseman will only reveal himself to the party see things the gods can’t even comprehend.
in the town square after the other 5 ciphers The horseman is death incarnate.
have been collected. He holds the 6th and final
“These mortals have trespassed on these
cipher, there is no way to talk or deceive your
hallowed grounds where only the darkness
way through this encounter, the horseman may rest. For the crimes committed against
heralds’ only death. this realm under my protection I shall right the
scales of the light and the dark. These rodents
After collecting 5 of the 6 ciphers you return will now pay the price as offering to thee.
to the town square. Upon your return a cold Prepare thy selves mortals for your afterlife a
shiver runs down your spine. waits!”
Entering into the square you find it to be
devoid of the usual undead life. A thick fog
begins to roll across the cobblestones, and the Fright for Your Life
moon in all its splendour returns from behind After finishing his small monologue, the
the clouds.
horseman will instigate combat regardless of
The silence is split by the familiar sound of
heavy horses hooves on cobble. Entering your whether the players are prepared for combat
vision of the square from a crooked alleyway or not, the horseman waits for no one.
is a most terrifying sight. A tall skeletal steed
easily 20 hands tall with shreds of rotted The horseman is a very tough opponent even
fabric draped over its body, magical yellow for the most seasoned of players. His single
flames adorning its hooves, tail and mane, target attacks are deadly and his area of effect
two piercing amber eyes seated in hollow action can be equally deadly for those caught
sockets. Atop its back rides a tall shadowy unaware.
figure clad in a tattered black cloak. A skeletal
hand holds the reigns to this mighty felsteed. Once the horseman has been reduced to half
A long ghastly scythe held aloft in his right health, on his next turn he will immediately
hand. Most terrifying of all, atop this
use his soul reap ability to separate the
horseman’s shoulders stands no head. A
primal fear is stirred within you. This is a characters souls from their bodies. Creatures
creature to be feared. dealt damage while under this effect take
additional damage. This final fight can be very
terrifying and difficult.
Personality
The horseman, despite not having a head, is When the horseman is slain he and his steed
indeed able to talk, although it’s more of a will crumble to ground, the brightly coloured
loud creepy echo that emanates around you. flames with extinguish and the pile of bones
There is no right or wrong to the horseman will dissolve into nothing leaving little but his
only his corrupted sense of balance amongst tattered cloak (Coat of Many pockets and his
the order of things. The horseman does not scythe (Soul Scythe) behind. A cold echoing
speak of material things or insight into laugh will fill the town square before
disappearing into the distance.

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Treasure
Moving the horseman’s cloak will cause a
scattering of Candy Corn Pieces to drop all
over the ground and a gear shaped cipher.
There is 1000 individual Candy Corn Pieces for
characters to pick up.

The players may also retrieve the Horseman’s


unique weapon known as the Soul Scythe and
his tattered cloak which is actually a Coat of
Many Pockets.

After the encounter characters may free Eve


from the Gallows. When the Horseman is
defeated the chains around Eve lose their
enchantment becoming a regular chain.
Additionally Skelton will resume business as
normal and the local population will take back
to the streets as if nothing has happened.

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Fleeing the Hallow loudly as they begin to turn.
Arriving back into William's courtyard with all A strong magical aura can be felt as two large
blue transparent skeletal hands take form
6 ciphers and Eve if the party chose to rescue
above the ciphers mechanism. They clasp the
her from the gallows, William instructs the air as if it were a solid mass and with extreme
party to insert the cog shaped gears into the might physically tear the air between them
stock mechanism behind them. creating a rip in space, opening a dark portal.
A strong gust of wind blows into the portal
Once all six cogs are inserted there is an drawing you near.
ominous clunk as the symbols on the outer
edge of the cogs begin to light up red.
Saying their final farewells to William, one by
one the party members may jump through
Skelton knows that a password must be the portal, once again falling through the
entered correctly using the cogs in order for planes of existence.
the gate back to the realm of the living to be
opened. He gives them the riddle as described Hallows Eve
in the description below, but he cannot give If any party member remains or watches as
them the answer. The answer is in fact Eve attempts to pass through the gate, they
HALLOW. will become immediately aware that no
matter how hard she tries, she cannot pass
If the party asks William about the password
through the gate. Before they are given a
he will simply respond with the following.
“What is that you are afraid of? Where do you chance to ask William, all remaining party
flee, from what is it that you hide. Tell me, members are swept of their feet by a
what are you running from?” powerful wave of shadows throwing them
backwards into the portal. Players may make
a DC15 Dexterity saving throw to cling to the
Password mostly stable edges of the portal. Clinging on
The ciphers represent a 6 letter word the edges of the portal keeps you from falling
combination that when rotated to the correct it also begins to deal fire damage to your
letters will unlock the gate and allowing hands at the rate of 1D6 every turn.
passage. The correct password is in fact
HALLOW. It should be noted that the first Still clinging to the hot edge of the portal all
letter of the true names of each of the sounds are sucked away from you. You watch
Hallowgrave horrors that own the ciphers that helplessly as Eve screams as she tries to push
through the portal to reach you.
characters will face each year will always add
An enormous shadowy hand comes into you
up to HALLOW. vision and rears up behind Eve. It grabs Eve
For example H for the Headless Horseman, A and drags her away from the portal
for Asteroth’s Tree, L for Lisbeth, L for screaming.
Laciana, O for Orrick and W for William.
William is the only not fightable horror of You cannot see where the shadow is coming
from but you do feel a cold presence creeping
Hallowgrave and he is always the original
up your spine. A cold raspy voice booms
owner of the W cipher as he sold it to Skelton.
through the courtyard, ringing through your
ears and echoing deep into the void.
Rotating the final cog into the correct symbol
causes an audible clunk. The symbols change
“You have trespassed on hallowed ground!
to a bright green colour and begin to clank
Upset the natural balance of the world! And

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the nerve to steal what is rightfully mine! You
struggled so hard and fought so bravely and
now you will suffer, knowing that you could
not save even one insignificant life. You will
live on knowing that you were powerless in
the face of true strength. Better luck next time
heroes!!!”

With that final insult the portal begins to


collapse around the edges, slowly closing in.
Any players hanging on will lose their grip,
unable to hang on to the rapidly degrading
edges any longer. All are swallowed into the
void once more.

A Soft Landing
Once more you feel the rush of movement as
you fall endlessly in the void. The other end of
the gateway opens up into a familiar looking
overgrown courtyard. The party falls out of
the gate at speed and slam into the grassy
ground. A sinister laugh echoes around you as
the portal above stitches itself back together
leaving no trace of its existence. There is no
way back from what you can find.

The doorway to the Hallow has closed once


more, the barriers between worlds have
formed, and the plains of the living and the
dead are separated once more.

Well, at least until next year.

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APPENIX A: The Meat Locker chains adorned with meat hooks and some
with fresh hanging corpses secured to the
(Bonus Fight) rusted roof of the warehouse.
The Meat Locker, an old ramshackle This place doesn’t hide what it is. A gloriously
warehouse located just near the Hallowgrave brutal massacre, a fight for survival, the worst
butchery. This warehouse is quite popular against the worst.
amongst the denizens of the town as an
underground arena where the true horrors pit
themselves against any willing champions in a Welcome to the Locker
brutal death match held within its four walls. The locker is a bonus boss fight for confident
This is a place for underdog horror’s to prove player characters who wish to try their hand
their tenacity to the rest of the dark town. at earning greater rewards of Candy Corn and
Fights within the grounds of the meat locker items during the All Hallows Eve event.
are not grudge matches and being the winner This bonus boss fight is not required to finish
or loser all must be gracious lest the higher the adventure nor is it crucial to the story,
powers gut them on the spot for defacing this although some hints and clues may be
sacred place. scattered throughout for the observant. It is a
side venture for the daring to tackle some
The Meat Locker is an opportunity for even more dangerous Hallowgrave Horrors
adventurers who are confident in their skills that they normally wouldn’t encounter during
of combat and stats to risk it all to reap the regular adventure. Additionally all bonus
greater rewards during this annual holiday bosses are legendary creatures and have
event. The Meat Locker can only be opened appropriate stat blocks with legendary
using the Meat Key that can be purchased via abilities. These stat blocks are located with
the Ghost Light Market. It is a high cost for the regular Monster Stat blocks towards the
entry as each meat key can only be used once. end of this document.

An almighty clunk of a hidden metallic The bonus boss for each meat key is randomly
tumbler turning in the lock can be heard as assigned when the doors to the Meat Locker
you turn the gruesome key in its socket. As are opened. The DM may pick a specific boss
the seal of the door cracks open on its rusty
to engage if they wish or roll a dice on the
hinges before you, a foul stench invades your
table below to decide which horror will be
senses. A damp musky smell of spilled blood
lingers heavily in the cool air. From inside the faced by the party.
dimly lit space before you echoes the sounds NOTE: There are only two bonus bosses
of stamping feet and drums. Your challenge available at this time, more shall be
has been accepted and the patrons of the implemented in future updates.
Meat Locker have gathered in the
grandstands around the arena in front you ROLL (1D20) Bonus Horror
awaiting the next blood bath. 1-10 Alistair, the Walking
Grave
Save for the grandstands and bookie stands 11-20 William, the Watcher
taking wagers, the grim warehouse is bare of
furnishings. One look at the floor makes you
gag as the slippery muck that remains of
previous challenges dribbles towards large
drainage grates in the floor. A chill runs down
your spine as you hear the tinkle of chains
above you. Looking up to see hundreds of

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Bonus Boss (Alistair)
Alistair, more respectfully known as the Treasure
walking grave is another of the original When rolling for Treasure, each party member
Hallowgrave horrors. A goliath of a dead man, rolls a D20. The DM then takes the average by
his muscular body is mottled and decaying at dividing the added total of the rolls by the
different rates due to his age and profession. number of players. This result is then
He is never seen without his giant stone referenced to the appropriate loot table
coffin, it is a legendary tool of his trade, a gift below and rewards given out accordingly.
from the Hallow for his endless eons of
service toiling in the many cemeteries. Alistair
is the original undertaker and gravedigger of Group Loot Roll Boss Drops
the Hallow. As the story goes, Alistair is said to (Average) Upon Victory
have dug the very first grave in existence. 1-5 500 CCP Each
Other rumours say that the first grave he dug Ember of Evil Each
was his own. Only the Hallow would truly Alistair’s Tombstone
6-10 500 CCP Each
know how he came to be. Alistair takes
Ember of Evil Each
utmost pride in his work, everything else Alistair’s Urn
comes second. When he doesn’t have work to 11-15 1000 CCP Each
do however, he finds enjoyment in creating Ember of Evil Each
work for himself to do. Alistair’s Grave Digger
16-20 1000 CCP Each
The Meat Locker Arena is the perfect location Ember of Evil Each
to stay fighting fit and create some fresh Alistair’s Jar of Dirt
corpses that need graves. Alistair enjoys
frequenting the arena when work is slow so
that he may perfect his craft and acquire
some new corpses for work along the way.
Mixing business with pleasure is perfectly
reasonable.

The slow stomping sound of large and heavy


footsteps on the stone echoes from the
entrance to the Meat Locker. A hulking giant
of an undead man looms within the entryway
as he makes his way onto the bloody floor. A
huge intricately carved stone coffin rests upon
his shoulder that he carries with ease. A broad
rotten grin beamed from his otherwise
grotesquely ogre-like toothy face.

A booming voice calls out to you “These ones


are a bit scrawny ref! They’ll only need
shallow graves, not even six feet! I’m not sure
they are worth the time it would take to
scrape them from my coffin! HA prepare to
suffocate worms!”

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Bonus Boss (Lethia)
Lethia, while they are one of the original Treasure
horrors of Hallowgrave, is still a mystery to When rolling for Treasure, each party member
most of its denizens. This is mainly due to the rolls a D20. The DM then takes the average by
fact that nobody has seen Lethia’s true face, dividing the added total of the rolls by the
instead concealing their form behind a variety number of players. This result is then
of masks. Periodically swapping between referenced to the appropriate loot table
them, Lethia is a somewhat fractured soul, below and rewards given out accordingly.
forever cycling through different
interpretations of what could be described as
grief. Group Loot Roll Boss Drops
(Average) Upon Victory
Despite how it may seem however, Lethia 1-5 500 CCP Each
does not feel grief, instead using it as a tool to Ember of Evil Each
extract and feed on the negative emotions Mask of the Mother
that it represents and creates. The masks are 6-10 500 CCP Each
representations of different members of a Ember of Evil Each
family that are used interchangeably to Mask of the Father
11-15 1000 CCP Each
extract the maximum amount of grief from
Ember of Evil Each
the prey. Lethia, even among the other Mask of the Daughter
legendary horrors is truly a terrifying foe 16-20 1000 CCP Each
Ember of Evil Each
The Meat Locker Arena provides Lethia with a Mask of the Son
sustainable source of grief and negative
emotion thanks to its gruesome bouts and
constant stream of grieving fanfare once an
opponent has been slain. It is the perfect feast
just waiting to be served.

Lethia has no need for a flashy entrance. The


sound fills your ears long before coming into
sight. It starts as a low moan echoing through
the entrance, slowly building into a choir of
wailing and sobbing tears that grates at your
ears. As the slender and tall pale body of the
long clawed creature dramatically slinks into
the arena, the wails are enough to make some
of the crowd go mad, clawing at their own ear
drums to make it stop.

The creature was vaguely humanoid, and


draped in black cloth and a heavy black veil
completely obscuring its face. From hidden
lips the eerie distorted voice echoes between
the wailing “Where… have… you gone... my
darling… where… have… they… taken you…
please… please… call out… let… me… know…
you… are… still … with… with… me…”

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Bonus Boss (Obol)
Most people have at least hear of Obol’s Treasure
other name, the Ferryman. A tall pale figure When rolling for Treasure, each party member
wrapped in a cloak of shadows, his long limbs rolls a D20. The DM then takes the average by
and frail looking body would fool most into a dividing the added total of the rolls by the
false sense of security. But those that truly number of players. This result is then
know his secrets will always give him his due referenced to the appropriate loot table
respect. Obol is one of original Hallowgrave below and rewards given out accordingly.
horrors and one of the more well-known ones
in the realm of the mortals. He is responsible
for ferrying the dead across the sea of souls Group Loot Roll Boss Drops
when they pass over, or at least the ones that (Average) Upon Victory
can afford his services. If you can’t afford it 1-5 500 CCP Each
then you have to swim the sea like the rest. Ember of Evil Each
Supposedly, rumour has it that Obol needs a Obol’s Bell
6-10 500 CCP Each
lot of money and that’s why he charges for his
Ember of Evil Each
services. But what for is often a hot topic of Obol’s Coin Pouch
discussion in the Hallow as nobody seems to 11-15 1000 CCP Each
be able to prove the theory. Ember of Evil Each
Obol’s Oar
The Meat Locker is just another means to an 16-20 1000 CCP Each
end for Obol. Always going after the biggest Ember of Evil Each
prized fights and the biggest rewards. He Obol’s Other Soul
admits that ferrying the dead can be tiresome
and dreary sometimes and that occasionally it
is more fun to send the dead to his shore.
That and if there is more dead waiting to cross
then there is more chance of an extra tip.

The sound of crashing waves, echoes from the


entrance to the Meat Locker and a salty chill
hangs in the air. From the entrance strides a
tall slender being heavily wrapped in a
tattered cloak that constantly dripped water
onto the floor. From the cloak a long thin
hand clutched an ornate boat oar etched with
weathered runes that seemingly moved.

With a raspy but refined voice Obol speaks


“Are we sure these are the best souls for this
evening’s entertainment? They look more
lively then our usual quarries. No matter I
suppose. If they have the coin then they are
always welcome aboard my boat. Come let us
cross the sea of souls together!”

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Bonus Boss (William)
That’s right, the ever so helpful watcher of the Treasure
gate William is also a boss. Most people tend When rolling for Treasure, each party member
to forget that William is indeed one of the rolls a D20. The DM then takes the average by
Hallowgrave Horrors who ruthlessly guards dividing the added total of the rolls by the
and runs the inner workings of the Hallow number of players. This result is then
from the shadows. On top of this William is referenced to the appropriate loot table
not only a horror, but he is an original horror. below and rewards given out accordingly.
He is one of the six original evils of the Hallow
realm who wreaked havoc and spread terror
far and wide in his youth. Despite being a Group Loot Roll Boss Drops
bonus boss within the Meat locker, William is (Average) Upon Victory
not inherently evil in his pursuit of destruction 1-5 500 CCP Each
of the players and also will not disappear from Ember of Evil Each
his post at the gate if he is defeated. His Crow Egg
6-10 500 CCP Each
presence at the gate is more or less a
Ember of Evil Each
projection of himself so that he may keep his William’s Grass
immense power hidden from others. Cutter
11-15 1000 CCP Each
William frequents the Meat Locker arena as a Ember of Evil Each
means of training and scouting new potential William’s Eye
horrors. He will gladly accept the challenge 16-20 1000 CCP Each
presented by the adventurers and though he Ember of Evil Each
has no desire to kill them, he will not hold William’s Pocket Gate
back.

A booming maniacal laugh fills the air


alongside the creaking and splintering of
straw and wood.
“Hahaha!! And so the weary travellers
stumble their way into the belly of the
proverbial beast once more. You should watch
where you step young mortals and you had
better run fast, for you could fall into your trap
and it could be your last!
If you are afraid you best turn back, lest you
find yourself strung up in the sack. But if you
are brave and wish to fight, then I William will
show you all my might!”

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APPENDIX B: Item Descriptions without expending a spell slot or materials
The Hallow is a mysterious realm filled with (aside from the required corpses).
different customs, dark magic and strange
Agatha’s Wedding Rings
powerful beings. These chaotic forces lead to
Wondrous Item (Rings), Unique
the creation of many unusual and twisted
A pair of simple but pretty silver rings
items that whilst may be a regular household
engraved with elvish patterns. Any creature
item for this frightening realm, cannot be
whom touches one of the rings can feel a
readily found within the regular planes from
ravenous hunger emanating from within. This
whence the adventures hail from. The items
item counts as two separate magical items.
described here should only be found within
When two creatures are attuned to one of the
this annual Halloween adventure (Unless the
two rings each, damage received by either
adventurers decide to sell these exotic items
creature is divided equally (rounded up)
upon their return).
amongst the two creatures.
Abyssal Amulet
Wondrous Item (Amulet), Unique Alistair’s Grave Digger
This amulet is ice cold to the touch. It appears Wondrous Item (Tool), Unique
to be made out of a jet black metal chain with A large shovel, or perhaps it is a large spade.
a matte black onyx looking shard hanging Either way it is a simple oversized iron shovel
from its centre. The amulet itself gently bends with a 6 foot handle that is wrapped with
any light surrounding it, almost as if it is what appears to be tanned skin. This
absorbing it. This is a dark item even here. particular grave digger is magical. Whenever
Most go mad after just an hour or two. this shovel is used as an action to move earth
While wearing this item, you are completely it will magically move exactly a 6 feet deep
blind, you have no sense of sight whatsoever. hole that is 3 feet wide and 6 feet long. The
In return for your vision you gain the ability to earth will be deposited into a perfectly shaped
sense the subtle vibrations all around you. box of the same measurements anywhere the
You gain 200 feet of Tremorsense and can user chooses around the hole. The box of
attack any creature you can hear/sense earth retains its shape and all properties. This
without disadvantage. shovel is capable of digging more than just
dirt. Attempting to push this shovel into any
Adam’s Apple sold material, such as metal, stone, brick,
Wondrous Item (Spell Focus), Unique earth or other materials such as sand or
This item is definitely not an actual apple. It is gravel. If an inconsistent material such as dry
in fact Adam’s oversized throat cartilage that sand is used, the box will fall apart
vaguely resembles the shape of an apple. It is immediately. It quite literally digs a perfectly
about the size of a large fist and is made of shaped grave. Isn’t that neat.
rotten bone and blackened flesh that is well
past its use by date. It lets of the pungent
stench of foul magic. This item can be attuned
to and used as a +1 magic source for
spellcasting. Additionally once per month
under the full moon, the attuned creature
may cast Create Undead as a 6th level spell

