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Hallowing Night
Hallowing Night
by PDX_Mike
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
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know is based on how high their modified DC roll is.
Adventure Overview 20 – PC knows this is a holy day called the
Hallowing that has some connection to the plane of
There are four primary scenes to this adventure. evil.
• First, when the party makes camp they are • 23 – PC knows that on the Hollowing, the
mysteriously plane shifted to an unknown plane of evil intersects the Prime material
realm. plane and humanoids can be abducted by the
• Second they will encounter the wailing girl powers of evil.
who will direct them to the village. • 25 – PC knows that the abduction takes the
• Third they travel to the village. form of a planeshift where PCs are pulled to
• Lastly they will travel to Munster Manor and Barovia, the only way to return to the Prime
hunt the undead that brought them to the plane is to find the evil force that pulled them
plane of evil. there and destroy it. (provide as much
Ravenloft background as desired to PC)
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Scene 2 – Wailing Girl
The faint wailing that the characters hear is a 7 year
old human girl wailing and sobbing about 50 yards
from the PC’s camp. Unless the PC’s are very careful
in their approach she will be visibly terrified of them
(but unless harmed she won’t run away).
Scene 3 – Skeleton village
The girls name is Jezebel. She is from a small village
to the north. Once the party gets her calmed down, The trail leads 300 yards North through
she can tell them the following the dim forest. A wide clearing opens up
and 60’ through the fog you can see
• Her whole village was destroyed by candlelight glowing through curtains.
skeletons. As you look closer you see a large oak
rising out of the center of the glade, a
• There were 3 families living in the village –
two-story wood building pressing up
12 people total not counting her.
against it. The bottom level has
• She didn’t see it happen but she was out several windows and a door facing the
picking mushrooms and when she returned, path. The second level has no windows
all the humans were gone and the village was but a small balcony with door on just
overrun with skeletons. above the first-floor door.
• Several of them attacked her so she fled and Across the trail from it, a large,
has been hiding in the forest ever since. single story 3 room building stands
• She thinks it was done by the Baron who lives dark.
along the road North of the village. Two skeletal figures walk out of
• The Baron lives with his family in a manor. it, cross the path and enter the
They are cruel and come once a year to larger building without glancing
your way.
abduct children from the area.
What happened to the village? This is mostly a Roleplaying Scene. The villagers don’t
Unknown to Jezebel, the villagers were realize they are skeletons, to each other they look and
cursed by Baron Munster to change to sound normal. The villager/skeletons will react to the
Skeletons during the daylight hours. Party as if they were normal travelers.
The villagers don’t know they are
skeletons and still perform their normal
If the party charges in slaying them, they are generally
daily activities such as cooking, farming unarmed/unarmored so they will flee in terror.
and socializing.
If the party doesn’t startle them, the skeletons will
While the skeletons can talk to each other look at them as they arrive. The Innkeeper skeleton
and understand non-skeletons, they cannot will try to talk to them but it will just appear as teeth
speak – it just comes out as clattering clicking and gesturing to the PC’s.
teeth and hissing.
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Second floor is split into 2 rooms both The only windows visible are the 4’ wide,
containing a large bed, chamber pot and tall stained glass on either side of the
crude dresser. front door. The windows are thick glass
and can’t be seen through other than
If the party ransacks the building, they will flickering light filtering through them.
find a total of 20 gp, 12 gallons of average There are no other windows on the entire
beer, and a silvered longsword tucked behind building.
the stove.
The Entry door is a 12’ tall set of
2. Sleeping hut – A high roofed large room is reinforced oak double doors. A wide porch
flanked by two smaller rooms, all contain extends 6’ from the front door. There are
beds, chests, bowls and other knickknacks of four rain barrels lined up in front of the
family living. porch. Sitting on top of each barrel is a
large hollowed out orange gourd with a
A total of 20 gp can be found if the party crude face carved into it. A small candle
searches all three rooms. glows within each gourd.
2. Entry Way
Scene 4 – Munster Manor
The Manor used to be a temple complex. It’s walls are
The doors open to a 60' x 20 room.
5’ thick dirt and stone covered by slick wooden Ornate desks and gilded paintings
shingles. All the rooms are oversized and even though line the walls. Across from the
it’s single story, it stands from 14’ to 20’ high in front door; 2 - 10' tall Minotaur
places. skeletons frame an exit into the
next great room. One holds a great
axe and one holds a great mace both
1. Front Door held straight out supporting candles
in a strange kind of chandelier.
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white attire and has black hair Most of the books are long rotted and fall apart
greased into a pointy widows peak. when opened but in one of the alcoves is a book still
in decent shape. It’s written in common and titled
He looks up when the party opens the “Librum Munster”
door and smiles.
If the characters peruse the book, they will find a
The Minotaur skeletons will animate as soon as they story that describes how Baron Munster was nearly
are attacked or any living humanoid enters the room. defeated by a farm boy striking him with a blue
The boy in the Main room is Eddie Munster. He is crystal that shone with the power of the sun. The
the grandson of the Baron and naively cruel (think – Baron tricked and killed the boy taking the crystal as
likes to pull wings off of flies but with humanoids his trophy.
rather than flies). 4. Dining Room
Eddie will spend his first action transforming into a
werewolf and then attack.
The ornate doors into this room are not locked.
Werewolf: CR3, AC12, HP58 Across a large wide room a broad sunroom
streams with light. The center of the
• Eddie (58)______________________________________ room has a huge dark wood feasting table.
A massive man sits at the table eating
Mino Skeletons: CR2, AC12, HP 67 from a sink sized bowl and drinking from
Both the great weapons they hold are +1 Enchanted an oversized goblet. The man’s forehead
is extended and the top perfectly flat.
• Mino#1 (67)____________________________________ His joints all look to be sewn together
and thick steel pins stick from his neck.
He looks up making an exaggerated
• Mino#1 (67)____________________________________
surprised look at you and says in a polite
tone - "oh, hello. I didn't hear you come
Aftermath: If the PC’s defeat the Eddie and the in. Who are you?"
Skeletons, they will find he wears a large ruby
broach worth 200gp. Both of the Skeleton great
weapons are +1 enchanted. The man is Herman Munster. He is kind hearted and
gullible. If the group is hurt he'll notice and ask if they
want some help, he'll insist they take care of
themselves, the sight of blood upsets his stomach. If
3. Main Room the party won't he'll bellow for his wife Lilly to come
heal them.
Several plush couches fill the corners of Herman won’t let the party wander his house
the rooms. A brightly colored mosaic unescorted but if the party convinces him (Persuasion
tiled floor depicts a red mounted knight. DC10) they have a good reason to be there, he will