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Alistair’s Jar of Dirt creature must make a Strength Roll to
Wondrous Item, Unique determine who wins the shove. If the creature
This large dirty glass jar is about 1 foot tall and wins, nothing happens. If the wielder of the
is nearly half full of some damp looking earth. tombstone wins, the target creature is shoved
Sadly no thumping can be heard from the jar back 10 feet and is dealt 1D10 Necrotic
of dirt. This magical jar of dirt has a simple damage as shadowy clawed hands emerge
metal lid that can be unscrewed. Opening the from the cracks in the stone, scratching at the
jar and placing a fistful of dirt into the jar from creatures body as it is pushed away.
an open grave magically links that grave to the
jar. At any time a player may sprinkle some Alistair’s Urn
dirt from the jar into an open grave. Laying Wondrous Item, Unique
down in the open grave will allow the A simple metal urn shaped like a small vase
creature to instantly teleport from that open complete with a matching lid. The metal is
grave to any grave that has had its dirt placed tarnished from age and is cold to the touch.
inside the jar. Naturally most graves will be no Opening the urn fills your nostrils with the
longer open graves, as such when the subtle smell of earthy flowers. The urn holds
creature appears at the intended grave of several handfuls of a fine grey powder, most
their choice, a temporary open grave will likely high quality ashes. Sprinkling the
appear, allowing them to escape the grave powder from Alistair’s Urn on a corpse will
before it closes back over. The teleportation cause the entire corpse to smoulder and
can only be used once per day. The dirt jar can slowly disintegrate into a fine grey powder
hold an endless amount of dirt and leaving nothing else behind. Any worn
remembers all graves it is connected to. equipment is also turned to dust. The residue
powder from a corpse may be used to refill
Alistair’s Tombstone the urn. Any powder removed from the urn
Armor (Shield), Unique will lose its properties within 1 minute.
Alistair’s tombstone doesn’t really look like
much. It is a decrepit tombstone slightly larger Anaconda’s Thermal Eye
than a regular shield. The bottom base of the Wondrous Item, Unique
tombstone appears to have crumbled long While peering through this soggy non-
ago. Some rusted chains have been wrapped decaying serpents eyeball like a looking glass
around the centre of the stone and locked in one can see heat auras emanating from
place with a makeshift handle on the back creatures or warm objects. The hotter the
made of leather allowing the tombstone to be object the brighter the aura. The auras
carried just like a shield. The front face of the emanate through glass or up to 10 feet of
crumbling stone features only the name shrubbery, 2 feet of wood or 1 foot of stone.
Alistair and the letters R.I.P. carved roughly The auras are not very defined so for example
into it. The tombstone can be used as a heavy you cannot tell what the medium sized
shield that provides a +3 bonus to the creature on the other side of the door is, only
wielders AC. Wielding it or carrying it provides that it is medium in size and so forth.
a disadvantage to stealth checks and reduces
your movement speed by 5 feet. Additionally
the wielder may expend an action on their
turn to shove an enemy within 5 feet range
with Alistair’s Tombstone. The wielder and

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Anti-Decay Serum - Green Lenses allow the user to see perfectly
Normal Item, Rare in the dark even if there is no light source.
This small clear vial with a red wax seal - Red Lenses allow the user to see faint
contains a viscous golden oil that smells like outlines of living creatures within 30 feet,
rotten fish. Applying this oil to a fresh corpse through solid walls and obstacles.
will prevent it from decaying, prolonging the - Orange Lenses allow the user to see inside
time that the body has to be revived or the intricacies of locks and traps, providing a
reincarnated. One vial contains enough for +2 bonus to picking the lock or disarming the
one body to last an additional 3 days before trap.
decaying. The oil may be reapplied to extend - Purple Lenses allow the user to directly look
the process. at intensely hot or bright objects without
going blind.
Asteroth’s Betrayal - Clear Lenses are perfectly normal reading
Martial Weapon (Great Sword), Unique glasses for the long sighted.
A finely forged silver great sword sealed
within an ornate black leather scabbard. This Bag of Memories
is the blade once carried into battle by the Wondrous Item, Unique
arch demon Asteroth. When wielding this The small brown fine leather bag is soft to the
weapon if the creature was dealt damage touch and is held closed firmly by a simple red
during the enemy’s last activation then any cord. The bag is magical and will refuse to be
attacks made with this sword for that turn will opened unless the user is attuned to it. Once
be made with advantage as the blade seeks its an owner has attuned to the bag they may
revenge for the betrayal just like the one that spend 20 minutes performing a ritual to
killed its original master. perform one of the following:
- The player may copy any memory from a
Automated Goggles willing or unconscious creature. The memory
Wondrous Item, Unique can be random or the user can search through
It is supposed to resemble some form of high the creature’s memories for a specific one.
tech goggles. But in actual fact it’s more like a The bag can hold any number of memories.
pair of glasses, attached to a dozen other - The player may permanently remove any
pairs of glasses. These bronze framed memory from a willing or unconscious
spectacles have a multitude of different creature. Only one memory may be removed
coloured lenses each attached to a small lever per ritual. And yes you can eventually cause a
mechanism that allows the wearer to change creature to completely forget everything.
which lenses are being looked through and - The player may implant a memory from the
which are safely stored out of the way no bag into a willing or unconscious creature. The
attunement required. The lenses may be memory does not overwrite an existing one,
changed at any time as a free action to invoke but the creature completely believes that is
one of the following effects. their memory.
- Yellow Lenses allow the user to see perfectly - The player and any willing participants may
up to one mile away as if it were only 50 feet view and experience any memory stored in
away. the bag of memories.
- Blue Lenses allow the user to items or
creatures under the effects of invisibility or
etherealness.

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Batikans Blood Curse
Martial Weapon (Thrown), Uncommon Item Enchantment Item, Rare
These small shuriken like weapons are made A tattered scroll bound with a bright red cord.
from a high quality dark metal and have been This is a single use enchantment that can be
honed, and sharpened into the shape of a bat used to enchant one melee or ranged
with its wings spread wide. It is considered a weapon. Enchanting a weapon with this curse
ranged weapon with an effective range of 30 causes it to emanate faint traces of magic and
ft. It will inflict 1D4 Piercing Damage, plus an give off a slight red glow. Dealing damage
additional 1D2 Fire Damage on a successful with an item enchanted by this curse deals an
hit. extra 1D4 Fire Damage on a hit and the
creature holding this weapon at the time loses
Bat Jerky that same amount of hit points. These
Normal Item (Consumable), Common weapons do not require attuning.
This local delicacy is quite popular amongst
the lesser horrors and demons that inhabit Blood Shunt
the Hallow realm. Each small wax paper Simple Weapon (Dagger), Unique
packet contains half a day’s rations worth of a A thin silver metal tube edged into a serrated
black leathery jerky that resembles a small tip at one end is covered in small scratches
wing. Tastes just like salty chicken and has no from overuse. The blood shunt was once used
nutritional value. to Orisa to slowly drain her victims of every
last drop of their blood by inserting it into a
Blank Tombstone major artery. This dangerous tool can be used
Normal Item (Utility), Uncommon as a magical weapon that operates like a
This item consists of a standard 1 foot sized regular dagger with the added effect that if it
rounded top tombstone carved from a single deals damage to a living creature, the
piece of grey stone. When held, the creature creature will be inflicted with a bleeding
holding it may speak a name and a date which effect. At the beginning of each of the
will then magically carve themselves into the bleeding creature’s turns it is dealt an
stone. This is a single use item. The additional 1D2 damage as it bleeds out. This
tombstone lasts about 100 years before effect can stack 5 times.
degrading beyond repair.
Blood Flask
Bleeding Biscuit Normal Item (Consumable), Uncommon
Normal Item (Consumable), Common A strong musky aroma fills the air as you flip
These freshly baked biscuits are seemingly the clasp on this dented metal flask. A thick
normal to the naked eye, but when a bite is red liquid swirls inside the container. This is
taken they begin to ooze a thick blood red something you drink when you need, not out
liquid as if it was bleeding. Supposedly the of choice. It is a distilled version of blood wine
inside is made from cooked down Blood Wine. also made from the blood of a Jubokko tree.
After completely eating a Bleeding Biscuit you It’s Type-O so it won’t make you sick and
will immediately regain 1 Hit point. makes an even better emergency blood
transfusion. Upon drinking this consumable
item you will immediately regain 2D6 hit
points (like a health potion but evil).

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Blood Wine from the lower gears. It looks as if there is a
Normal Item (Consumable), Common gear missing from the device.
A sweet musky aroma fills the air as you Bobbleheads have a cog shaped base. The
uncork this small bottle. It is a fine red wine Bobblehead can be inserted over the
made from the blood of unknown creatures. It protruding rod and will click into place. As
is perfect for serving in a chilled glass soon as the Bobblehead clicks into place the
alongside the finest of meats. It’s always cogs and gears start turning. The Bobblehead
Type-O so it won’t make you sick and makes figure in the centre begins to turn slow,
for a good emergency blood transfusion. making clicking noises that grow increasingly
Upon drinking this consumable item regain faster as it continues to turn. After around ten
1D6 Hit Points (similar to a health potion). seconds of ominous clicking the Bobblehead
explodes outwards, ripping a hole in the very
Bobblehead - Assorted fabric of the astral plane. The wind around the
Normal Item (Collectible), Common portal howls as it is sucked into the vacuum
There is a wide variety of Bobbleheads within beyond. A dark figure claws at the edges of
the Hallow. These are a popular collectible the portal, pulling itself from the clutches of
among all young goblins and ghouls. Each the void. It most definitely succeeds. As soon
Bobblehead is a 3D cartoon impression of a as the creature is through, the portal begins
popular creature or character from within the to collapse, leaving nothing behind but the
Hallow. The Bobbleheads have an oversized Soul Separator lying on the ground, and the
head attached to the body via a spring so that figure before you. The figure is a summoned
the head wobbles. Each Bobblehead is about version of whatever Bobblehead is used to
3 inches high and does not come with a box. activate the device. It has the same stat blocks
There are a wide variety of Bobbleheads to as it normally does and his most definitely
collect. Some are far harder to find and more hostile. It has all memories, personality and
valuable than others. Fun fact each equipment that it normally would have access
Bobblehead has a cog shaped base so that it to. You just ripped a hole in reality and
doesn’t fall over. Check out the Bobblehead summoned a living version of the Bobblehead
Collector. congratulations. The device can only be used
once on the evening of a full moon. The
Bobblehead Soul Separator device is not destroyed during the summoning
and can be used during multiple summoning’s
Wondrous Item, Unique
as long as it is a different full moon each time.
This is an item that should not exist. Its very
nature is a danger to reality itself. But
somehow the Bobblehead Collector came into
the possession of this item forbidden by
existence. To the untrained eye, this small
metal circle of brass clockwork cogs and
bronze gears looks nothing more than a
broken clock. There appears to be no battery
or mechanism to make the clockwork device
move. Rotating any of the gears or cogs
doesn’t seem to do anything. On the topside
in the very centre is a small rod protruding up

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Bone Blade when it explodes will take 1 point of fire
Enchantment Item, Rare damage. When the Bonework explodes, roll
A tattered scroll bound with a pale white on the below tables for the pattern and colour
cord. This is a single use enchantment that of the exploded ashes.
can be used to enchant a single willing ROLL 1D6 COLOUR
creature within touch. Using this 1 Red
enchantment on a creature is extremely 2 Orange
painful and the target creature will lose 5D6 3 Yellow
4 Green
Hit Points over the course of the enchantment
5 Blue
process. If the process is successful the 6 Purple
creature is now able to expend an action and
sacrifice 10 Hit Points to protrude a short ROLL 1D6 PATTERN
blade crafted using some of their own bones 1 Scatter
from beneath their wrist skin. This blade is 2 Star
treated as a short sword and can be replaced 3 Skull
back after finished being used. If the blade is 4 Pumpkin
broken or lost it will take 24 hours for the 5 Bat
6 Swirl
creature’s body to create a new one.

Bovine Bullwhip
Bone Darts
Martial Weapon (Whip), Rare
Martial Weapon (Thrown), Uncommon Item
Long strands of the finest leather sourced
These small roughhewn shard like weapons
from local Hallowgrave factories is wound,
are made from whatever random bones were
twisted and braided into a long 9 foot whip
laying around at the time and have been
complete with a small looped cracker at the
sharpened to a needle fine tip. It is considered
end that creates a loud crack when whipped
a ranged weapon with a range of 30 ft. It will
around. This bullwhip is considered to be a
inflict 1D4 Piercing Damage, plus an additional
martial weapon with the finesse and reach
1D2 Necrotic Damage on a successful hit.
attribute. It inflicts 1D6 slashing damage on
successful hits. There is nothing stealthy
Bonework
about this weapon. Additionally once per day
Normal Item (Novelty), Uncommon
the user may summon a Cow (VG p.207). The
Each Boneworks is a grizzly hallowed
cow will obey any simple verbal commands
interpretation of a traditional firework. The
issued by the wielder of the whip such as
actual item itself is made from an old
move or attack and will disappear after 1
bleached bone that has been crudely
hour.
sharpened and hollowed out. The pointy bone
is filled with unnatural ingredients and sealed
off with a thick fuse. A lit fuse it will sparkle
for 6 seconds before shooting off. The bone
will travel 100 feet in whichever direction it
was ravelling before exploding with a loud
bang in a somewhat pretty yet short display of
smouldering ashes. If a bonework hits a
reasonably solid object it will detonate
immediately. Anything within 5 feet of it

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Brimstone Bar feels heavy in one’s hand; this is a tool for
Simple Weapon (Quarterstaff), Unique rending flesh and cracking through bones. The
A seemingly dull 5 foot bar made from a single weight of this purpose will frighten some but
piece of what constantly looks like cooling drive others forward. This weapon should be
lava. Occasionally red glowing cracks upon treated as a +5 Dagger.
and close along its length. The bar is always
warm to the touch and smells faintly of Candy Corn Pieces
sulphur. The brimstone bar is considered Currency (Money), Common
immune to fire damage and is a versatile Gold should be used not squandered away
weapon, dealing 1D6 Bludgeoning damage and silver should be locked away on the
with one hand or 1D8 with two hands. The bar deepest bowels of the earth. The local
contains 5 charges which do not replenish currency of this strange realm is the brightly
automatically. Charges can only be coloured and sweet tasting Candy Corn Piece.
replenished by laying the bar in heat source of Made from 100% real sugar these little
a bonfire or hotter. For each hour it lays delights can be traded for an assortment of
within the heat source, the bar will regain 1 items (or bribes) fro, Skelton the merchant in
charge. When making an attack the user may the spooky square.
choose to expend any number of charges. If
the attack is successful the bar will inflict an Carving Tools
additional 1D6 Fire damage for each charge Normal Item (Tool), Common
expended this way. If the attack fails the A small set of rustic scoops and knives perfect
charges are still used. for sculpting all manner of creepy faces into
things. Roll a D20 to determine how creepy
Bull Ring the face is (20 is terrifyingly good).
Wondrous Item, Rare
This large tarnished gold ring is not worn on a Cauldron Water
finger or similar appendage. Instead it may be Normal Item (Consumable), Common
worn as a either nose ring or ear ring and still This small glass bottle of murk brown liquid
gain its boon. While wearing this item you looks rather disgusting and has small chunks
sprout a cool pair of dull red astral Minotaur floating amidst it. Drinking this liquid tastes
horns. Aside from being semitransparent, the absolutely foul and leaves you with a bad
horns seemingly look and feel natural. tummy ache. For the next hour you have an
Additionally you may now make unarmed unending flow of mist escaping from your
strikes with your horns. If the hit is successful mouth and nose from the liquid you just
you may deal 1D8 Piercing damage plus your drank in your stomach. It billows around you
Strength modifier instead of the normal like a small damp fog. It is completely
unarmed strike bludgeoning damage. harmless.

Butcher’s Knife
Simple Weapon (Dagger), Unique
The butcher’s knife is a simple stout blade
pressed into a wooden handle. The blade
despite its obvious wear and tear is razor
sharp and can easily cut through flesh as
though it were paper. The Butcher’s knife

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Chains of Torment Ciphers
Wondrous Item, Unique Wondrous Item, Unique (6)
The chains of torment consist of a rusty black This is an odd key. It is a medium sized heavy
set of chain about 6 feet long and emanate a Cog with exactly 26 teeth surrounding its cold
dark longing for pain. This is an item left over grey metallic body. Each tooth face has a
from a dark age of terror and torture. This single letter imprinted into it. These ciphers
item is used to restrain or tie up creatures and must be collected in order to open the
beasts. The chain is made from an gateway back to the mortal realms.
unbreakable material and its links cannot be
separated. Once these chains have been Clockwork Arrows
placed on, any attempt to tamper or free Weapon (Arrow), Uncommon
oneself from their embrace will cause the These lightweight wooden arrows have been
chain to slowly tighten crushing its victim modified to incorporate a spring loaded
towards death. Only the one whom placed the mechanism located just below the arrow
chains on a creature can remove them safely. head. On a successful hit with a Clockwork
Arrow the clockwork mechanism activates,
Chain-O-Lantern springing the arrow head deeper into the
Wondrous Item, Rare target causing further damage. When rolling
A medium Sized black cast iron jack-o-lantern for damage with a Clockwork arrow roll an
swinging from a short chain. Turning the small additional 1D4 Piercing Damage in addition to
knob on the side will open the sharp toothed the regular damage. Unlike traditional arrows,
jaw revealing a small arrange light inside. The Clockwork Arrows require a DC10 Strength
lantern illuminates the immediate area (15ft) check to pull out of the target. When a
in a warm orange glow. Allows you to see Clockwork Arrow is removed from a target,
through invisibility and sometimes catch the mechanism breaks leaving the arrow
glimpses of the unseen. useless and unrepairable.

Chimera Curse
Enchantment Item, Rare
A tattered scroll bound with a bright yellow
cord. This is a single use enchantment that
can be used to enchant one melee or ranged
weapon. Enchanting a weapon with this curse
causes it to emanate faint traces of magic and
give off a slight yellow glow. Dealing damage
with an item enchanted by this curse deals an
extra 1D4 Force Damage on a hit and the
creature holding this weapon at the time loses
that same amount of hit points. These
weapons do not require attuning.

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Clockwork Shield squeaks every few steps as if walking on a
Armor (Shield), Uncommon squeaky toy. While wearing these shoes, the
This intricately designed shield, appears to the creature has disadvantage on Stealth checks
untrained eye as a bulky mass of cogs and and cannot hide unless completely obscured
gears bashed together to form a crude metal from sight. Additionally while wearing these
shield about the size of a regular kite shield shoes the wearer may expend a reaction to
but much heavier. Despite its appearance the impose disadvantage on the next attack a
clockwork shield fully works as a regular target creature within 10 feet would make
shield providing a +2 to its wielders AC. In (they should make an obnoxious joke as well).
addition the wielder of the clockwork shield Finally a creature that has taken a dash action
may expend a bonus action on their turn to this turn may make an additional dash action
activate the shields mechanism. Upon this turn if they are wearing these shoes for
activating the mechanism the cogs and gears the entirety of the first dash action.
begin to creak as they turn slowly. Slamming
the activated shield into the ground point Coat of Many Pockets
first, the shield rapidly unfolds out into a large Wondrous Item, Unique
metal barricade. The unfolded barricade can A tattered black and brown coat that looks
be folded back up as another bonus action. like it has seen far better days. It emanates
While unfolded the shield is large enough for some strange and tangled magic as if it is
up to one medium creature to completely barely held together by a single thread. On
hide behind with full cover. The shield itself closer inspection the tattered cloak is actually
now has an AC of 18 and 30 Hit Points. A entirely made out of pockets. Hundreds of
perfect portable barricade for all encounters different sized pockets all sewn together to
and sieges. The shield imposes disadvantages make the rough shape of a clock. Each pocket
on all stealth checks while being worn or links to a unified sub dimension that can store
carried. any object that get fit through the pockets
opening without ripping the pocket or being
Clown Hammer sharp enough to cut the inside apart. Living
Simple Weapon (Club), Uncommon objects will not be able to breath in the sub
Resembling an oversized toy hammer, the dimension and will eventually suffocate. You
clown hammer is a perfectly safe weapon for must know what is in the sub dimension to be
learning how dangerous the real world is. A able to pull it out of a pocket. Each and every
successful hit with this light melee weapon pocket leads to the same sub dimension and
will only inflict 1 Bludgeoning damage. as such you can remove an item from any of
Additionally on a successful hit, roll a D100, on the pockets no matter which one it was
a roll of 100 the attack instead inflicts 100 stored in. The coat is always the same weight
Bludgeoning damage. It makes a fun squeaky no matter how much is stored in the sub
noise when it hits things. dimension. Ripping apart or destroying any
pockets will cause a portal to the astral plane
Clown Shoes to appear, consuming anything near it.
Wondrous Item, Unique
These bright red and obnoxiously obvious
shiny shoes are always several sizes to big
even after adjusting to a new creatures foot
size. When being worn they let out awkward

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Corrosive Blood exactly 1 minute, on a roll of less than 10
Normal Item, Uncommon nothing happens.
The shimmering bronze liquid appears to
unnaturally bubble and boil inside the square Cotton Candy Cider
glass bottle despite making no movement or Normal Item (Consumable), Common
heat. The liquid inside the bottle is a This horrific tinned drink is incredibly popular
concentrated compound derived from the with newer horrors that have only been
blood of a common rust monster. When the around for a few centuries. It tastes like you
liquid is poured onto a metallic material or have poured raw sugar into a cup and
object it instantly begins to corrode and eat dissolved it in syrup. It is just too sweet for
away at the metal. The liquid only affects any normal being to handle. When drunken
metal. One bottle is enough to destroy any make a DC10 Constitution saving throw. On a
single non magical metal weapon or 20 metal successful save you keep it down and feel
ammunition or up to 2 x2 square feet of 1 horrible about it. On a failed save you throw
inch thick metal plating or wall (or any up 1D6 full formed Candy Corn Pieces and
combination of similar volume). All that is left suffer from a stomach ache for the next hour
over after the liquid has eaten at the metal is resulting in automatically failing all
a pile of rusty metal filings. Constitution checks.

Corpse Coil Cotton Candy Corn


Wondrous Item, Unique Normal Item (Consumable), Common
A small brass contraption consisting of Candy Corn Pieces are ground up into a fine
numerous small gears and cogs surrounded by powder before being melted down and spun
a tightly wound copper coil. The cogs and around a forked stick. The resulting web like
gears are connected to a central handle on ball has an orange tinge to it and tastes what
top of the coil. A small leather handle allows one would imagine a cloud made of sugar
one to hold the coil and turn the handle with tastes like. It makes for a great snack but it
the other hand. You may spend an action on isn’t filling and always leaves you wanting
your turn to wind up the coil. It creates bright more to eat.
sparks as it builds up an electrical charge in
the coil. Once the coil is charged it will retain Crocarrow
that single charge for 1 minute. During that Weapon (Arrow), Uncommon
minute you may use an action and expend the These simple spring loaded arrows feature a
charge to do one of the following. set of sharp toothed jaws rather than a
- Make a melee attack against a creature traditional broad head. The mechanism is
dealing 2D12 Lightning Damage on a designed to ensure that the arrow latches
successful hit. onto the target even with a less than perfect
- Forcefully shock a downed (death saves) shot. When using a Crocarrow with a bow,
creature and roll a D20, on a 10 or higher the you gain a +3 bonus to the attack roll, but all
creature is stabilized on a roll of less than 10 ranges for the bow are reduced to a quarter
the creature is put one step closer to death of their usual totals (rounded down) due to
(+1 to failed death saves). the weight of the arrow.
- Shock a corpse that has been dead for no
longer than 1 hour and roll a D20, on a roll
higher than 10 the corpse is revived for

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Crocodile Egg random page. The words on the page begin to
Companion Pet, Rare meld and form moving drawings on the
This is an ivory coloured egg with a gentle stained yellow pages.
bumpy pattern across its surface. If looked There is a dark skinned elvish man standing
after carefully this egg hatches into a hand near an open window high over the town.
sized crocodile in 2D4 days and can become a Perhaps this is a tale of Lord Lichtenstein?
pet or companion as set out in the official
rules. It has the statistics of a regular croc. “They came again. The same time, same place
and same agenda. Once a moonlit year for the
Crow Egg past 662 years they have come. It seems to be
Companion Pet, Rare due to some disturbance in the walls of the
This is a speckled blue and brown crow’s egg astral plane. The barriers that contain the
about the size of a small rock. If looked after realms weaken and some crossover
carefully this egg hatches into a tameable interference occurs. This is scientifically
small sized crow hatchling within 2D4 days proven. But this, this is something else.
and can become a pet or companion as set Something is drawing them here. Each and
out in the official rules. It has the statistics of every year without fail. Sometimes it is the
a regular crow. same ones, sometimes it is new ones or a
mixture of both. Again year after bloody year I
Crystalized Crocodile Tears say it is not a coincidence. They come, they
Wondrous Item, Very Rare slaughter us, take our riches and our keys and
then they leave. Blast that William, who
These crystalized tears are nearly completely
knows what he thinks he is doing. Some
transparent and are no larger than a kumquat.
Expending an action you may throw a tear at legendary watcher he is if he lets just anyone
through. The others are content to leave
any point within 60 feet. When the tear lands
things as they are, to continue on with their
at the point or impacts are solid object it
horrific journeys. Death isn’t permanent here
shatters and instantly unleashes a monsoon of
anyways. When we die we will just come back
water. The amount of water suddenly
at the turning of the new moon. Always the
unleased is roughly enough to fill a circle 50
same. I never understand them. But still I must
feet in diameter and 20 feet deep. Without a
play my role on this stage.
proper container to house that much water it
Wait. It’s starting again. The ever so familiar
will flood outwards at high speed as per the
sound of that horse. That bastard rider is back
normal rules of fluids. The force is great
enough to push a large creature at least 20 again. The sound even sends shivers down my
dead spine. I hate it. Why should I fear
feet or a medium creature 30 feet or a small
something of this realm just like me?
creature 40 feet.
I wonder who will be victorious this year.”
Curse of Reawakening
Normal Item (Collectible), Unique
A gift from the collector. The Curse of
Reawakening is a tattered paper journal held
together by strands of some poor creature’s
hair. It is knotted shut. Undoing the knot will
cause the book to open magically by itself to a

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Cyclops Eye Demon Salt
Wondrous Item (Source), Rare Normal Item, Uncommon
The cyclops eye is a magic wielders best This item consists of a small dark red pouch
nightmare. Physically it looks like a sticky eye made from simple stained hide. It is held
with some essential nerves hanging out of the tightly closed by black drawstrings. Opening
back of it, it has a blue iris. Made from the the pouch reveals fine granules of yellow salt
carefully extracted eye of a cyclops, this magic that smells thickly of sulphur and brimstone.
source grants the user extra abilities. This The fine yellow powder tastes like an extra
item is considered a +1 Magic Source and smoky salt for anyone foolish enough to eat it.
must be attuned too. This item grants the Demon Salt is a type of Hallucinogenic food
owner the magical ability to temporarily look consumed by monsters or the insane.
through the eye of the cyclops where ever it Consuming a small pinch of Demon Salt
may be within 60 feet of the user. While using before resting or sleeping causes the creature
this ability the user cannot see through their to have vividly almost lifelike nightmares of
own eyes and is considered blind. their darkest memories while they sleep or
meditate. Although a shocking experience, it
Death Sticks can be quite helpful in remembering
Normal Item (Consumable), Common suppressed memories. It is an uncommon
A sickeningly strong odour of smoke and dried item to come by as the recipe is a highly
herbs wafts from these 3 inch brown sticks. valued trade secret.
Death sticks are made from a rather potent
combination of deadly plants and when Ember of Evil
smoked or inhaled will cause you to pass out Wondrous Item, Very Rare
near immediately. This effect will cause your A small rough pitch black stone wrapped in
heartbeat to slow right down giving you the shifting tendrils of red light. The ember is hot
likeness and appearance of death to all but to the touch and exudes a dark power that
the most knowledgeable eye. The effect lasts beckons you to it. The stone is weak enough
1 hour before regaining consciousness. that it can be crushed by squeezing it firmly.
If a creature crushes this ember it will explode
Deathly Bouquet outward in a thick cloud of dark fog. The red
Wondrous Item, Common tendrils will wrap themselves around the
A well-arranged assortment of dead and target creature constricting around its body.
blackened flowers that may have once looked The effect of this item lasts 1 minute. While a
very pretty had they not died. In the Hallow creature is under the effects of this item they
however they are the most common apology are immune to all damage and conditions and
gift and Skelton stocks plenty of them gain a +5 to all attack and damage roles.
knowing full well they are a best seller. During this time the creature will viciously
Crushing a deathly bouquet or ripping it apart attack relentlessly, if there are no enemies to
will cause all standard/normal vegetation attack the creature will attack its own allies.
within 30yards to slowly shrivel up and die. When this effect wears off, any damage that
was dealt to the creature while under the
effects of the ember will be dealt to the
creature all at once as the glowing tendrils
leave its body.

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Endless Fire Water the next hour. Nothing happens on a
Wondrous Item, Very Rare successful save. The poison is unnoticeable
Contained within a small dark brown bottle unless detected with magic. It can be used 5
and sealed with metal cap the so called times before the flower withers to nothing.
endless fire water always exudes a soft spicy
smell despite being sealed tight. Upon False Teeth
opening the bottle however one might need Simple Weapon, Common
to replace their sinuses given how much spice This set of 100% real vampires teeth is fully
fills the immediate air space. Upon drinking adjustable to fit into any creatures mouth be
the thick oily liquid a creature must make a it big or small or have no teeth at all! Wearing
DC20 Constitution saving throw. A creature this item will allow the user to replace their
may choose to fail. On a failure the creature unarmed strike with a bite attack that inflicts
will suffer fire damage equal to 20 minus their 1D4 Piercing Damage on a successful hit.
saving throw and will immediately begin
belching hot flames in a 10 foot cone in Fel Curse
whatever direction they are facing. Despite Enchantment Item, Rare
being called endless fire water, this effect will A tattered scroll bound with a bright green
actually end in about 1 minute. Any creature cord. This is a single use enchantment that
caught in or entering the flames must make a can be used to enchant one melee or ranged
DC15 Dexterity saving throw or suffer 2D6 Fire weapon. Enchanting a weapon with this curse
Damage or half as much on a successful save. causes it to emanate faint traces of magic and
give off a slight green glow. Dealing damage
Eyeball On A Stick with an item enchanted by this curse deals an
Normal Item (Consumable), Common extra 1D4 Poison Damage on a hit and the
A favourite snack from ogre cuisine, the creature holding this weapon at the time loses
humble eyeball on a stick is exactly what it that same amount of hit points. These
sounds like. It is just a random eyeball from a weapons do not require attuning.
creature on a stick. It tastes quite good and
that’s not even the creepiest part. When the Fickle Flame
eyeball is eaten, the creature suffers a short Wondrous Item, Common
vision, seeing approximately the last 6 A small uninteresting scrap of dry parchment
seconds of what the eyeball saw before with no visible markings or unusual
meeting its demise. differences to that of regular parchment.
However when this parchment is rubbed
Fake Flower against itself or a course surface for 1 minute
Normal Item, Rare it sparks to life with a small flame at one
Made from a budding plant found only in the corner of the parchment. The flame will
Terra Marsh this fake flower can be easily provide 10 feet of dim light for 1 minute
attached to any clothing for use. Using a before burning out completely.
simple command word of the owners
choosing the flower will spray a fine poison 5
feet in the direction it is facing. A creature
struck by the poison must make a DC14
Constitution saving throw or be dealt 1D4
Poison damage and immediately feel ill for

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Fresh Pumpkin Ghostly Curse
Normal Item (Consumable), Common Enchantment Item, Rare
It consists of a single large orange pumpkin A tattered scroll bound with a bright white
straight from the Pumpkin King’s patch. What cord. This is a single use enchantment that
else were you expecting? can be used to enchant one melee or ranged
weapon. Enchanting a weapon with this curse
Fried Fingers causes it to emanate faint traces of magic and
Normal Item (Consumable), Common give off a slight white glow. Dealing damage
What creature this foot long finger came from with an item enchanted by this curse deals an
no one is willing to tell you. But it is rather extra 1D4 Cold Damage on a hit and the
slender, slightly hairy and tough to eat around creature holding this weapon at the time loses
the thin bones. After finishing a Fried Finger that same amount of hit points. These
roll a D100, on a roll of 100 you hear an weapons do not require attuning.
ethereal voice ask if you would like to be
made a sandwich (DM decides what happens Glutinous Bag
next). Otherwise nothing happens and you Wondrous Item, Rare
enjoyed your finger. This item consists of a tattered shoulder bag
that looks like it has been patched together
Funnel Web Cake from a dozen different rag like materials. The
Normal Item (Consumable), Common bag has no strap, nor clasp or zipper keeping it
A delectable fried dish made from real funnel closed. The only opening lies at the front of
web spiders. Finished with a fine sprinkling of the bag between two rows of aged yellow
bone powder, this cake is sure to be a sure hit fangs that have been sewn onto the fabric in
for all midnight parties. If you can manage to the shape of a grinning mouth. There is no
stomach this cake you can feel the strange other way to open the bag. The Glutinous bag
sensation of insects crawling under your skin. doesn’t like to open for anyone to rummage
Creatures that fully consume this cake gain around its insides. In fact the bag doesn’t
the Spider Climb ability for 1 hour. really store anything inside it except for food.
The glutinous bag has three charges. An
owner may expend a charge to have the
Gentlemen’s Cane
Glutinous Bag create and spit out any food the
Wondrous Item, Unique
user wants that the bag has eaten before. The
This sturdy walking can is polished to a
food/dish is an exact replica as it was when
moonlit shine and features a small red crustal
the bag ate the original. Once the bag has
orb as the handle. The cane itself is made
eaten a food it can replicate it over and over
from a Jubokko tree and the orb is made from
as long as it has charges. To regain charges
the crystalized blood of the same tree.
the bag must be fed a hearty meal sized
Tapping the cane on the ground firmly causes
amount of food. Its favourite type of food is
the red orb to glow from within, illuminating a
sweet tarts and cake.
15ft area around in in a deep red hue of light.
Tapping the cane again will extinguish the
light.

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Greater Mystery Pumpkin Box Ground Pixie Wings
Normal Item (Novelty), Uncommon Wondrous Item, Rare
This is a novelty item in which players have a This rare powder sparkles in its vial. It is made
chance of getting a random price as shown in from real pixie wings caught by the outlying
the table. Open the box and roll a D20 to see rappers and hunters of the Hallow. Sprinkling
what you get. A greater mystery pumpkin box the contents of this vial onto a creature or
has a higher chance of getting better rewards oneself will give you the gift of flight for 1
and always guarantees a useful prize. hour before wearing off. It is very hard to
ROLL ITEM come by. Each vial only has enough for one
1 Headless Horseman creature or person.
Bobblehead Pumpkin
Head Gunpowder Rat
2-3 A whole box of moths
Companion Pet, Very Rare
4-5 One Large Bone
6-7 Blood Wine A very rare leftover from the early days of
8-9 Wooden Stake Hallowgrave, when civil unrest flooded the
10-11 Poisoned Apple streets, the gunpowder rat is the result of
12-13 Fresh Batch of early nightmarish experimental research. This
Pumpkin Cookies small smoky smelling, soot coloured rat looks
14-16 Pumpkin Bomb
mostly normal if not for the fuselage tail that
17 20 CCP Coupon for
the Eatery is quite flammable. Gunpowder rats produce
18 Spider’s Egg potent concentrations of gunpowder along
19 40 Candy Corn Pieces their fur hairs and when their tail it only takes
20 Lifeblood Amulet 12 seconds before it explodes. Don’t worry
the rats are completely unharmed and
Ground Gargoyle impervious to all fire damage or damaged
Wondrous Item, Rare caused through explosions, in fact they love
This small black pouch contains a grey sand exploding, it’s fun when the rats get to take
made from the crumbling stone of gargoyles some revenge on the mortals for a change.
who are no longer attached to this world. When a gunpowder rat explodes all creatures
Sprinkling this fine powder onto a living within a 20 foot radius sphere must make a
creature will slowly turn it to stone petrifying DC12 Dexterity saving throw or be dealt 8D6
it permanently. This effect can be ended by Fire damage on a failed save or half as much
removing the curse. Sprinkling this powder on on a successful one. A gunpowder rat takes 5
a stone statue will temporarily bring it to life. days to regrow its gunpowder fur coat. The
It is advised to wear gloves when handling this rat cannot attack but will move through
powder. verbal commands of its owner with a
movement speed of 30ft.

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Hallowed Axe Hallowed Sword
Martial Weapon (Battle-axe), Uncommon Martial Weapon (Shortsword), Uncommon
A common double sided battle axe with its A common Short Sword with a hilt made from
heads shaped into that of razor sharp bats. It gnarled bones and a small creatures skull. This
has a matt black coat of paint with a little is a simple and brutal yet effective weapon.
dried blood. This axe is a +1 Battle Axe and This is a +1 Short Sword. When swung this
when swung around it makes the sound of weapon howls like a wolf as it moves through
screeching bats. the air.

Hallowed Bow Headless Horseman Bobblehead (Blue)


Simple Weapon (Shortbow), Uncommon Normal Item (Collectible), Rare
A common Short Bow fashioned from limbs of This is a novelty collectible item that is
the fallen and guttural strings. The work available during the 2018 running of this
appears gnarly but is actually quite sound for adventure. It is a miniature bobble head
its use of materials. This is a +1 Short Bow. model of the headless horseman that glows
Firing an arrow from this bow will cause it to faintly with blue light. Seems a little pointless
emanate a high pitch scream as it flies doesn’t it?
through the air.
Headless Horseman Bobblehead (Green)
Hallowed Dagger Normal Item (Collectible), Rare
Simple Weapon (Dagger), Uncommon This is a novelty collectible item that was
A common black dagger whose handle is available during the 2016 running of this
fashioned from a skeletal hand. This is a +1 adventure. It is a miniature bobble head
Dagger. Swinging this weapon around or model of the headless horseman that glows
throwing it causes the skeletal hand to make faintly with green light. Seems a little
sickening sounds of bones cracking. pointless doesn’t it?

Hallow Ring Headless Horseman Bobblehead (Pink)


Wondrous Item, Rare Normal Item (Collectible), Rare
This ring is carved from a single piece of This is a novelty collectible item that was
bleached bone and feels cold to the wearer. available during the 2021 running of this
This ring gives its wearer resistance to adventure. It is a miniature bobble head
necrotic damage. model of the headless horseman that glows
faintly with pink light. Seems a little pointless
Hallowed Shield doesn’t it?
Armor (Shield), Uncommon
A common Buckler Shield fashioned into the Headless Horseman Bobblehead (Purple)
shape of a grimacing Jack-o-Lanterns face. Normal Item (Collectible), Rare
This black toothy shield is cold to the touch This is a novelty collectible item that was
and is great for intimidating foes. This is a +1 available during the 2019 running of this
Shield Hitting things or letting the shield be hit adventure. It is a miniature bobble head
results on a demonic laugh echoing around it. model of the headless horseman that glows
faintly with purple light. Seems a little
pointless doesn’t it?

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Headless Horseman Bobblehead (Red) damage or half as much on a successful save.
Normal Item (Collectible), Rare Anything not worn or flammable immediately
This is a novelty collectible item that was catches alight.
available during the 2022 running of this
adventure. It is a miniature bobble head Horny Devil
model of the headless horseman that glows Wondrous Item, Unique
faintly with reddish light. Seems a little A broken fragment severed from a succubus’s
pointless doesn’t it? horns. This shard of darkened horn is filled
with persuasive magic’s and emanates a
Headless Horseman Bobblehead (Yellow) powerful aura around those whom own it.
Normal Item (Collectible), Rare While this horn is in your possession you have
This is a novelty collectible item that was advantage on charisma based checks
available during the 2020 running of this assuming they are being used ion social
adventure. It is a miniature bobble head situations. Sometimes these checks work a
model of the headless horseman that glows little too well.
faintly with yellow light. Seems a little
pointless doesn’t it? Invisible Sheet
Wondrous Item, Rare
Headless Horseman Bobblehead You cannot see this item. But you may feel it,
Pumpkin Head (Orange) hold it and can definitely touch what you
Normal Item (Collectible), Rare cannot see. It feels like a soft blanket and is
This is a novelty collectible item that is only warm to the touch. The sheet is completely
available as a rare prize from the greater see through. Hiding under the sheet will not
mystery pumpkin box. It is a special edition hide you from anything. They can see straight
orange version of the Headless Horseman through the sheet. Only the sheet is Invisible
Bobblehead that has a grinning pumpkin for a Not sure what this is useful for yet.
head and glows faintly with orange light. Not
as pointless this time. Jack-O-Lantern Seeds
Normal Item, Uncommon
Hellfire Arrows This small brown paper packet contains
Weapon (Arrow), Uncommon several small assorted flat seeds. Planting
The tips of these highly dangerous arrows are these seeds and caring for them will result in a
carefully crafted from unstable Hell Stone, a healthy patch of 3D6 medium sized Jack-O-
lightweight but volatile stone found deep in Lanterns in 85-125 average days. These
the Hell Mines. The shaft is carved from a lanterns come pre-carved and already have a
clean bone and the midnight black feathers candle inside ready to light. Almost seems too
are taken from a dire crow. These arrows are easy.
considered +1 Magical Arrows. When these
arrows are fired and impact its intended
target or impact anything solid they will
instantly detonate spraying the area with
molten rock and fire. On impact all creatures
within 15 feet of the arrow must make a DC14
Dexterity Saving Throw or be dealt 3D10 Fire

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Juggling Blades
Martial Weapon (3 Daggers), Unique
The gently curved bright silver blades of these Lantern Shield
knives are nearly a foot long without the Armor (Shield), Uncommon
length of the handle. Always found and This gruesome shield resembles that of a
constructed in a set of 3, these unique typical round buckler shield, at least until you
daggers require a great deal of patience and notice all of the sharp rusty spikes protruding
skill to use effectively. When holding the three around all edges of the shield. In the centre of
knives as an action the wielder may the strong iron shield is a large hook where an
commence juggling the knives. Continuing to oil lantern currently hangs from. The shield is
juggle the knives requires concentration and useful for carrying a light source while still
is treated as normal concentration when maintaining ones defence.
taking damage. While actively juggling the The lantern shield provides a +2 bonus to AC.
knives the wielder may expend an action to Additionally the wielder may expand an action
automatically inflict 1D4 Slashing damage to to make an attack using the spiked edges of
up to 3 visible targets within 30 feet. Directly the shield which inflict 1D6 Piercing damage
after this a wielder may also expend a bonus on a successful hit.
action to add an additional dagger to their
juggling. Each time an additional dagger is Leviathan Curse
added the number of targets that can be dealt Enchantment Item, Rare
damage increases by one. Each additional A tattered scroll bound with a dull brown
dagger also increases the difficulty of cord. This is a single use enchantment that
maintaining concentration by +2. can be used to enchant one melee or ranged
weapon. Enchanting a weapon with this curse
Kidney Corn causes it to emanate faint traces of magic and
Normal Item (Consumable), Common give off a slight brown glow. Dealing damage
A small label on the packet indicates that this with an item enchanted by this curse deals an
is 100% certified kidney stones and no candy extra 1D4 Acid Damage on a hit and the
corns were harmed in the making of this treat. creature holding this weapon at the time loses
This rock hard lump of brown candy is not that same amount of hit points. These
sweet at all, instead tasting quite acidic and weapons do not require attuning.
sour. Requires a DC12 Strength check to chew
otherwise the creature will have a toothache
for the next hour or until the receive healing.

Lamina’s Saw Tooth


Simple Weapon (Dagger), Unique
This partially cracked and jagged crocodiles
tooth is an off yellow color and nearly 1 foot
long in size. The saw tooth has all normal
properties of a regular dagger, but its damage
has been increased to 1D6 and it is considered
silvered for the purposes of bypassing
creature’s resistances.

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Lich’s Gut String attuned to another creature. If the amulet is
Wondrous Item, Unique broken while it is attuned to a living creature,
While mildly grotesque, this woven bowstring that creature immediately regains half of their
is imbued with an inkling of a lich’s power. Hit Points rounded up. This effect, the heart
The woven strands of lich intestinal strings are beat effect and the dying effect have no
flexible, strong and hold a tension better than maximum range.
some natural fibres. This string can be
equipped during a short rest to any non- Lightning Rod
magical bow. Any non-magical arrows fired Simple Weapon (Quarterstaff), Rare
from a bow using this gut string gain the To the unassuming eye this nearly 5 foot
following properties. On a successful hit the metal rod is nothing other than exactly what it
arrow will inflict 1D4 Cold damage regardless looks like. Closer inspection however, reveals
of the type of bow used. The target must also that the metal rod is finely etched with an
succeed on a DC14 constitution saving throw endless pattern of runic symbols that don’t
or become paralyzed for 1 minute. A Creature seem to follow any pattern. Holding the rod
affected by this effect may repeat the save at sends tingles up your arm and makes any arm
the end of each of its turns. hair you may have stand on end with static
electricity. Swinging this staff around causes it
Licht’s Monster Manual to emanate small rumbles. The lightning Rod
Wondrous Item, Unique is considered versatile and inflicts 1D4
The manual is a tattered book that appears to Bludgeoning Damage followed by 1D4
be bound with some kind of leathery skin. This Lighting Damage as sparks fly from the
tome contains all the secret research that impact. Using the weapon with two hands
Lord Lichtenstein has conducted on many increases the damage dice of both
creatures from across the realms of existence. Bludgeoning and Lightning Damage to 1D6.
This tome can be used to ascertain the
weakness and resistances of the most Liquid Metal
common monsters, creatures and beasts Wondrous Item, Rare
known (up to DM). This round vial with a wax sealed rubber
stopper contains an oddly thick silver liquid
Lifeblood Amulet that is slow to move about when tilted or
Wondrous Item, Unique turned. Drinking the contents of this vial will
A delicate chain, supporting a well faceted cause the one who ingested it to become
blood garnet is set in an ornately etched gold violently ill. Immediately the consumer’s
amulet. The amulet is warm to the touch and outer extremities will begin to discolour and
seems to pulsate softly. This item can only be harden gradually. Their body will over the
attuned to a creature by soaking a drop of course of 1D6 + Constitution Modifier days,
blood from that creature into the garnet (can turn into a sold metal statue of themselves,
be forcibly attuned). Once attuned the pulsing unable to move, breathe or even die. They
throb of the amulet matches that of the will be eternally trapped in a silver coffin of
attuned creature’s heartbeat. While the their own body. Only their body will turn to
amulet is within 1 mile of the attuned silver not any items they are holding or
creature the garnet glows softly. If the wearing. The curse can be undone by regular
attuned creature dies then the amulet means. It can still be undone after the curse
becomes increasingly cold and dull until it is has run its course.

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Lisbeth’s Lucky Charm Lostfoot’s Missing Boots
Wondrous Item, Unique Wondrous Item, Unique
This small heart shaped locket is a prized These cracked and slimy leather boots
possession of those who deal with the constantly let of a pungent smell. While
strength of the mind. Inside the locket is a wearing these boots you may treat any
faded portrait of an unknown origin. swampland, marshland, mud, bogs, and
Replacing the portrait will prevent the charm shallow bodies of water or similar
from working. Creatures that wear and attune environments as solid ground for the purpose
to this item have immunity to becoming of movement without it being difficult terrain.
charmed unless they are willing to do so.
Lucas’s Collar
Lorne’s Bandages Wondrous Item, Unique
Wondrous Item, Unique Lucas’s Collar was once bright red leather with
This item consists of a small pile of stained a silver clasp, but now is faded to a mottled
yellow bandages that have seen far better brown and stained with the blood of a
days and probably shouldn’t be used to thousand kills. It is wide and chucky but can
actually bandage wounds. Wrapping these be worn comfortably. Attuning to and wearing
cursed bandages around a corpse that has this item around one’s neck grants the user
been dead for no more than 10 days will the ability to smell fresh blood within 100ft of
temporarily revive the corpse as a mummy for the user. They are also able to determine the
as long as it remains wrapped in the direction in which the blood is from their
bandages. It is not permanent and can be current position.
dispelled by removing the curse. The body will
cease to decay while wrapped but if the Machine Blood
bandages are destroyed the effect will cease. Normal Item, Uncommon
This small steel flask is well secured with a
Lostfoot’s Bogskin spring loaded lid to keep the contents free of
Wondrous Item, Unique dust and other particles. The contents of the
The Bogskin has the appearance of a stained flask are actually well known as a type of oil in
and dirty water skin that has seen better days. the mortal realms, but this is the Hallow and
Unstoppering the Bogskin releases a putrid everything has to be themed accordingly.
odour of stagnant water and rotting Machine blood however is far more
vegetation. Despite how big the Bogskin flammable than its regular counterparts,
appears, the user can pour out up to 4 gallons accounting for nearly 99% of all workshop
of stagnant swamp water each day. Any burns in the Hallow. Just one flask used as a
creature that drinks the water must succeed Molotov cocktail has enough fuel to cause a
on a DC15 Constitution saving throw or 20 foot square explosion when it detonates.
become poisoned for 1 hour. Warning, One flask is capable of inflicting 4D10 Fire
continuous consumption of the water may Damage to anyone caught in its raging
result in long term side effects for which we inferno. Despite its highly flammable nature
are not liable for. any hinge, door, gear, cog or rusty valve that
won’t budge and needs some lubrication can
be instantly freed up by dowsing it in
machines blood.

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stifling tears. While this mask is worn, the
Machine Bonding wearer gains resistance to Thunder damage
Enchantment Item, Rare and once per day the wearer may surround
This tightly bound scroll appears to be made themselves with an ethereal Armor. The
from an incredibly thin and flexible sheet of Armor grants 2D10 Temporary Hit Points.
golden metal. The scroll is bound closed by Additionally as a bonus action or a reaction
simple silver twine around its centre. This is a you may magically swap this mask for another
single use enchantment that may be used to one in your inventory.
enchant two separate non magical weapons.
The two enchanted weapons permanently Mask of the Mother
fuse together into an odd combination. The Wondrous Item, Unique (Mask)
newly bonded weapon has two forms. Each A simple flaking mask, carved from a single
form being that of one of the original piece of bone depicting a weeping woman’s
weapons used. For example if a sword and an face. While this mask is worn, the wearer
axe were used in the enchanting process then gains resistance to Cold damage and once per
the new weapon while looks like part axe part day the wearer may expel scorching flames in
sword can either turn into a sword or an axe. a 10 foot area around themselves. Any
The attributes and damage the weapon has creature caught in these flames must make a
are identical to whatever form it is currently DC16 Dexterity saving thro, taking 3D6 Fire
in. For example if it is in short sword form it damage on a failed save or half as much on a
still only does 1D6 Piercing damage and is successful one. Additionally as a bonus action
considered to have finesse and light. To swap or a reaction you may magically swap this
between a bonded weapons forms the mask for another one in your inventory.
wielder must spend a bonus action on their
turn. Mask of the Son
Wondrous Item, Unique (Mask)
Mask of the Daughter A simple scratched mask, carved from a single
Wondrous Item, Unique (Mask) piece of bone depicting a young boy amidst
A simple chipped mask, carved from a single fits of tears. While this mask is worn, the
piece of bone depicting a crying young wearer gains resistance to Force damage and
woman’s face. While this mask is worn, the once per day may boost their own ability,
wearer gains resistance to Fire Damage and gaining a +5 bonus to all attacks and a +2 to
once per day the wearing may expel ice cold your DC for any abilities and/or spells cast
winds in a 15 foot area around themselves. upon opponents. This boost lasts until the
Creatures caught in the icy winds must make a beginning of the wearers next turn.
DC15 Constitution saving throw, taking 4D4 Additionally as a bonus action or a reaction
Cold damage on a failed save or half as much you may magically swap this mask for another
on a successful one. Additionally as a bonus one in your inventory.
action or a reaction you may magically swap
this mask for another one in your inventory.

Mask of the Father


Wondrous Item, Unique (Mask)
A simple cracked mask, carved from a single
piece of bone depicting an elderly man’s face

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Meat Hook side. When turned it plays a delicate melody
Wondrous Item, Unique that soothes the soul. Listening to this song
A rusted and bloodied length of chain with a for too long will eventually put any creatures
razor sharp jagged hook attacked to one end. within 20 feet to sleep for at least an hour.
A tool used by butchers to string up meat for
aging and carving. Oleg the butcher Mystery Pumpkin Box
discovered a more practical use for the hook Normal Item (Novelty), Uncommon
when using it to catch still moving carcasses in This is a novelty item in which players have a
his cool room. When the hook is thrown the chance of getting a random price as shown in
chain extends 25 feet before the hook returns the table. Open the box and roll a D20 to see
back to the throwers hand pulling anything it what you get.
happened to catch or tangle up with it. ROLL ITEM
1 Jack in the box
Meat Key 2-4 Assorted Bones
5-7 Bat Jerky
Normal Item, Unique
8-9 Moths
This grotesque contraption is made from 10-11 Small Pumpkin
several parts of dead animals and somehow 12-13 Rusty Dagger
vaguely looks like a key with bits of broken 15-16 Wooden Stake
bones sticking out of it at odd angles. Its smell 17 5 CCP Coupon for the
makes you want to heave just by being near it Eatery
let alone touching it. Comes with a free fly or 18 Slime Juice
19 20 Candy Corn Pieces
two to any who are brave enough to take it
20 Hallow Ring
home. This item is used to unlock the door to
the Meat Locker arena in future updates.
Mystery Skull
Normal Item (Novelty), Uncommon
Mind Curse This is a novelty item in which players have a
Enchantment Item, Rare chance of getting a random price as shown in
A tattered scroll bound with a bright blue the table. Crack open the skull and roll a D20
cord. This is a single use enchantment that to see what you get.
can be used to enchant one melee or ranged
ROLL ITEM
weapon. Enchanting a weapon with this curse 1 Ember of Evil
causes it to emanate faint traces of magic and 2-4 A Large Spider
give off a slight blue glow. Dealing damage 5-7 Slightly Smaller Skull
with an item enchanted by this curse deals an 8-9 Machine Blood
extra 1D4 Psychic Damage on a hit and the 10-11 Corrosive Blood
creature holding this weapon at the time loses 12-13 Six Pixie Stix
15-16 Blood Flask
that same amount of hit points. These
17 Free Eating Challenge
weapons do not require attuning. at the Eatery Coupon
18 50 CCP Coupon at
Mothers Mockingbird Bobblehead Collector
Wondrous Item, Rare 19 75 Candy Corn Pieces
Mother’s mockingbird is actually a small 20 Skelton’s Favour
expertly crafted ornate music box that can be
played by turning a small crank handle on its

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Nightmare Fuel ourselves, wanting to ensure no one can take
Normal Item, Uncommon them from us. They give us, something.
This small steel tank is painted bright yellow Something that we had lost. It grows inside us.
and has a hazard symbol hastily painted The longer we are in possession of one the
across it in what could be blood. The tank faster it regrows. Whatever it was that we
contains 1 gallon of the nightmare fuel, a lost. But never can we hold on to one long
highly toxic oil compound that is supposedly enough to gain it back. When it is stolen from
used to fuel some of the machine our corpse or given away to prevent another
contraptions scattered around Hallowgrave. humiliating death we return to the
Skelton stocks it because the gremlin brothers nightmarish horrors that we have become.
always need it. Other than powering As it should be, forever and always. We
machines, nightmare fuel can be used as an deserve to wear these true faces of ours, to
incredible heat source when lit on fire. Rather live in this never ending cycle of horrific
than exploding, the liquid burns slowly but indulgence. What is done cannot be undone.
with intense light and heat. Taking damage Not by us. Not by them. Strange how fate
from burning nightmare fuel causes 6D6 Fire twists us and our intentions. In delivering us to
damage. One gallon is enough to cover a 5 our reckoning, she allowed us to grow into
foot area and can burn for up to 6 hours and everything we wanted to ever be.”
can continually cause damage while a
creature is in, touching or covered in the Noisy Cutter
burning fuel. Martial Weapon (Heavy Weapon), Unique
A unique contraption of gears, cogs and
Nightmares Regrow rotating knives. (Imagine a clockwork
Normal Item, Common chainsaw) The noisy cutter is a primitive and
A gift from the collector. Nightmares Regrow horrific weapon often used in juggling acts by
is a dirt stained journal that appears to be the blade brothers. Sporting what looks like
bound with living tree roots. Unbinding the only one safe place to hold it and a foul tank
grubby book will cause it to spring open to a of viscous liquid, the contraption screams
random mottled page where an inked image archaic and needlessly violent. The noisy
of a witch toiling over a cauldron in a small cutter has a maximum of 10 charges but
hut. The image seems to be alive and moving cannot regain them normally. To regain
as a voice fills the reader’s mind as if narrating charges the user must expend an action filling
the scene. This seems to be a tale about the tank with either oil or Nightmare Fuel.
Ophelia the witch of the marsh. One flask of oil will grant 2 charges to the
item, while a gallon of Nightmare Fuel will
“And three turns of rusted nail before it goes completely refill all charges.
in the pot. There all done. Seems like too many On the wielders turn they may expend an
moons had passed since the last cog had action and 3 charges to make a strength
rolled through my doorway. It was all too based melee attack at a target within 5 feet. If
obvious as I turned to see it upon my table. the attack is successful the target is dealt 6D6
The gear shaped scrap of metal that the town Slashing Damage. Instead a wielder may
fools so highly coveted. Despite my distaste expend an action and 1 charge to rev the
for its presence I was still drawn to it. The cogs Noisy Cutter granting advantage to their next
hold sway over us. We horrible creatures are attack action with the Noisy Cutter.
drawn to them, wanting to keep them to

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Obol’s Bell moving aquatic vehicle regardless of the
Wondrous Item, Unique vehicles size, such as a canoe or a galleon ship
The rusty arcane brass bell from the stern of a creature may actively use Obol’s Oar to
obols boat makes only gloomy donging noises paddle. While using the oar to paddle the
when rung. When the bell is rung exactly aquatic vessel’s speed is doubled. It is only
three times an ethereal rowboat appears doubled while the creature continues to
from beneath the surface of any nearby paddle. Once the paddling has stopped the
suitably large enough body of water. The vessel will resume regular travelling speed.
rowboat considered to be a regular rowboat.
Additionally the rowboat is impervious to Obol’s Other Soul
damage and lasts for 8 hours or until it is Wondrous Item, Unique (requires attunement)
dismissed by ringing the bell three more This item consists of a faintly glowing crystal
times. If the bell is dropped or let go off while orb that is enveloped in constant wisps of
the rowboat is summoned, than the ethereal white light that evaporate around it. At the
rowboat will sink beneath the surface as if it end of a long rest a creature may choose to
had been dismissed. bond with the crystalline soul. The soul once
bonded to a creature, cannot be removed
Obol’s Coin Pouch until the creature dies or it is removed by an
Wondrous Item, Unique (requires attunement) effect such as wish or remove curse. While
Looking at this simple tattered and salt bonded to the soul, the creature is granted
encrusted leather pouch one would not the ability to expend an action to transition
assume there was anything special about it. between the mortal realm and the realm of
Shaking the bag always makes a faint sound of the dead. While in the realm of the dead the
jingling coins. Once per day you may withdraw creature gains the following benefits.
up to 10 Gold Coins from the pouch. The coins  The creature becomes incorporeal
are always cold and wet to the touch. Any and can pass through objects and
coins removed from the pouch will vanish at walls no more than 5 feet thick as if it
the next sunrise. Also at the next sunrise, for were difficult terrain.
each coin that vanishes, the pouch will gain  The creature cannot target other
one charge. creatures with abilities or attacks,
When the attuned creature dies they are unless they are in the realm of the
cursed to aid Obol ferrying the dead across dead also.
the sea of souls. They must ferry one soul for  The creature can see and speak with
each charge the pouch has when they die. the souls of creatures who have died
Alternatively the attuned creature may reduce within less than 24 hours.
the number of chares the pouch has by one  The creature may expend an action to
for each gold coin that is placed back into the absorb a soul within 5 feet and regain
pouch before they die. hit points equal to one hit dice roll. It
does not consume the hit dice. The
Obol’s Oar creature must finish a short rest
Wondrous Item, Unique before using this benefit again.
This long ornate single paddled oar is carved
from a single dark piece of driftwood that had
floated in the sea of souls for a 100 years
before washing ashore. While travelling in a

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Only Friend met a strange man who treated her as an
Simple Weapon (Spear), Unique equal and as a lover. They spent many months
This unique spear is a long hard thick wooden together and the woman felt truly happy. But
shaft with a large metallic pointy end adorned nothing lasts forever. The looks and
with strange curving carvings. Unlike a regular personalities of the mortal races are cruel and
spear this deals 1D10 piercing damage when vile. The man was married to another, he
thrown as a weapon. If the user is attuned to claimed he had been possessed by the witch
the item it will then using a bonus action the and made to do horrible things at her beck
spear will immediately return back to its and call. The woman was unfairly tried as a
owners hand in a flash. It gets very lonely. witch and sentenced to death by hanging. All
found her guilty without any proof. As she
Ophelia’s Mortar and Pestle stood atop her wooden stage she looked
Wondrous Item, Unique around at the faces she thought would mourn
A small but heavy, well-worn mortar and her, but she only saw smiles and grins. The
pestle set hewn from volcanic brimstone. If townsfolk had plotted her demise from the
the user spends at least 20 minutes grinding a beginning. As the rope was drawn and the life
pound of plant material then they are able to slowly squeezed from her lungs, her final
magically create one of the following: 1 pound shred of humanity snapped. Mustering her
of flour, ½ pound of pepper, ½ pound of ash, 4 remaining breath she fought back her tears as
ounces of salt, 3 ounces of seasoning spices, 2 the rage filled up inside her. She cursed. She
ounces of sulphur, 2 ounces of bone dust or 1 cursed the town. She cursed the people
ounce of black powder. around her. She cursed her parents, her
siblings, and her fake lover. She cursed the
Original Nightmare ground they stood on, she cursed the air they
Normal Item, Common breathed. She cursed and cursed and cursed
A gift from the collector. The original until finally she cursed her own name, cursed
Nightmare is a tattered old children’s story her own very existence.
book, bound in human skin. The book is held The town was swallowed whole…”
closed by a strand of the grotesque leather.
Undoing the strap will cause the book to open That’s odd. The rest of the pages appear to be
magically by itself to a random page. The missing. I wonder what happened to them.
words on the page begin to meld and form
moving drawings on the stained yellow pages. Orisa’s Scalpel
It tells a well-known story from the Hallow. Wondrous Item, Unique
This scalpel is remarkably clean, almost
“A tale about a mortal woman who tried to weightless and razor sharp. It is less than a
live peacefully in her world. The woman hands length long and has the letters OC
however was never treated as human by those etched into the handle. The owner of this
around her. Her family treated her like a slave, item may choose to inflict 2 Slashing Damage
her friends used her to get what they wanted to a willing, living target within melee range
and the townsfolk treated her like a burden. coating the blade in blood. The owner will
She was a curse and everybody believed it, yet gain advantage on Medicine checks for the
still she pressed on to be happy. The woman target that the scalpel caused damage to. This
had done nothing wrong in her life. Her effect lasts until the blood is cleaned from the
torment continued for untold years before she blade.

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Orrick’s Ghost Lamp blood. The user can duplicate any face they
Wondrous Item, Unique have ever seen before as well as create new
This slightly dirt filled and blood stained head ones. After the effects have taken place, it is
lamp comes with an adjustable elastic strap impossible to distinguish that the face is fake,
that fits any head or helm size. A small will-o- although the person wearing it can definitely
wisp inhabits the interior of the lamp and tell as they feel a little suffocated. The effects
when rattled around will emit a green light in of the perfect blood last until the slime is
a 20 foot radius around the item. This is pulled off the face of the wearer. The item can
mighty useful for people who need both be reused infinitely, it is perfect after all.
hands in the dark.
Pestilent Peanuts
Osvaldo’s Veins Normal Item (Consumable), Common
Wondrous Item, Unique This small wet paper bag contains some
This item is definitely creepy. The simple mouldy peanuts that look like they were
carved spool is no larger than the palm of a dipped in sludge. Despite how they look they
human hand. It is lightweight and appears to are quite edible with a peppery savoury
be made of some kind of yellowing bone. flavour. After eating some of these peanuts
Tightly wound around the spool is 100 feet of however your stomach begins to gurgle.
a thing gangly looking thread. On extremely Whatever the sauce is may not be meant for
close inspection the thread appears to be normal mortal consumption. The creature will
woven of tiny veins and capillaries, most likely suffer from volatile farting for the next hour
from Osvaldo’s own body. This thread is granting them the inability to stealth or hide.
extremely strong and very difficult to break or
cut. Osvaldo himself was proud of his perfect Pin Cushion
and inhumanly strong stitches and this thread Wondrous Item, Unique
is no different. This thread has a total of 25 This small red cushion is decorated with silver
Hit Points and can only be bust with a stitching and small tassels of the same colour.
Strength Check of DC21. Unlike traditional The cushion is home to hundreds of razor
threads this one is impervious to fire. sharp sewing needles protruding blunt end up
Osvaldo’s veins has a load rating of 1000 from the surface. A needle may be plucked
pounds. from the cushion at any time. When a needle
is plucked from it, another will grow to take
Perfect Blood its place. A needle may be considered a tiny
Wondrous Item, Unique weapon capable of inflicting 1D2 points of
This murky purple slime can only be harvested Piercing Damage if used in an attack action.
by/from Laine the perfectionist. It exists The needles can also be useful with sewing,
nowhere else. The slime is sticky to the touch picking locks, building shrapnel bombs or just
and malleable like putty in your hands. The creating a literal haystack of needles.
slime once collected cannot be pulled apart or Whatever your needs there will always be
separated. Moulding the slime onto a needles. There is no limit to how many
creatures face allows the user to completely needles can be removed.
change the face of the character in question.
Eye colour, skin tone, nose size, lips, ear shape
and even teeth or racial facial features will
temporarily change while using the perfect

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Pitcher of Poisons saving throw or become poisoned for 1
Wondrous Item, Rare minute. The save can be repeated at the end
This metal jug looks fairly plain and ordinary. of that creatures turn.
Nothing stands out about this jug, there is no
engravings or inscriptions. Just a plain cold Plushies - Assorted
grey metal jug. It can hold 20 ounces of liquid. Wondrous Item (Collectible), Common
Any liquid poured into this jug instantly Popular among young evils and some special
becomes poison no matter what it is. The type horrors, these horror plush toys are the
of poison is random based on the table below. softest and cutest thing that can be found in
(These poisons can be found in the PHB) all of the realm. There is an assortment
ROLL (1D4) Poison available from zombies to bats to banshees
1 Assassin’s Blood and more. They can usually be purchased or
2 Midnight Tears won through sideshow games at the Corpse
3 Pale Tincture Carnival. Despite their totally squishable
4 Truth Serum
features each plushie is also a single use
summoning item. By reading the magic words
Pixie Stix on the product tag the plush toy will turn into
Normal Item (Consumable), Uncommon
a real version of the monster it represents,
A thin greying paper straw tied off at both
except it will be totally friendly to the person
ends with fine twine is filled with a secret
that summoned it. For example a zombie
mixture of sugar and 100% real pixie dust to
plushie will become a real zombie! The
make these sickening treats. The fine sugary
summoned creature lasts up to an hour and
powder inside is a crimson red colour and
operates on your initiative and will follow
smells of damp earth. When consumed roll a
basic commands. Once the hour is up the
D20, this tasty treat has a DC10 chance to
creature will turn to ash. Not even the plushie
grant the consumer a Flying Speed of 20ft for
will remain.
1 Hour. On a roll of less than 10, the
consumer is cursed for 1 Hour and has their
movement speed reduced by 15ft. This effect
can stack. If this effect would reduce a
creature’s movement speed below zero then
it will additionally cause 2D4 Psychic Damage
to the consumer. BRK.

Plague Bearer
Wondrous Item, Unique
This small enchanted silver incense burner is
attached to a short chain making it useful to
swing back and forth. There is no obvious
incense inside to burn; however there is a
small blacked wick. Lighting this wick will
immediately cause thick green smog to drift
aimlessly from the burner. The smog will
spread over a 30ft cube. Nay creature caught
in this smog must make a DC14 Constitution

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Poisonous Terrarium enough for one medium creature. Reversing
Wondrous Item, Rare the process allows you to shrink the coffin
This item consists of a simple rounded clear back down to its roughly 1 inch size. Things
glass bottle with a rubber stopper. Inside the inside the box will not fold with it.
bottle appears to be a small terrarium. A
completely natural environment that only Portable Sentry Bot
needs a dribble of water every 2-3 days and a Wondrous Item, Unique
little sunshine each day to thrive. Its endless A small rusted clockwork robot sporting a
mini cycle of growth, decay and regrowth is a trumpet and some description of a
pleasant wonder. Every 6 days, if the mechanical lamp on what assumedly is its
terrarium is cared for it will grow and bloom a head. The little tin bot has arms and legs but
single bright yellow flower in the centre of the they aren’t very fluid in their movements. A
bottle. The flower may be harvested once on sizable wind up key is located on its back.
the day it blooms. It must be handled with Winding up the key a few times will be
care. The petals are incredibly poisonous. enough to charge the sentry bot and allow its
Using the petals, one may spend time during a usage. Placing the sentry bot on the ground
long rest to create 1 (ONE) dose of Terra facing a direction will start its sentry
Poison (see Terra Poison item). The growth protocols.
rate of the flower cannot be changed. If the The bot will slowly walk 10 feet towards the
terrarium is not cared for properly, the flower direction it was placed, turn around and walk
will not bloom. back the direction it has come from making a
gentle clicking noise as it mechanically stomps
Pop-Up Scarecrow around. It will continue this movement for up
Normal Item, Rare to an hour. During its patrol if there is any
This Item comes preloaded in a medium sized movement with 10 feet of the sentry that is
tatty wooden box. The box has a hinged lid not under the effects of invisibility or if the
with a small bronze latch at the front. When sentry bot is touched by anything or anyone
the latch is released a loud ticking noise will other than the creature who wound it up it
start coming from the box. After 1 minute the will cause the sentry bot to begin its alarm
lid will fling open and a medium sized protocols.
scarecrow will bounce from the box on a large During the alarm protocol the bot will blow its
spring. It is draped in a tattered cloak and has trumpet deafeningly loudly, deafening all
a small jack-o-lantern for a head. The eyes creatures within 30 feet for one minute. The
and mouth glow and it makes a cackling noise lamp on its head will also begin to flash,
that can be heard by creatures within 100 ft. periodically illuminating a 30 foot area around
Makes for great tricks and even better itself with a bright red light. The alarm
distractions. It can be reloaded. sequence will continue for the remaining
duration of the hour left over from the sentry
Portable Coffin protocol or until it is destroyed or picked up
Normal Item, Rare by the creature who wound it up.
Designed by the top vampire engineers this
item is a tiny wooden box constructed from a
dark timber in the shape of a traditional
coffin. Using a built in mechanism the coffin
can be folded out into a full sized coffin large

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Pox in a Box surface while active it bursts in thick cloud of
Wondrous Item, Rare spores. Each creature within a 10 foot radius
A small black cardboard box wrapped up like a must make a DC13 Constitution saving throw
present with a lovely orange ribbon on top. or be dealt 3D4 Poison damage on a failed
What’s in the box you might ask? Well who save or half as much on a successful one.
knows really what’s in the box. It could be
some blocks, it could be a fox, but it is most Pumpkin Blood
definitely a pox. Any creature within 5 feet of Wondrous Item, Rare
the box as it is opened must make a DC16 This rectangle vial with an orange rubber
Constitution Saving Throw. If failed the stopper contains a thick orange liquid that has
creature contracts a pox. For the next D6+1 pulp floating inside it. Drinking the contents of
days the creature gains 2 levels of exhaustion this vial will cause the one who ingested it to
and its life total is temporarily reduced to a become violently ill. There is a DC15 chance
quarter of its current maximum rounded that within 24 hours the user will be cursed
down. If the save was successful no effects and turn into a pumpkin. A person cursed
occur and the creature cannot be affected by with this item will turn into a pumpkin and be
the pox for the next 24 hours. unable to move, speak, use items or generally
do anything. They will remain a pumpkin until
Protective Box the curse can be lifted or they get eaten. This
Normal Item, Common curse can be removed by high level spells and
This super awesome and amazing box can be blessings.
all yours today for a super cheap price! What
does the box do you might ask? Absolutely Pumpkin Bomb
nothing! This ultra-clear protective box is just Normal Item, Uncommon
a useless clear box that just so happens to be It is about the size of your fist, a small orange
the perfect size for your Bobbleheads! Safely pumpkin with an evil grin carved into one
keep germs and Necrotic damage away from side. The stem is made of what appears to be
your prized collection with these super cool some kind of fuse. When the fuse is lit the
clear boxes! Sporting a brand new box design, pumpkin will emit cackling laughter for 1D6
this protective box now has an AC of 5! That’s rounds before exploding in a fiery blaze. The
right 5 AC with a total of 4 HP! That’s enough explosion deals 1D10 Fire damage in a 10 foot
to completely stop a generic dagger from cube from the pumpkin bomb.
someone with 10 strength! What an amazing
product! So what are you waiting for? Come Pumpkin Heart
and get yours now! Wondrous Item, Unique
The pumpkin heart is a small juicy husk of
Puff Bomb vents and pipes that ooze an orange coloured
Normal Item, Uncommon juice. The heart unceremoniously beats slowly
The puff bomb consists of a football sized and softly in your hand, oozing more juice in a
bulbous mushroom cap that is lightly furry to never-ending supply. The heart beats faster
the touch. The puff bomb itself has a short the closer you are to good quality pumpkins.
stem that can be easily dislodged from the The better the quality pumpkin it is facing the
cap. When the stem is pulled from the cap, faster and juicier it beats. Might be useful on
the puff bomb becomes active. When the puff those Mystery pumpkins?
bomb is thrown and lands or it impacts a hard

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Pumpkin Playing Cards followed at a distance by ravens. At dawn
Normal Item, Common each day roll a D6. On a roll of 1, 2 or 3
The pumpkin playing cards of Hallowgrave are nothing happens. On a roll of 4 a raven brings
the perfect way to pass the boredom in the you a trinket worth 1 CP. On a roll of 5 a raven
dead of night. These premium cards are made brings you a trinket worth 1 SP. On a roll of 6
from a special pumpkin parchment that will a raven brings you a trinket worth 1 GP.
neither fade nor tear. Warning to all users
however, if you lose a game while playing Reconstruction of Hallow
with these cards you will instantly lose 1 Hit Normal Item (collectible), Unique
Point. A gift from the collector. Reconstruction of
Hallow is an aging diary missing its cover,
Pumpkin Punch barely held together with long woven strands
Normal Item (Consumable), Common of golden hair. Unfolding the first page will
Trust me friend you don’t actually want to cause the book to open magically by itself to a
know what went into this punch. Just know random page. The words on the page begin to
that if you drink it, it’s definitely going to meld and form moving drawings that danced
come back up whether you like it or not. After across the parchment.
consuming this drink make a DC12 It appears to be a young woman or at least it
Constitution saving throw every time you might be. The figure continues to change
open your mouth for 1 hour. If you fail the forms endlessly never resting on a single
contents come back up in projectile vomit 5ft figure for more than a few seconds. Could this
in front of you. Take 1D4 force damage if you be a story about Laine?
get hit by the vomit.
“Maybe this one? No it doesn’t fit right. What
Rattle Whip about the one from yesterday? No it’s too off
Martial Weapon (Whip), Rare centre. Why must there be so many
Inspired by the foreign venomous rattlesnake, imperfections in such a perfect nightmare.
the Rattle Whip is made from thick and heavy This mirror must have a warp in it. I’ll have to
reptile hide with snake fangs attached at requisition another one from Skelton. I guess it
various interval down the length of the cord. is back to young Miss Nara for today’s clinic
A small spike cage filled with slivers of metal then. Mental sigh. Another clinic. Another
and nails is attached to the end of the cord. night. Another waste of my perfectly good
When shaken around it makes a distinct talents on these hideous creatures. My only
rattling sound reminiscent of its namesake. hope is that some of the interlopers head my
The Rattle Whip is considered to have the way. I would love for a new face to add to my
Reach, Light and Finesse weapon attributes. look. Maybe this one will have a better chin,
The rattle whip inflicts 1D4 Poison Damage on or maybe some of those new dimples I keep
a successful hit. hearing about. I am thrilled at the thought.
Now I only have to wait see who William pulls
Raven Skull Necklace from his magic hat this year. How does he
Wondrous Item, Unique choose who lives and who dies anyway. I don’t
A bleached white raven’s skull hung from a even know who he is, who he was. During the
simple long loop of brown braided cord. While reconstruction everything changed so much I
wearing this necklace you are ominously know. But everyone else is so obvious, they
just become what they always were. Only he,

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the merchant and I are the wild cards in this saving throw or become charmed until the
grave. I was part of the reconstruction as well, beginning of your next turn.
but my newly expanded talents allowed me to
rewrite my story just the way I wanted it. Scarecrow Blood
Nobody here would ever remember the old Wondrous Item, Rare
me. I had mode sure of that when I sliced her This small oval vial with a brown rubber
open and crawled out born anew. Hmm a little stopper is filled with a watery sawdust made
to melancholy, maybe it’s time to change my from straw. Drinking the contents of this vial
hair color as well, it’s looking a little worn.” leaves a woody taste in your mouth and will
cause the one who ingested it to become
Ringmaster’s Top Hat violently ill. There is a DC15 chance that
Wondrous Item, Unique within 24 hours the user will be cursed to
This item consists of an impeccably shiny become a scarecrow with a jack-o-lantern
black top hat that is at least a foot high from head, no longer needing food or water to
the brim. The inside of the hat is 10 inches sustain their life, but becoming vulnerable to
across and lined with a crimson red silken fire damage. This curse can be removed by
fabric that for some reason looks tangled and high level spells and blessings.
scrunched up. The top hat is actually a portal
that leads to a sub dimension much like a coat Scorpion Tail
of many pockets. The sub dimension can hold Martial Weapon, Rare
up to 250 lbs as long as it can fit through the This weapon consists of a large flail fashioned
opening of the hat. The Hat always weighs 5 to look like a scorpion’s tail. The handle is
lbs regardless of how much is in it. Unlike about a foot long and is made from a sturdy
other sub dimensions, the one inside the top oak tree. The chain links are made from a
hat naturally contains air and creatures can strong steel connecting the handle to the
breathe safely even when placed inside the scorpion’s stinger at the head. The scorpion
sub dimension. Ripping apart, destroying or stinger makes for a painful experience as it
placing the top hat inside another sub smashes into the frail bodies of your enemies
dimension will cause a portal to the astral and leaves them with a nasty surprise waiting
plane to appear, consuming anything within 5 for them at the tip. This weapon is single
feet of it and vaporising the item. handed and inflicts 1D8 Bludgeoning Damage
and also inflicts an additional 1D2 Poison
Ringmaster’s Whip damage as the scorpions poison seeps from
Martial Weapon (Whip), Rare the tip of the tail.
This dark polished whip upon closer
inspection is slightly frayed and well-worn on Screamsicle
the grip. The 8 foot whip is a standard of Normal Item (Consumable), Common
hallowed ringmasters and this one has clearly An icy cold treat, this snowy confectionary is
seen many decades of use. The initials OVG made in the frozen depths of the Hallow by
have been etched in the base of the handle. the Yeti Folk. An assortment of colours and
This whip is considered to be a martial flavours including yellow and lemon. Every
weapon with the finesse and reach attribute. time you lick or take a bite of a screamsicle
This weapon however, inflicts no damage to a you scream for no apparent reason. It tastes
target on a successful hit. Instead, if the target great and has a soothing texture, it just makes
is a creature it must make a DC14 Wisdom you scream about it.

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Screaming Arrows Show Bag – Assorted Sizes
Weapon (Arrow), Uncommon Normal Item (Novelty), Uncommon
These arrows are expertly crafted from the This is a novelty item in which players have a
bones of a slain centaur and the feathers of a chance of getting a varied assortment of
sacrificed crow. Each of these arrows is a +1 random goods depending on the size of the
Magical Arrow that when fired emits a high bag.
pitched screaming sound as they fly, inflicting Small – Roll on the table once.
Necrotic Damage instead of piercing damage. Medium – Roll on the table twice.
Large – Roll on the table three times.
Sea Soul Extra Large – Roll on the table 5 times.
Wondrous Item, Unique ROLL 1D20 ITEM
A small milky pearlescent orb no larger than 1 Assorted bones?
an average human’s palm. Despite being solid, 2 Suspiciously Red
the orb always feels cold and wet. Nothing Balloon
3 1D4 Kidney Corns
can be seen inside the orb. When held near
4 Screamsicle
water however it seems to pulse gently. If the 5 Toad Balloon
orb is completely submerged in water while 6 1D6 Zappy Taffy
held you will begin to hears whispers emanate 7 Cotton Candy Cider
from the orb. The whispers ask if you would 8 1D4 Eyeball’s On A
like safe passage across this body of water. If Stick
9 Soda Scream
you choose yes the orb will crack and turn
10 Zombie Corn
into a piece of blue green sea glass. From out 11 1D4 Cotton Candy
of site a small boat that can fit up to 5 Corn
medium creatures will appear in the blink of 12 Bleeding Biscuit
an eye. It is old, sea worn and without paddles 13 Free Sideshow Game
but for those who climb aboard, it will safely Coupon
carry them silently across the body of water 14 Crow Plushie
15 Pestilent Peanuts
before disappearing after the creatures
16 1D6 Boneworks
disembark. This is a single use item, but a 17 Rat Plushie
rumour has it that a new sea soul can be 18 Skelton Plushie
bound to sea glass by the old boat master. 19 Ghost Plushie
20 Sid’s Bobblehead

Sickly Sweet Candy


Normal Item (Consumable), Common
This small clear packet contains an orange and
black swirled piece of candy. It is extremely
sticky to the touch and hard to chew. Upon
consuming this sweet a creature immediately
enters a sugar rush and their initiative score
increases by 1 for an hour. This buff is
stackable, but eating to man candies can
make you sick or give you tooth decay.

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Silvered Colt Rounds Skeleton Key
Weapon (Bullet), Unique Wondrous Item, Very Rare
These are special silvered bullets that can only From this small leather strap hangs a rotted
be fired from the legendary Silver Colt looking key that has been carved from a single
weapon. Each bullet takes a painstakingly long piece of some long dead creature’s bone. This
time to make and is extremely rare. It’s said in key can unlock any lock as long as it has a
legends that a single one of these bullets fired keyhole. The skeleton Key can be used once
from the colt can kill any creature it hits. per day to unlock one single lock.

Skeletal Breastplate Skelton’s Favour


Armor (Medium), Rare Normal Item, Very Rare
This ornate looking breastplate is made from This special item can only be won from the
pale white bones strapped together with an Mystery Skull. It is a small grubby silver
unknown hide. While it looks more gruesome amulet emblazoned with a depiction of a
than sturdy this macabre piece provides the skeleton holding a candy corn above its skull.
same protection as its standard counterpart Owning this item and presenting it to Skelton
by granting its wearing an AC of 14 plus a when making purchases will allow you to
creatures Dexterity modifier to a maximum receive 10% off all products in his store
increase of 2. Additionally while wearing this rounded up. This item is bound and cannot be
Armor the user does not suffer any effects of traded. Giving it up will cause the amulet to
any level of exhaustion. The creature will still rust away. This item cannot stack, if you
gain levels of exhaustion as normal but will obtain a second one it turns into 10 CCP.
not suffer those effects until the Breastplate is
removed. Additionally the wearer cannot Slime Juice
properly rest or reduce levels of exhaustion Normal Item (Consumable), Uncommon
while wearing the Skeletal Breastplate. A sour aroma tingles your sense of smell when
you remove the cork from this rather flat
Skeleton Horse Idol looking bottle. Slime juice is made by
Wondrous Item, Very Rare rigorously squashing common green slimes
This item is a small figure that depicts a and then distilling the internal juices. The
skeleton horse rearing back on its hind legs. trolls of the slime farm take pride in creating
The idol is carved from a single piece of bone the perfect zesty blend for easing digestion
and is imbued with old magic. The owner of after a horror filled night under the
this item may summon a skeletal steed for up moonlight. It is mostly safe to drink this Slime
to a maximum of 24 hours. At the end of this Juice, but it does an irritating side effect.
time or if the horse is dismissed the horse will Upon drinking this consumable item regain
disappear and the Idol cannot be reused for 1D4 Hit Points instantly. Additionally as a side
10 days. effect, the consumer gains disadvantage on
their next ability, attack or saving roll. This
side effect is stacking. If you drink three
bottles of Slime Juice then the next three rolls
would be made with disadvantage.

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Sly Bag Soul Scythe
Wondrous Item, Rare Simple Weapon (Scythe), Unique
This small brawn bag looks perfectly normal This legendary item was once carried by the
to say the least. However the cannot be feared horseman, now it’s in your measly
opened. No matter how much force is applied hands. As a regular scythe it deals 2D6
to it, it simply won’t open. The owner of this slashing damage and is considered heavy and
item may choose to focus on one other has a 5ft of reach. Once a creature has
regular bag they can see within 30 ft. They attuned to this scythe they will have the
may then open the Sly Bag. The sly bag will ability to temporarily separate a soul from its
show all the contents of the bag that the body using the scythes magic. The separation
owner is focusing on. You can move them wears off after about an hour. Just make sure
around and look at the items in the bag, but that the soul makes it back to the right body.
you cannot take items from the focused bag
this way only look at what’s inside. Spider Crab Charm
Wondrous Item, Very Rare
Snakes Blood This charm is made from thin strands of
Wondrous Item, Rare sinewy white meat wrapped around a gently
This tear drop vial with a green scaled stopper pulsing creamy white pearl. The charm has
contains a thick clear liquid that makes a two charges and cannot regain any charges.
hissing sound when opened. Drinking the The wielder may expend a reaction and a
contents of this vial will cause the one who charge to create an ethereal spider crab shell
ingested it to become violently ill. When around them that temporarily increases their
consumed by a creature, they must make a AC by 3 until the start of their next turn.
DC15 Constitution saving throw or have their
race forcibly changed into a Pure Blood Yuan- Spiders Egg
Ti as a curse. A creature may choose to fail the Companion Pet, Very Rare
saving throw if willing. This curse can be This is a sticky webbed spider’s egg about the
removed by the appropriate high level spells size of an average fist. If looked after carefully
and blessings, a creature may also choose to this egg hatches into a hand sized spider in
maintain the curse if an attempt is may to 2D4 days and can become a pet or companion
break the curse. as set out in the official rules. It has the
statistics of a regular spider.
Soda Scream
Normal Item (Consumable), Common
This locally curated beverage is made from
distilled banshee howls forced into a sealed
can with a ring pull opening. When a can is
opened it lets out an ear piercing scream. All
creatures within 10 feet of the opened can
must make a DC13 Constitution saving throw
or suffer 1D4 psychic damage and be knocked
prone. Succeeding on the save grants
immunity to this effect for the next 24 hours.
Tastes like bubbly static.

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Spider Thread Rope blood of the unknown creature that the stein
Normal Item, Rare was made from.
This rope is finely woven naturally by spiders
and has a remarkable sticky property that Squashling
allows it to stick to almost any surface and still Companion Pet, Very Rare
sustain a large amount of weight. When a The Squashling is a small pint sized pumpkin
loose end is thrown in will stick to the surface with a toothy grin. Despite its appearance this
it comes into contact with and can hold quite pumpkin is alive and living. Half a dozen
heavy objects such as characters climbing etc. thorny roots sprout from its base allowing it
It does take quite a strong tug though to pull to move around like miniature legs. The
it free afterwards. It should be used with Squashling is another of Lazarak’s creators
caution don’t want to get wrapped up in it. failed experiments. It is quite friendly and
enjoys eating sweets. It has 5HP and 8AC. This
Spider Venom Cider creature can become a companion pet.
Normal Item (Consumable), Common
This highly toxic drink is made from fresh Staff of Human Heads
spider venom and smells like death if death Wondrous Item, Rare
had a smell. It is difficult to stomach but if you This gnarled and twisted staff is made from a
can keep it down you receive resistance to single piece of charred black wood that has
poison attacks for 1 hour. been polished to a dark shine. Atop this
twisted tree limb sits two severed human
Spinal Blade heads whose necks have sprouted from the
Martial Weapon (Greatsword), Rare wooden shaft. One is the head of a brown
This gruesome weapon is made from the haired woman and the other of a black
gnarled spine of a great spined serpent. It is bearded man. Neither head appears to be
about 5 feet long and each vertebrae has decaying. This staff is considered a +1 Magical
sharp hooks of bone that will rip into the flesh Source that requires attunement.
of unsuspecting enemies. The bone is strong The user may use the staff to determine if a
but yellowing from age. This weapon is creature is telling the truth or lying. The staff
considered a two handed sword that has the understands all spoken languages and always
heavy attribute that inflicts 3D4 Slashing knowns when a creature is lying. After a
damage on a successful hit. creature has answered a question in the
presence of the staff, the user may command
Spine Stein to staff to pass judgement. If the man’s head
Wondrous Item, Rare speaks ‘Guilty’ then the creature has lied. If
The spine stein is quite literally a drinking the woman’s head speaks ‘innocent’ then the
stein that is crudely fashioned from a single creature has told the truth. This command can
spinal vertebrae of an unknown creature. be used without rest. The heads do not lie.
Aside from its grotesque appearance of
yellowing bone the stein can hold up to 24
ounces of fluid and emanates a faint magic.
Any liquid that sits in the spine stein for more
than a minute will magically turn into the

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Suspiciously Red Balloon course it was lonely. Everyone gets lonely now
Normal Item, Common don’t they?”
An obnoxiously bright red floating balloon
made from an irritatingly squeaky material. It appears some pages here and there a
Tied to a simple string this balloon is a fun missing and the story stutters as it skips
prank for younger horrors. After holding onto ahead.
the balloons string for at least 1 minute the
creature is overcome with steadily growing “It was just there. Out of nowhere. Now I
paranoia and the feeling that someone is don’t pretend to understand how the endless
constantly watching them. When the balloon astral plane functions. But I was just a
is lost, thrown away or destroyed, for the next watcher, and I had never watched a plane
24 hours it will randomly reappear in being given life before. Or unlife? Death
impossible places such as inside a dungeon maybe? Or undeath? Is that discrimination
room, around a corner, tied to a park bench against the living impaired? I am getting off
etc. After the 24 hours it ceases to appear and topic. It was just there. The spires, the
the creature recovers without remembering crumbling streets, the crooked alleyways, the
anything about the balloon. moans of the dead, the howls of the wolves,
the smell of damp soil, the whole thing was
Tale of Rebirth just there. My role changed, I wasn’t just a
Normal Item, Common watcher anymore. I was something, more.
A gift from the collector. The Tale of Rebirth is I was involved.”
a book that is covered in what appears to be
some kind of dull red scaly skin. It is fastened Tarnished Ring
shut by a small latch carved out of aging bone. Wondrous Item, Rare
Undoing the latch will cause the book to open This small simple band of tarnished pewter is
magically by itself to a random page. The nothing special to the eye. There are no gems,
words on the page begin to meld and form gold or even significant markings aside from
moving drawings on the stained yellow pages. small dents and scratches. Despite its
It looks like a scarecrow on the page. Perhaps appearance it still contains some faint magic.
this is a story about William? While attuned to this ring all of your
characters base attributes are reduced by 1.
“I don’t remember the first time I opened my Additionally all of your characters current
eyes. I don’t remember the first time I felt the saving throw bonuses are increased by 1. If
coolness of the midnight moon. I can’t able, you may wear more than one tarnished
remember the first time I smiled this spiky ring at a time.
grin. I can’t remembered the first time I
cackled so joyously. I can’t remember a lot of
things actually. In fact I can’t even remember
the first time I couldn’t remember at all. But
what I can remember is that for the first time
ever, I wasn’t alone. I have watched through
the mirrored pool of the astral plane for more
eons then I would personally care to admit.
Just myself, my thoughts, my darkness, my
gateway to nowhere. It was peaceful. But of

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Terra Poison effect cannot be negated but can be reversed
Wondrous Item, Rare if the coin is recovered.
Terra poison is a distinctly yellow liquid
derived from the yellow flower of a Man Toad Balloon
Eating Terra. While the flowers are usually Normal Item, Common
only found within the Deathly Terra Marsh A favourite among ogres, this melon sized
outside of Hallowgrave, it is quite common to warty toad is inflated with gaseous magic and
see it for sale if one knows where to look. The tied to a sturdy string to prevent it from
poison itself smells and tastes of sweet floating away. While holding the balloon’s
flowers making it easy to disguise. This vial string you feel oddly happy in a gross human
contains enough for 1 dosage. If the Terra kind of way. It’s disgusting. The balloon only
Poison is ingested, the creature must make a lasts an hour or until lost. No refunds.
DC 15 Wisdom Saving Throw as the poison
works its way into the mind of the victim. If Tormenting Nails
the save is failed the creature is poisoned for Wondrous Item, Uncommon
24 hours, runs an extremely high fever and This brown packet comes with 5 rusty nails
suffers nightmarish hallucinations constantly. each about 5 inches long with a wide head
Everything around them is a living nightmare perfect for hammering. Coating the nail with
and victims have been known to attack others blood will cause the nail to become
nearby, believing them to be monsters. immovable and unable to be pulled out. This
Additionally while inflicted with this poison effect will only work if the nail is nailed into
the creature will suffer 1D8 Psychic Damage something it will still drop to the ground from
once every hour as their mind shatters from the air and the object it is nailed into may still
the horrific visions. This poison can be be moved if possible. But it’s good for nailing
nullified using appropriate spells or remedies. down pesky critters who want to run away.

The Last Laugh Torn Horror Mag


Wondrous Item (Spell Focus), Unique Normal Item, Common
Taken straight from Larry, the last laugh The Horror Mag is the Hallowgrave’s own
consists of a single severely scratched and professionally published celebrity magazine. It
dented silver coin. Some of the dents appear features new pictures, special interviews and
to be tooth marks. To use this focus a stories about the most famed Horrors from all
creature must place the coin underneath their across the Hallow. The magazine is quite
tongue, once placed the creature will barely popular among young misfits whom look up
be able to feel it and it will not impede to these famous creatures as something they
speech. While in use the item provides a all wish to become. A real horror not just in
temporary +1 bonus to charisma and is name but in presence and statue. These torn
considered a +3 spell focus when casting any mags are random pages from different issues
spell that contains Verbal components. Please of the popular magazine. They reference
do not swallow the coin. If a creature that has some horrors that the players may encounter
used the item, loses possession or has the during their adventure around Hallowgrave.
coin stolen from them they will suffer a Torn Mag #1 – Agatha
permanent penalty to their Charisma, “...nothing can separate me from my prey.
reducing the attribute by 3. This negative Once I have them set in my sights they will be
mine and no one else’s. Naturally I have a

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higher standard of men then the normal to digest him. After all he did get what he
Hallowgrave imps. My first husband was truly wanted and nobody in the entire town would
the only man that ever came close to stop him from winning first place that year. Of
perfection. But when I caught him looking the course I don’t feel bad for eating him, he
wrong way at another woman, I knew that he squashed so many more of my siblings.
was no longer mine. So I made I had to make Although I must admit my family does make a
him mine forever...” pretty mean soup. You should try it.”
Torn Mag #2 – Lichtenstein Torn Mag #7 – Oleg
“...This really isn’t assisting in my research. “...Now was that ribs or chops you wanted
But I suppose a little positive publicity for a with those thighs? What? Oh right my
change isn’t bad for a scientist. Ahem. Well apologies. Business has never been better,
this creature you see before you is commonly plenty of fresh meat for the chopping the
referred to in the common tongue as a Dwarf. block around here these days. The clientele
They are short, ill-tempered and grow the has even improved. No I mean they stopped
most majestic beards imaginable. I have been asking questions. Like you should.”
running some experiments on their beard Torn Mag #8 – Asteroth (Spoke to the corpse)
hairs and they are proving to be quite strong.” “...This is really why you brought me back?
Torn Mag #3 – Lisbeth Some age old drama. Grow up. The people
“...Of course it gets lonely. Just because I’m didn’t care then and they still don’t care now.
the temptress doesn’t mean it doesn’t get If anything they are all in debt to me. Look at
lonely. We have all been here for a long time them and how the revel in the light of their
now and there is only so many times you can true selves without inhibition. All of them got
tempt the same gaggle of fools before they their wish and you want to drudge up gossip
get boring anyway. If not for those occasional about my ex-wife? Go talk to her and let me
mortals making a mess every now and then I sleep for once.”
would have nothing to keep me company…” Torn Mag #9 – Lorne
Torn Mag #4 – Orrick “...Now look here youngling. I’ve been here
“...Orr Orr had nothing when he came here. longer than most of these drab scabs and you
Licky Licky gave Orr Orr his first job. Orr Orr know what makes everything get along
watches the holes while Ali Ali is busy helping smoothly. Minding yer own damn business.
Willy Willy do important stuffs with the heart. You think these perfect little town runs on the
Oh Orr Orr not meant to talk about the heart. good will of the people? Everyone playing
Licky Licky would dissect Orr Orr heh heh…” along nicely, the perfect little visage of a small
Torn Mag #5 – Laciana rural town. If you did believe that you’d be
“...What a strange question indeed. My deader than I am. But my tomb would still be
children are what drive my ambitions. If not better than yours.”
for the need to feed their thousands of hungry Torn Mag #10 – Alabaster Sisters
mouths that I oh so adore, I would have no “...The town wasn’t always fond of us. A fool
need of the political puppets in this backwater left Aqua in a blizzard once. An envious troll
hell hole. Without my ambitions those fools tried to burn Amber once. And a being of
could never hold onto their power. I am the science tried to electrocute Amethyst once.
mastermind, but I am a mother foremost.” Many weren’t fond of us. But they always
Torn Mag #6 – Lazarak needed us, came to us, and wanted us to help.
“…My master was something of a genius, at So yes they didn’t like us, but they didn’t like
least that’s what a gathered after I had time her more.

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Torn Mag #11 – Lucas (Bound by Silver) Purple Candy – Eating this candy will grant
“...It’s really not safe to be around me you you resistance to Lightning Damage.
know. Full moon all night every night kind of White Candy – Eating this candy will grant
makes the job permanent. Plenty of fools your resistance to Radiant Damage.
taking the wrong path in need of a guiding Black Candy – Eating this candy will grant you
hand through the forest…” resistance to Necrotic Damage.
Torn Mag #12 – Orisa Brown Candy – Eating this candy will grant
“...It was succulent and sweet before. But now you resistance to Thunder Damage
even just the barest drop fills me with a
multitude of sensations that I can’t help but Undead Curse
drink my full. But alas the blood here while Enchantment Item, Rare
exotic has grown stale over these many eves A tattered scroll bound with a dull black cord.
over and over again. What I wouldn’t give for This is a single use enchantment that can be
something new to cross my threshold.” used to enchant one melee or ranged
weapon. Enchanting a weapon with this curse
Torturers Tools causes it to emanate faint traces of magic and
Normal Item, Common give off a slight black glow. Dealing damage
A medium sized roll up set of rusty tools of with an item enchanted by this curse deals an
varying sizes. This set includes pliers, knives, extra 1D4 Necrotic Damage on a hit and the
hooks, scoops, barbs and wire. Everything creature holding this weapon at the time loses
provided in this set is purpose made for the that same amount of hit points. These
task of acquiring information for unwilling weapons do not require attuning.
patrons. Using these tools when attempting
to intimidate will give the user advantage. Undead Spoon
Wondrous Item, Uncommon
Treat Bag If given an undead spoon as a gift most would
Wondrous Item, Rare assume it a joke as it really is just a tarnished
This small black satchel was once used by a silver dessert spoon. However, the undead
particularly nasty group of trick or treaters spoon is a simple magical item with a very
who supposedly stole all the candies in the specific purpose. Any food or drinks that is
world in a single night and this bag is how scooped up with the spoon becomes
they did it. The bag as an endless supply of completely safe to eat. The spoon magically
candy stored in a sub dimension inside. Once negates all poisons, diseases and other
per day you may reach in and grab a small maladies that could make the food inedible to
handful of 1D4 random candy pieces. Each normal mortals.
coloured candy will grant you resistance to a
damage type for 1 hour, only 1 may be used
at a time.
Red Candy – Eating this candy will grant you
resistance to Fire Damage.
Green Candy – Eating this candy will grant you
resistance to Acid Damage.
Blue Candy – Eating this candy will grant you
resistance to Cold Damage.

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Unholy Water Vampire Tears
Normal Item, Uncommon Wondrous Item, Rare
This is a simple rusted iron flask with a A tiny tear drop shaped speck of blood that is
pungent smelling thick liquid inside. It feels completely crystalized. These are hard to
cold to the touch and grimy. Splashing the come by as vampires feel very little so it takes
contents of this flask onto radiant or holy an awful lot for one to cry, except for that one
items or symbols will cause them to decay vampire who we won’t talk about. Swallowing
rapidly and dissolve into dust. It will also deal a vampire tear will leave the taste of fresh
1D6 necrotic damage to creatures or 2D6 blood on your tongue for a few hours. For the
necrotic damage to creatures of holy, celestial next 10 minutes you will be granted a small
or similar status. portion of a vampires regenerative powers.
Every minute while under the effect of a
Unicorn Blood vampire tear flip a coin. If you win the flip you
Wondrous Item, Rare gain 2 hit points back if you lose you gain only
This small round vial with a bright pink rubber 1 hit point back instead.
stopper is filled with a glittering silver liquid
that looks like it is made of thousands of tiny Vampiric Tooth
specks of silver. Drinking the contents of this Wondrous Item, Rare
vial will cause the one who ingested it to A long pearly white fang from a juvenile
become violently ill. There is a DC15 chance vampire. These fall out once in a while but
that within 24 hours the user will be cursed don’t worry it will grow back most of the time.
with a weak form of immortality. For the next The vampiric tooth is oddly very fragile and
24 hours you cannot be more mortally can be crushed easily in ones hand into a fine
wounded or receive massive damage. Damage dust. The dust is typically either mixed into a
that would reduce your Hit points to 0 will drink or smoked in a fire. If a creature ingests
reduce it to one instead. You still feel pain. or inhales the odours of a vampiric tooth,
Once this effect wears off you will receive 5 then they immediately become unconscious
levels of exhaustion immediately. for 12 hours without a save. Supposedly this is
due to the sedative like effect vampire bites
Vampires Blood have on their victims to prevent escape.
Wondrous Item, Rare
This small vial with a red rubber stopper is Void Curse
filled with a thick black liquid that seemingly Enchantment Item, Rare
emanates hunger. Drinking the contents of A tattered scroll bound with a bright purple
this vial will cause the one who ingested it to cord. This is a single use enchantment that
become violently ill. There is a DC15 chance can be used to enchant one melee or ranged
that within 24 hours the user will be cursed weapon. Enchanting a weapon with this curse
with a form of Vampirism and must feed on causes it to emanate faint traces of magic and
fresh blood regularly to survive. This curse can give off a slight purple glow. Dealing damage
be removed by high level spells and blessings. with an item enchanted by this curse deals an
extra 1D4 Lightning Damage on a hit and the
creature holding this weapon at the time loses
that same amount of hit points. These
weapons do not require attuning.

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Weakening Curse William’s Eye
Enchantment Item, Rare Wondrous Item, Unique
A tattered scroll bound with a metallic bronze Although it is called William’s Eye, this
cord. This is a single use enchantment that wondrous item is in fact not actually an eye
can be used to enchant one melee or ranged and nor does William have any actual eyes.
weapon. Enchanting a weapon with this curse This item consist of a small transparent glass
causes it to emanate faint traces of magic and marble that glows with a soft orange light. A
give off a slight bronze glow. Dealing damage faint foul tasting magic exudes itself from the
with an item enchanted by this curse will surface. Holding the glass marble up to your
cause the creature to suffer a -1 effect to all eye allows you to see directly through it albeit
their attack and damage rolls and skill checks the colours are tainted with orange. While
for the next hour. This does not stack. These looking through this glass marble the creature
weapons do not require attuning. has the ability of True Sight. This true sight
has a range of 30 feet.
Werewolves Blood
Wondrous Item, Rare William’s Grass Cutter
This square vial with a grey rubber stopper Simple Weapon (Scythe), Unique
contains a thick deep red liquid that bubbles The grass cutter scythe is William’s physical
in its container. Drinking the contents of this weapon of choice when it comes to cutting
vial will cause the one who ingested it to down the lives of his enemies. This long grass
become violently ill. There is a DC15 chance scythe has a gnarled wooden pole for a
that within 24 hours the user will be cursed handle that looks remarkably similar to
with a form of Lycanthropy. A person cursed William’s scarecrow stake. A long thin curved
with this item will turn into a rabid tattered blade is supported at its head and curves
wolf under the light of a full moon. This curse outwards like a crescent moon. As a regular
can be removed by high level spells and scythe it deals 2D6 slashing damage and is
blessings. considered heavy and has a 5ft of reach. A
wielder who is attuned to this item may use
Wicker Candle its internal magic to summon a swarm of
Normal Item, Common crows that will obey the wielder for a
This item consists of a small red wax candle. maximum time of 1 hour.
When lit this candle lets of a warm glow in a
20ft radius. Releasing this candle mid-air will
cause it to float motionless until it is either
moved or until the candle burns out. These
are very popular amongst sorcerers and
cultists. Floating candles really add to the
dramatic effect.

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William’s Pocket Gate Aqua Witch Hat - Wearing and attuning to
Wondrous Item, Unique this hat will provide the user with immunity to
The pocket gate is a small intricately carved cold damage and the Ability to use the Ice
mess of small cogs wound around a small Spear Cantrip using your wisdom modifier as
wind up dial. Each cog is a slightly different your attack bonus. Ice Spear is a ranged spell
colour in a mix of bronze, copper and silver attack that deals 4D4 Cold Damage to a single
metals. The contraption emits a low level of target within 25ft range.
archaic dark magic in steady pulses. Winding
up the dial starts the mechanism and cogs Wolf Gloves
moving. As the cogs move around the magic it Simple Weapon (Fist), Uncommon
emits increases rapidly. As it reaches its peak This rugged leather gloves have been made
a single creature that is holding the item can from the trophy paws of a feral werewolf
teleport to any unobstructed location within caught in a hunters trap. Each finger has a
30 feet of its location. After this teleportation large stained claw protruding from each tip.
occurs the device ceases its movement once While wearing this item the user may replace
more. The pocket gate can only be used once their unarmed strike with a claw attack that
before needing to recharge its power. To inflicts 1D4 Slashing Damage on a successful
recharge the pocket watch must be rewound hit. These gloves are considered to have the
once every day for 7 days. After this has been light attribute.
completed the contraption can be used once
more. Charges do not stack. Wooden Stake
Simple Weapon, Uncommon
Witches Hat (Variants) A simple and crudely crafted wooden stake
Wondrous Item, Unique made from the branch of an Aspen tree. This
The different types of witch’s hats are type of wood is commonly believed to ward
identified by the colour fabric used on the off evil spirits. This particular wooden stake is
inside of the hat. Each hat is made of a faded used for hunting Vampires. This stake is
black fabric and sports a wide brim that sags considered a +2 magical weapon when
either side. The top of the hat spirals up and fighting Vampiric Creatures that is considered
bends over into a pointed curl. a Light weapon and inflicts 1D6 Damage on a
Amber Witch Hat – Wearing and attuning to successful hit. Against any other type of
this hat will provide the user with immunity to creature it does not have the +2 magical
fire damage and the Ability to use the Flame effect.
Lash Cantrip using your wisdom modifier as
your attack bonus. Flame Lash is a ranged Zappy Taffy
spell attack that deals 4D4 Fire Damage to a Normal Item (Consumable), Common
single target within 25ft range. A favourite trick candy among the Hallows
Amethyst Witch Hat - Wearing and attuning younglings, Zappy Taffy is a simple piece of
to this hat will provide the user with immunity blue sticky taffy that is otherwise normal to
to lightning damage and the Ability to use the the naked eye. Chewing on it creates a
Lightning Spark Cantrip using your wisdom pleasant buzz in your mouth before you feel a
modifier as your attack bonus. Lightning Spark nasty but not super dangerous shock. The
is a ranged spell attack that deals 4D4 creature will suffer 1 point of Lightning
Lightning Damage to a single target within Damage in the process.
25ft range.

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Zombie Corn
Normal Item (Consumable), Common
A short brightly coloured box filled with what
appears to be pink slimed popcorn. While
slightly sticky it’s not dripping wet and the
popcorn is still crunchy. Each piece oddly
resembles a tiny brain. While eating the
Zombie Corn and for up to 1 hour after eating
it, the creature will take on the appearance of
being zombified. The effect is harmless and
unless you go somewhere that doesnt like
zombies you will be totally fine even if you
occasionally think about brains.

Zombie Skin
Normal Item, Uncommon
The Zombie Skin is an aptly named shabby
travellers coat made from the mottled rotting
skin of aged zombies. The filthy coat supports
a few flies and maggots crawling around the
seams, clearly aware that the skin has not
been cleaned nor tanned properly. Aside from
making a great addition to a freakishly
realistic Halloween costume, the Zombie Skin
allows the wearer to near perfectly blend in
with actual zombies. While wearing this coat
zombies are unable to differentiate you from
another zombie (it’s the smell). You can
peacefully move among them without them
becoming aggressive. But if you take it off
then you are done for.

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APPENDIX C: Skelton’s Shop realm with his family. A ridiculous deal to be
They say in life there are only two certainties, sure, but one Skelton knew he could pull off
death and taxes. This is completely true. In no matter what economy he was thrown into.
death however there is only one certainty.
Thus Skelton once again began his lifetime
Taxes. Dying isn’t free and just because you
pursuit of profit in the Hallow, this time with a
are dead, doesn’t mean your debts go away.
maniacal business partner. Skelton was sure
Skelton, the town’s lovable skeleton merchant
William had an ulterior motive, there was no
is no exception to this rule. With a doting wife
way he couldn’t. The Hallow has many secrets
and two children waiting for him at home,
and he was sure that William knew most of
even death can’t stop this skeleton from
them. And just what on earth would a
providing for his loving family.
scarecrow do with that much currency? But
Skelton is probably the most peaceful resident for now they were just minor details.
in all of Hallowgrave. Unlike the other horrific
Skelton had a goal to achieve and achieve it
townsfolk who call this realm home, Skelton
he did. In fact Skelton completely drove out
doesn’t permanently live within the Hallow.
all other general merchants from
Skelton was in fact once a regular mortal Elf.
Hallowgrave, completely monopolizing the
Through dedication and hard work he built a
market. Skelton has already managed to visit
peaceful life for himself and his family as a
his family several times and plans to visit
highly skilled merchant. Life was perfect. At
them again very soon. It’s simple work really.
least until the day he died.
The customers and the goods may have
Not So Cruel Fate changed, but its work worth doing.
Unlike like every other graphically insane plot
Family Gifts
hole ridden sop story in this twisted tale of
Skelton likes to bring back souvenirs for his
madness, Skelton died of completely natural
family when he makes his one day trips. But
causes with not a single enemy or need for
because he works so hard trying to get all the
revenge. It was a lovely funeral as well,
Candy Corn, he doesn’t have much time to go
townspeople, adventurers and merchants all
out and find interesting items. If anyone is
gathered to pay their respects to a man they
able to help Skelton get some nice family gifts
knew well in life.
he will reward them most handsomely.
When Skelton died, his one regret in life was
This is a method for players to trade in
that he didn’t get to spend more time with his
unwanted or duplicate unique boss items they
family. Too much time working and too much
may have already acquired from Hallowgrave
time on the road travelling. He just wanted to
Horrors. For example, Agatha’s Wedding
spend a bit more time with them, see his
Rings, Perfect Blood, Crocodile Tears or
beautiful wife and watch his children grow up
Orrick’s Ghost Lamp.
a little.
Skelton will offer to pay 150 CCP for each
As fate would have it, Skelton was given a
party member who is currently playing the
choice. An entity known as William wanted to
adventure in exchange for a unique boss item.
recruit his services in a foreign realm. For
He will also give them a single Torn Horror
every 1,000,000,000 Candy Corn Pieces
Mag of their choice from currently available
Skelton was able to procure in the Hallow,
options (12) as listed in the item descriptions.
William would sell him one day in the mortal

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Skelton’s Shop List Death Sticks Limited 10
This is a list of all the items that Skelton sells Fresh Lots 5
from his merchant shop in the town square. It Pumpkin
Funnel Web Lots 15
contains recommended retail prices and an
Cake
estimate of how much of each item he has Jack-o-Lantern Lots 10
readily available in stock to purchase. Seeds
Pumpkin Lots 15
Item Name Number in Cost Punch
(Armaments) Stock (CCP) Sickly Sweet Lots 15
Batikans Lots 20 for 5 Candy
Clockwork Limited 5 for 200 Slime Juice Lots 25
Arrows Spider Venom Lots 15
Clockwork Limited 100 Cider
Shield
Crocarrows Limited 5 for 100
Hallowed Limited 50
Axe
Hallowed Limited 50 Item Name Number in Cost
Bow (Enchantment) Stock (CCP)
Hallowed Limited 50 Blood Curse Limited 200
Dagger Bone Blade Limited 300
Hallowed Limited 50 Modification
Shield Chimera Curse Limited 200
Hallowed Limited 50 Fel Curse Limited 200
Sword Ghostly Curse Limited 200
Lantern Limited 100 Leviathan Limited 200
Shield Curse
Lightning limited 150 Machine Limited 300
Rod Bonding
Pumpkin Lots 50 Mind Curse Limited 200
Bomb Undead Curse Limited 200
Screaming Lots 20 for 100 Void Curse Limited 200
Arrows Weakening Limited 300
Silvered Colt Scarce 500 Curse
Rounds
Wolf Gloves Limited 50

Wooden Limited 25
Stake Item Name Number in Cost
(Novelty) Stock (CCP)
Deathly Lots 15
Bouquet
False Teeth Lots 35
Item Name Number in Cost Greater Lots 50 each or 5
(Consumables) Stock (CCP) Mystery for 200
Bat Jerky Lots 5 Pumpkin Box
Blood Flask Limited 125 Headless Sold Out 25
Blood Wine Limited 50 Horseman
Cauldron Lots 15 Bobblehead
Water (Blue)

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Headless Sold Out 25 Coffin
Horseman Skeleton Key Limited 350
Bobblehead Sly Bag Scarce 350
(Green) Tormenting Lots 15 each or 50
Headless Sold Out 25 Nails for 5
Horseman Wicker Lots 5
Bobblehead Candle
(Pink)
Headless Sold Out 25
Horseman Item Name Number in Cost
Bobblehead (Unique) Stock (CCP)
(Purple) Chains of Scarce 500
Headless Limited 25 Torment
Horseman Invisible Scarce 300
Bobblehead Sheet
(Red) Treat Bag Scarce 500
Headless Sold Out 25 William’s Unique 100
Horseman Cipher
Bobblehead
(Yellow)
Pop-Up Limited 100
Scarecrow
Mystery Lots 25 each or 5
Pumpkin Box for 100
Mystery Skull Lots 75 each or 5
for 300
Pumpkin Lots 10
Playing Cards
Zombie Skin Limited 50

Item Name Number in Cost


(Utility) Stock (CCP)
Anti-Decay Limited 100
Serum
Blank Lots 20
Tombstone
Carving Tools Lots 25
Chain-O- Limited 250
lantern
Corrosive Limited 100
Blood
Machine Limited 100
Blood
Nightmare Limited 50
Fuel
Pitcher of Limited 150
Poisons
Poisonous Limited 500
Terrarium
Portable Limited 100

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APPENDIX D: Ghost Light Even if Dakar is willing to share some of his
life story with you through hand signs or
Market
written communication he will generally
Even in a place as horrifying and treacherous
refrain from revealing anything about the
as the Hallow, there are always high value
horrors of Hallowgrave aside from the
goods that are frowned upon by the general
information that may listed on the bounties.
population. For anyone in search of these
Dakar knows the value of information so it’s
illicit goods and other rare commodities there
generally not smart to push for answers.
is only one place to find them. The list of
goods and prices can be found in the Ghost Dakar’s Bounty Board
Light Shop List Below. On top of his regular business dealings, Dakar
In a dirty alleyway nestled deep within the has found an even more lucrative way to
sprawling mess of the Hallowgrave Township make his Candy Corn from the numerous
lies a magical door that can only be seen denizens of Hallowgrave. The Horrors often
under the light of a Ghost Lamp or similar don’t get along and are always seeking to
device such as a Chain-O-Lantern. This keeps protect their interests or expand their sphere
out any unwanted or prying eyes. Or at least of influence. They are generally more than
so says the shop keeper. To be completely willing to step on some powerful toes or
honest everyone in Hallowgrave knowns cause some collateral damage to get what
where the market is to be found, they just they want. As such Dakar offers a bounty
simply elect to pretend it doesn’t lest the service from within his marketplace that
owner decides they are a threat to his promises the most entertaining deaths for the
business and place a bounty on their heads. horror that the client wants punished.

The players are able to view the bounty board


An Eye for an Eye
and may accept any available job before they
The Ghost Light Market is run by a notorious
take on the Horror assuming that the horror is
Minotaur who doesn’t like to introduce
available during this year’s encounters.
himself, preferring to deal from the shadows
When a bounty is accepted they will receive a
of his illicit market with a few muffled grunts
wisp light that will follow the party and report
and gestures. Contrary to popular belief about
back to Dakar the outcome of the bounty. The
his mysterious nature, it is actually completely
wisp is immune to damage and cannot be
explainable. Dakar (his real name) used to be
fooled or tricked by any means.
quite a famous bard in the Hallow and had a
Each bounty has an additional challenge that
lovable singing voice. Unfortunately after a
must be completed in addition to defeating
run in with a temperamental witch and a
the Horror otherwise the bounty cannot be
certain priceless mystical vase, Dakar was
turned in for its reward.
cursed to lose his voice, his only source of
income. Until he can pay off his debt to the A list of currently available bounties can be
witch he can only manage groans and grunts. found on the next page before the Ghost Light
With no other skill set available, Dakar turned Shop list.
to the even shadier side of Hallowgrave and
began dealing in illicit goods, rare objects and
bounties in an attempt to pay for his freedom.

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Available Bounties Headless
This section contains a list of bounties that are Reward: 1000000 CCP
currently available on Dakar’s Bounty Board Cut off the Horseman’s head.
as per the instructions above. Players should
always know which horrors are available. Left in Stiches
Reward: 500 CCP
Corpsified Defeat Osvaldo the Stitcher only after he has
Reward: 500 CCP obtained all five augments from his Stitched
Have the final blow on Adam the Abomination Up ability. Fits of pain more likely.
be dealt by one of the corpse factories traps.
Punk-Splosion
Cowardly Lord Reward: 500 CCP
Reward: 1000 CCP Get the killing blow on Lazarak the Pumpkin
Steal Lord Lichtenstein’s alchemical potions King using a lit Pumpkin Bomb.
and turn Lichtenstein into a chicken before
defeating him outright. What a chicken. Recharged
Reward: 1000 CCP
Color Swapping Drop the L.E.A.D. Pumpkinator to below half
Reward: 1500 CCP of its starting total HP and then use only Fire
Defeat Amber Alabaster using only cold damage to heal it back up to full health before
damage, defeat Amethyst Alabaster using defeating it outright. Fire Absorption is great.
only fire damage and defeat Aqua Alabaster
using only lightning damage during the same Rip Rip Woodchip
combat encounter. Reward: 500 CCP
Defeat Asteroth’s Tree by using only attacks
Dagger Dagger that inflict Slashing Damage. Chop chop.
Reward: 1000 CCP
Defeat Alex and Axel, the Blade Brothers using Silver Slayer
only damage dealt by daggers or weapons Reward: 500 CCP
with the dagger type. Rogues am I right. Defeat Lucas of the Waning Moon using only
attacks from silvered weapons.
Digging Your Own Grave
Reward: 1000 CCP Sinking Feeling
Get the killing blow on Orrick the Gravedigger Reward: 500 CCP
while he is burrowed or at least under the Land the final blow on the Anaconda of the
ground. Efficient Burials. Sinkhole while swimming beneath the surface
in the same sinkhole.
Fire, Fire!
Reward: 500 CCP Splash Damage
Defeat Adam the Abomination using only Reward: 1500 CCP
attacks that deal Fire Damage. Burned. Defeat Lisbeth the Temptress while under the
effects of her Seductive Strike ability.
Get Off My Lorne
Reward: 1500 CCP That’s My Blood
Defeat Lorne of the Tomb using only Unarmed Reward: 1500 CCP
Strikes. Just like a real monk. Get the killing blow on Orisa the Blood Curdler

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after being downed and successfully targeted
by her Life Sucker ability.
Item Name Number in Cost
Web Warrior (Consumables) Stock (CCP)
Reward: 500 CCP Vampire Tears Limited 100
Land the killing blow on Laciana the Spider Vampiric Limited 200
Tooth
Queen while restrained by her webs.

You’re Not Me
Reward: 1500 CCP
Item Name Number in Cost
Get the Killing blow on Laine the Perfectionist (Curses) Stock (CCP)
after you have been affected by her Memory Liquid Metal Limited 1000
Tap and Perfect Mirror Abilities. There’s two? Pumpkin Limited 1000
Blood
You’re So Vain Scarecrow Limited 1000
Reward: 500 CCP Blood
No hunter may deal damage to Agatha the Snakes Blood Limited 1000
Mad Maiden during the battle. Defeat her Unicorn Limited 1000
Blood
only by uncovering mirrors in her lair.
Vampires Limited 1000
Blood
Werewolves Limited 1000
Blood
The Ghost Light Shop List
This is a list of all the items that can be
purchased quietly from the Ghost Light Item Name Number in Cost
Market as well as recommended retail prices (Utility) Stock (CCP)
and an estimate of how much of each item Ground Limited 500
there is readily available in stock to purchase Gargoyle
during the adventure. Ground Pixie Limited 500
Wings
Item Name Number in Cost Meat Key Unique 1000
(Armaments) Stock (CCP) Skeleton Scarce 1250
Bovine Limited 300 Horse Idol
Bullwhip Terra Poison Limited 500
Cyclops Eye Limited 300 Torturers Limited 100
Hellfire Limited 5 for 400 Tools
Arrows Unholy Limited 100
Lich’s Gut Limited 350 Water
String
Rattle Whip Limited 200
Scorpions Limited 200 Item Name Number in Cost
Tail (Unique) Stock (CCP)
Skeletal Scarce 500 Bull Ring Scarce 500
Breastplate Gunpowder Scarce 1000
Spinal Blade Limited 250 Rat
Staff of Limited 400 Pox in a Box Scarce 500
Human Tarnished Scarce 300
Heads Ring

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APPENDIX E: The Eatery Many of the resident horrors of Hallowgrave
The smells of dripping meat and pungent also frequent the dining benches of the
spices fills the air as soon as you open the eatery. So it is often quite common to see
heavy wooden door. The air inside is thick, other horrors from previous years sitting
warm and hazy. A totally different feel to the down for a drink or a bite to eat. Thanks to
rest of the Hallowgrave. There is always a Bella’s fathers influence the eatery is
bustling trade of exotic and dangerous foods somewhat of a neutral zone for any who
as well as the most illegal poisons and toxic come through the doors. I pity the fool who
brews. The finest dining establishment in the would dare incur the wrath of Bella or her
entire realm, Bella’s Eatery is sure to leave father so it’s best to play nice while inside.
their patrons feeling grotesquely full until
Bella’s Eating Competitions
they are about to explode. That’s if they can
One of the main attractions at Bella’s eatery is
survive the dining experience of course.
the realm famous eating competitions. All
The owner and head chef of the Hallowgrave kinds of creatures come to test their teeth
eatery is a loveable velvet skinned and curly and jaws against these mighty meals. But of
horned demoness known to all as Bella. It is course this is the Hallow and nothing can be
easy to pick her out from the crowd in her normal about it. The rules are simple. If you
deep red and midnight black chef’s attire. Her finish the meal within the time limit then you
overly demonically happy attitude is always a win a prize and the meal is free. If you lose,
hit with her customers. As soon as they walk you must pay for the meal and suffer shame.
through the door all their problems fade. The main difference in this eating competition
Either that or it’s because it’s the only eatery is that there is no timer. Because while you
in town and everyone is totally scared of her are trying to eat the meal, the meal will
father the great demon of gluttony known as actually be trying to eat you. So as long as you
Belphegor. I’m sure it’s just the amazing food. eat it first you will be fine. Happy eating and
good luck!
A Meal for Two
Bella has been in business longer than some Before eating roll for initiative. On the foods
individuals have been horrors of the Hallow. turn it will perform a special action. On the
Her culinary expertise is known far and wide, players turn they can take one of two actions.
bringing all manner of monstrosities to her Eat Action – Roll a D20 and add your
kitchen. For Hallowgrave there isn’t many Constitution Modifier. If it is equal to or
places where one can escape the hum drum higher than the foods AC you may deal
of the never ending night. But the eatery 1D6+CON piercing damage to the food. The
allows them to escape even if just for a little eating action is considered an attack action
while, Bella will keep the cold clutches of Struggle – Roll a D20 and add their Strength
insanity at bay. Modifier or Dexterity Modifier. If the result
equal to or higher than the foods AC the
The eatery has one rule. No empty stomach player gains advantage on their next eat
shall leave here alive. Now whether that action and the food deals no damage on its
means no one will leave hungry or no one will next turn.
actually leave with their stomach is up to
personal debate however.

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Available Eating Competitions Spike Moss Salad
This section contains a list of eating Cost: 15 CCP Reward: Undead Spoon
competitions that are currently available at A messy clump of seemingly harmless green
the Eatery as per the instructions above. Each moss that is plated up with a balsamic drizzle.
competition is a slightly different challenge Too bad that it instantly turns into a ball of
with different rewards and prices. Once a spikes when you touch it.
challenge has been successfully completed by The food has 30 HP and 5 AC. On its turn the
a player it will be taken off the menu for that food automatically hits the player with 1D6
year to avoid giving out too many prizes. Piercing Damage as it spikes the player.

Brimstone Biscuit The Strangler Squid


Cost: 30 CCP Reward: Fickle Flame Cost: 25 CCP Reward: Demon Salt
Served on a slab of iron, the brimstone biscuit A single thick, four foot long roasted tentacle
looks like a large lump of coal with glowing that smells of butter and sea salt. It probably
red veins coursing through its shell that would be a hearty feast if the tentacle wasn’t
constantly emanates a haze of heat. moving around on the plate.
The food has 12 HP and 16 AC. On its turn the The food has 25 HP and 12 AC. On its turn the
food automatically hits the player with 1D8 food automatically hits the player with 1D10
Fire Damage as it burns the player. Bludgeoning Damage as it strangles the
player.
Doom Shroom
Cost: 40 CCP Reward: Puff Bomb The Vampire Leech
A large 2 foot by 2 foot leathery looking Cost: 50 CCP Reward: Glutinous Bag
mushroom cap served on bed of freshly A full banquet sized deep fried leech that has
picked nightshade. I mean it looks perfectly a mouth full of razor sharp vampire teeth. The
harmless to eat. vampire leech is going to try and suck you dry
The food has 50 HP and 3 AC. On its turn the before you can eat it do death.
food releases spores. When the food releases The food has 30 HP and 10 AC. On its turn the
spores, the eating player must make a DC13 food automatically hits the player with 1D6
Constitution saving throw or be dealt 1D10 Piercing Damage and regains that many Hit
Poison Damage on a failed save or half as Points as it sucks the life from the player.
much on a successful save. You do not gain
immunity to this effect if you succeed. King Spider Crab Banquet (4-5 Players)
Cost: 120CCP Reward: Spider Crab Charm
Ooze Booze A special eating competition for a whole party
Cost: 20CCP Reward: Spine Stein to try and survive. A small table sized steamed
A hearty sized ½ gallon mug overflowing with spider crab that is most definitely still alive
a viscous green liquid that occasionally makes and doesn’t want to be you meal. Enjoy!
a low gurgling sound. As you pick it up from For this challenge roll initiative for each player
the table you take note that the overflowing separately as per normal.
fluid pulls itself back into the mug. The food has 80 HP and 15 AC. On its turn the
The food has 15 HP and 18 AC. On its turn the food automatically hits each player with its
food automatically hits the player with a spider crab claws for 1D8 Slashing and 1D8
pseudopod for 1D8 Bludgeoning damage. Piercing damage.

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The Eatery Shop List Python Lots 20
This is a list of all the items that can be Potato’s
purchased on the go from the kitchens of Smoked Lots 40
Minotaur
Bella’s Eatery, as well as recommended retail
Spare Ribs Lots 40 for 5 ribs
prices and an estimate of how much of each Spicy Spines Lots 25
item there is readily available in stock to Spookuterie Lots 30 per player
purchase during the adventure. (This is Board min 3
actually themed food and drinks that we have Toxic Mac Lots 25
during our Halloween adventure night!)

Item Name Number in Cost Item Name Number in Cost


(Drinks) Stock (CCP) (Desserts) Stock (CCP)
100% Juice of Lots 5 Black velvet Lots 10
Fire Newt Cupcakes
Cauldron Lots 5 Bloody Lots 10
Punch Velvet
Dried Feet of Lots 5 Cupcakes
Black Crow Caustic Lots 10
Unfiltered Lots 5 Cupcakes
Poison Cursed Lots 10
Witches Lots 5 Cupcakes
Potion Poisoned Lots 15
Apples
Scream- Lots 10
Item Name Number in Cost Cheese
(Snacks) Stock (CCP) Brownie
Catastrophic Lots 5 for 10 Snakebite Lots 10
Cookies Slice
Casualty Lots 5 per bag
Corn
Ghoul Lots 5
Pretzels
Green Grizzle Lots 5 per bag
Corn
Flavoured Lots 5
Candy Corn
Jelly Lots 10
Pumpkins
Pixie Dust Lots 10
Reaper Chips Lots 15

Item Name Number in Cost


(Meals) Stock (CCP)
Batty Bat Lots 25
Wings
Condemned Lots 30
Cob Loaf
Monster Lots 30
Meat Balls

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APPENDIX F: The Bobblehead created. Some say he might even know where
they come from. Whatever the truth may be,
Collector
the collector collects and that is what he
The mysterious Bobblehead collector is a
intends to do for as long as it takes him. His
recluse even amongst the horrors of the
business is a means to continue collecting and
Hallow. They operate a small out of the way
fund his totally healthy obsession.
shop on the southern road leaving
Hallowgrave. Nobody really knows anything Bobblehead Collections
about the thin elderly figure who stands In his search for all Bobbleheads, the collector
behind the counter. They simply call him the has offered small rewards to the most
collector. Even William doesn’t know how he dedicated of adventurers who can bring him
slipped into the Realm. complete sets in good condition. These sets
The collector himself is a thin oddly human and their rewards are detailed below. Please
looking individual sporting a large white be aware the non CCP rewards are lore items.
moustache and a well shaven head. The
The 1st Year Collection
collector is always wearing a perfectly tailor
Rewards: 500 CCP, Original Nightmare
made dark coloured suit and matching dark
This set contains the Bobbleheads of Agatha,
tinted glasses. Honestly who wears those
Lisbeth, Lord Lichtenstein, Orrick and the
thigs in the middle of the night how can he
Green Headless Horseman.
see anything?
The 2nd Year Collection
A Healthy Obsession Rewards: 500 CCP, Tale of Rebirth
The collector is the premium purveyor of This set contains the Bobbleheads of
collectable goods throughout the entire Asteroth’s Tree, Laciana, Lazarak, Oleg and
Hallow. His greatest obsession is the unique the Blue Headless Horseman.
and widely popular Bobbleheads. Little is The 3rd Year Collection
actually known about the mysterious Rewards: 500 CCP, Curse of Reawakening
Bobbleheads. Supposedly the Bobbleheads This set contains the Bobbleheads of the
were created by a master crafter many Alabaster Witch Sisters Trio, Lorne, Lucas,
centuries ago as voodoo idols. At least that’s Orisa and the Purple Headless Horseman.
how the rumour goes. The supplier for The 4th Year Collection
Bobbleheads keeps their identity a secret so Rewards: 500 CCP, Reconstruction of Hallow
no one is actually sure where they come from. This set contains the Bobbleheads of Adam,
The boxes just appear when the shop is least Laine, L.E.A.D. Pumpkinator, Osvaldo and the
suspecting it. The popularity increased and Yellow Headless Horseman.
soon nearly every household had a The 5th Year Collection
Bobblehead in one version or another. Rewards: 500 CCP, Nightmares Regrow
This set contains the bobbleheads of
The collector trades, buys and sells almost
Anaconda, Lamina, Lostfoot’s Bog, Ophelia
whatever he can get his hands on and is
and the Pink Headless Horseman.
always looking for a cheap bargain when it
comes to adding to his own private collection.
It is his lifelong passion to collect the entire
line of Bobbleheads. Rumour has it he even
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Bobblehead Shop List Item Name Number Cost Sell Cost
This is a list of all the items that can be (Special) in Stock (CCP) (CCP)
purchased quietly from the Bobblehead Adam Limited 50 30
Agatha Limited 50 20
Collector. It contains recommended retail
Alabaster Limited 120 55
prices and an estimate of how much of each Witch Sisters
item there is available in stock to purchase Trio
during the adventure. Additionally The Anaconda Limited 50 15
Bobblehead Collector will purchase any Asteroth’s Limited 50 10
Bobblehead the players may be willing to sell. Tree
Fletcher Limited 50 5
Item Name Number Cost Trade Laciana Limited 50 25
(Generic) in Stock (CCP) (CCP) Laine Limited 50 35
Bat Lots 20 5 Lamina Limited 50 15
Ghost Lots 20 10 Lazarak Limited 50 15
Sid’s None 5 Worthless L.E.A.D. Limited 50 50
Bobblehead Pumpkinator
Skeleton Lots 20 5 Lisbeth Limited 50 35
Spider Lots 20 10 Lord Limited 50 20
Succubus Lots 20 15 Lichtenstein
Zombie Lots 20 10 Lorne Limited 50 10
Lostfoot’s Limited 50 5
Bog
Item Name Number Cost Sell Cost Lucas Limited 50 20
(Seasonal) in Stock (CCP) (CCP) Oleg Limited 50 5
Headless Sold Out - 100 Ophelia Limited 50 40
Horseman Orisa Limited 50 30
Bobblehead Orrick Limited 50 20
(Blue) Osvaldo Limited 50 5
Headless Sold Out - 125 William Limited 50 20
Horseman
Bobblehead
(Green) Item Name Number in Cost
Headless Sold Out - 75 (Utility) Stock (CCP)
Horseman Bobblehead Unique 5000
Bobblehead Soul Separator
(Pink) Protective Box Lots 10
Headless Sold Out - 100
Horseman
Bobblehead
(Purple)
Headless Limited 25 15
Horseman
Bobblehead
(Red)
Headless Sold Out 75
Horseman
Bobblehead
(Yellow)

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APPENDIX G: Creepy Curios Bladder Pop
In the smoke filled alleyway that guides Cost: 10 CCP
patrons to the big top, can be found the most The player is given 3 bone darts to throw at a
profitable attractions. The sideshow games wall of inflated bladders. For each dart players
and food stalls of the Corpse Carnival known must make a ranged attack roll against the 8
as Creepy Curios. Oddly enough all of the AC of the bladders. A bladder is popped on a
stalls and stands are operated by the same successful hit. For each bladder popped the
zombie man. And no I don’t mean just the one player must roll 1D10 and add the results
man there are actually lots of him. Dozens of together to calculate the players score.
the one exact same zombie all working
Rib Toss
together because they are the same person.
Cost: 10 CCP
Very serious. Collectively, they all like to be
The player is provided with 6 curved ribs to
called Sid, which makes it very confusing
attempt at tossing around one of several
during conversation with more than one Sid.
spines. For each rib tossed the player makes
Overpriced Fun an improvised ranged weapon attack. The
Sid can only be described as, well, Sid. player will score depending on how successful
Doppelgangers that take on the image and each attack roll is. 10 or higher is 1 point, 14
personality of others are one thing, but a or higher is 3 points and 17 or higher is 5
doppelganger that just makes clones of points. Add them all together for the prize.
himself is another terror in its own right.
Brain Bobbing
Especially when it’s the crooked toothed
Cost: 5 CCP
hawker who preys on the coin pouches of the
Players must plunge headfirst into a slimy
masses. It doesn’t help matters that Sid or
barrel of you don’t want to know what and
rather the Sid’s own ever sideshow game and
grab a brain with their mouth or equivalent
prize stand in the carnival. Every competitor
orifice. The player must first succeed on a
and previous business has been completely
DC13 Constitution saving throw or reel back in
taken over by the swarming Sid’s.
disgust and fail the game. If they are
Sideshow Games successful, the player must make an
In addition to the food and novelty stalls, Sid improvised melee attack with their mouth
runs a number of sideshow carnival games to against the brains 10 AC. The player may
help improve profits. The games are often not make multiple attempts to get a brain if they
in the favour of the player, but frustrated don’t drown or pull their head out. Once a
Hallowgrave denizens keep coming back all brain is retrieved the player rolls 3D8 which
the same. Each game has its own set of rules will represent their points and the brain size.
and methods to earn points. The points earnt
Nightmare Fishing
during each individual game will grant a player
Cost: 15 CCP
a prize as per the below prize table.
The player must lower their entire arm or
Points Earnt Player Prize equivalent appendage into a pitch black pool
0-9 Small Show Bag of viscous liquid. Once below the water’s
10-19 Medium Show Bag surface they can no longer see the arm, but
20-29 Large Show Bag can feel things bumping into it, touching and
30+ Extra Large Show Bag nibbling at them. The player must succeed on
increasingly difficult Wisdom saving throws

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starting with the easiest DC on the table Corn
below in order to overcome their fear and Eyeball On A Lots 3
keep their arm in the liquid. The longer they Stick
last the greater the sensations of creatures Fried Fingers Lots 8
Kidney Corn Lots 15
latching onto their arm beneath the surface
Pestilent Lots 10
will become. Points will be awarded based on Peanuts
how long they can keep their arm in the liquid Screamsicle Lots 8
as per the below table. Soda Scream Lots 5
If a player fails a saving throw they will also Zappy Taffy Lots 5 for 5
become Frightened for a number of minutes Zombie Corn Lots 15
equal to the DC they were attempting to pass.
Additionally players who succeed DC20 will
Item Name Number in Cost
also be given an additional prize in the form of (Novelty) Stock (CCP)
an item called a Sea Soul for their bravery. Banshee Limited 80
Plushie
WIS DC Points WIS DC Points Bonework Lots 5 each or 25
- 0 DC14 20 for 10
DC8 5 DC16 25 Crow Plushie Limited 5
DC10 10 DC18 30 Ghost Limited 80
DC12 15 DC20 31+ Plushie
Ghoul Limited 20
Plushie
Creepy Curios Shop List Rat Plushie Limited 5
This is a list of all the items that can be Skeleton Limited 10
purchased quietly from Creepy Curios. It Plushie
contains recommended overpriced retail Sid’s Lots 50
Bobblehead
prices and an estimate of how much of each
Spider Limited 5
item there is available in stock to purchase Plushie
during the adventure. The majority of items Suspiciously Lots 10
are consumable or novelty prizes. Red Balloon
Toad Balloon Lots 10
Wight Limited 60
Plushie
Item Name Number in Cost Zombie Limited 10
(Armaments) Stock (CCP) Plushie
Bone Darts Lots 20 for 5
Clown Limited 50
Hammer Item Name Number in Cost
Fake Flower Limited 60 (Show Bag) Stock (CCP)
Show Bag Lots 25
(small)
Item Name Number in Cost Show Bag Lots 45
(Consumables) Stock (CCP) (medium)
Bleeding Lots 8 Show Bag Lots 60
Biscuit (large)
Cotton Candy Lots 5 Show Bag Lots 75
Cider (extra-large)
Cotton Candy Lots 10

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APPENDIX H: Monster Stat
Blocks
These are in alphabetical order.

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APPENDIX I: Bonus Boss Stat
Blocks (Meatlocker)

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APPENDIX J: Random
Encounters
Each point of interest in Hallowgrave has been
assigned a zone that corresponds to one of
the following tables. These are random
encounters that can be used to make
exploring or adventuring in the Hallow more
random and exciting for players.

This rule is completely optional. If wishing to


use the random encounters I have found it is
easiest to roll on the corresponding table
whenever travelling to a point of interest for
the first time or if players wish to spend time
exploring a specific zone.

Corpse Carnival Encounters


ROLL Random Encounter
(1D6)
1 A flamboyant zombie is handing out inflated organs to patrons of the carnival. It will offer
you either an inflated stomach, kidney, liver or lung for 10 CCP. It is cool, but useless.
2 An extremely muscular minotaur is challenging patrons to arm wrestle for 5 CCP. A DC22
Strength check will earn you a Bull Ring. Failing will leave you feeling sore and defeated.
3 A nearby tent exudes noxious fumes and colourful explosions sporadically erupt from its
interior. If the party checks inside they will be caught in one of the explosions. During the
kerfuffle a small creature rushes out and drops 2D10 Boneworks items before disappearing.
4 Some smaller monstrosities are kicking around a leathery head shaped like a ball. The head
seems to be muttering numbers. It appears to be keeping score in whatever game this is.
5 Amidst a small crowd a ghoul is demonstrating its ability to juggle heads. Unfortunately for
the patrons when the ghoul runs out of heads for the act, it will add some extra’s from the
crowd. Don’t worry they will be reattached later. The party should not stick around long.
6 A tiny sized imp is riding around on a spider legged keg offering free Pumpkin Punch.

Hallowgrave Hospital Encounters


ROLL Random Encounter
(1D6)
1 The ghost of a nurse is convinced that one of the players has escaped the ward and will
chase them around trying to drag them back, casting the sleep spell 3 times before giving up
and going away.
2 A vampire is complaining about a severe toothache. If the party heals them or uses a healing
item, they will be given a rare Vampiric Tooth.
3 One of the party is pushed by a ghostly nurse into an operating room claiming that they
need to reattach a zombies arm. DC18 Sleight of Hand.
4 A new mother Cloaker kindly asks the party to help round up her 1D8 children. DC13
Athletics for each. They are given 2 Pumpkin Punch for helping.
5 The doors at the end of a hallway never seem to get any closer no matter how far the party
runs towards it. Walking backwards gets them straight to the door.
6 Unearthly screams can be heard behind a door to the side of a hall. The door has no handle

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to open it with. On the other side is a Zombie Doctor performing a throat check up on a
Banshee patient.

Half-Moon Woods Encounters


ROLL Random Encounter
(1D4)
1 An odd looking tree starts moving but only when the party isn’t looking at it. It starts
stealing the player’s coins or CCP with a +8 to Sleight of Hand checks. If caught it will give all
the stolen goods back plus 4D6 CCP.
2 A group of living roots trips and binds up the players. Strength Check of DC15 to escape or
AC13, HP 10.
3 A hungry raven is following the party ominously. If the players offer it food it will trade them
a Tarnished Ring.
4 An inquisitive owl stops the party and asks if they are lost. The owl will offer to teleport the
players back to the town square for 5 CCP.

Inner Hallowgrave Encounters


ROLL Random Encounter
(1D12)
1 A group of breakdancing skeletons challenges you to a dance off. If you win they will give
you a Blood Flask. If you lose they will take your pants. Challenge DC15 Performance check.
2 A talkative Gunpowder Rat starts following the party begging for its fuse to be lit. If they do
it will give them 1 CCP before sprinting off and blowing up the nearest building.
3 While travelling, the party seems to end up back where they started.
4 A severed hand sneaks up on the party and makes a dash for it after stealing 4D6 CCP from
random players. HP 1, AC 18, Speed 40.
5 An animated manhole cover latches onto one party member’s foot and refuses to let go. DC
14 Strength to pull it off. Speed reduced to half while it is attached.
6 A single dark raincloud follows the party while they are travelling outside. It is constantly
providing a light drizzle and every 1D12 minutes it lets off a boom of thunder.
7 A ghost is holding a sign advertising the eating contests held at the Hallowgrave Eatery. If
interested she will give the party a 5CCP coupon.
8 The party disturbs an aggressive swarm of bats (MM p.337).
9 A business zombie approaches the party trying to sell death insurance for 100 CCP each.
While in the Hallow, if a party member has death insurance they will automatically stabilize
at the beginning of their next turn after being downed.
10 The party finds a mysterious bucket in the street containing 1D4 Sickly Sweet Candies.
11 A ghoul throws up on a player and apologizes profusely. Offering 10 CCP for the cleaning.
The Player must make a DC14 Constitution check or be poisoned for 1 hour.
12 A creepy jazz band follows you playing haunting tunes until you pay them at least 10 CCP.

Outer Hallowgrave Encounters


ROLL Random Encounter
(1D10)
1 A skeleton farmer droving zombie cattle is taking up the road. One of his prized cattle is
refusing to move. It will take at least 3 players with DC16 Strength checks to move the beast.
If they help the farmer gives the party a Bovine Bullwhip.
2 A group of monster children are running around demanding candy from everyone. If the
party does not give them candy, they will throw rotten eggs, making them smell so bad the

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party automatically fails stealth checks until they are washed.
3 The pale essence of a spectral figure dances slowly under the moonlight. If the figure is
disturbed they will flee. If the party waits until the figure finishes and bows they will be
given a Deathly Bouquet.
4 At a fork in the road is a small weathered stone shrine. There are fresh pumpkins stacked
around it in offering. If a player leaves a pumpkin by the shrine they will receive a small
blessing granting 5% more CCP (rounded down) obtained when defeating horrors during the
event.
5 Two cats cross the path of the party. One cat turns left and one turns right. Following the
left cat will give each member of the party disadvantage on their next roll. Following the
right cat will give each member of the party advantage on their next roll.
6 A heavily clothed and heavy booted humanoid is pulling a small cart laid with covered
corpses. They ask if the players have any dead to bring out. If they do he will take them
away free of charge, but Living ones cost 25 CCP. All the bodies are left outside the
Hallowgrave Cemetery.
7 2D4 ravaged ghoul’s (MM p.48) ambush the party demanding they hand over any candy
corn or be eaten alive. 2D12 CCP treasure.
8 A young vampire is moon gazing on a nearby hill. Unfortunately the vampire is completely
blind and unable to see the moon. If a player sits and vividly describes the moon with a
DC17 Performance check the vampire will give them a valuable Vial of Vampire Tears.
9 The party passes by a scarecrow cradling a clay jug. If the party stop, the scarecrow silently
offers them a swig from the pungent smelling jug. Any player who drinks from the jug will
gain True Sight up to 60ft for 1 hour.
10 The party feel as if something is following them. But each time they turn around there is
nothing to be seen. A DC18 Perception check will reveal that an eyeball like slime has
attached itself to the back of a random party member. The eyeball slime is harmless and will
grant it’s carrier a +10 to Perception, but it will flee at any sign of danger or if taken off.

Terra Marsh Encounters


ROLL Random Encounter
(1D8)
1 An unsuspecting player begins rapidly sinking into a 15ft square of muddy quicksand. The
more they move the more they sink. It is a DC18 Strength check to pull them out if they can
be reached.
2 The party accidently disturb a Black Pudding while it was hunting fresh prey. (MM p.241)
3 A sudden surge in swamp waters sweeps the players off their feet and dumps them
elsewhere in the Terra Marsh. The party is now lost and require a DC16 Survival check to
once again find their way.
4 The party comes across a dimly lit grove where 1D8 large yellow flowers are each growing a
single candy corn from their centre. It takes a DC15 Dexterity check to snatch a candy corn
away before the flower shrivels shut and refuses to open back up regardless of damage.
5 While trekking through the marsh the party is plagued by 1D4 Swarm of Insects (MM p.338)
6 The party encounters a bugbear hunting within the marsh. He is friendly and offers the party
fresh Vine Meat for a low price of 3 CCP per foot in length of which he has plenty.
7 The party come across a small untended bonfire on a rare patch of dryland. If the players
stop and rest by the bonfire they feel warm and regain 1D8 Hit Points. Useable only once.
8 The footing in the marshland becomes uncertain as any step could land you head deep in
stagnant muddy water. The leading player must make three DC15 survival checks. Each
failed check results in that character falling into the water and taking 1D4 Poison damage.

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APPENDIX K: Thank You
Thank you to the Dungeon Masters Guild for
providing an amazing platform for content
creators.
[Link]

A huge thank you to my awesome partner


who has created my town maps and some
artwork for each yearly iteration and put up
with my last minute frenzied writing sessions.
I could never keep up without you.

Also a special thank you to my little brother


for helping me organize my ideas and getting
them onto paper and inspiring me to keep
chipping away at my goals. Make sure you
keep chipping away at yours too.

Thank you to DICKYTRD for designing the


brand front cover artwork and the hulking
scarecrow artwork. You can check out his
amazing work here
[Link]

And most of all thank you to all the players


who have enjoyed this adventure and allowed
it to continue growing over the years. I hope
that All Hallows Eve continues to bring you
terrifying fun for many more years to come.

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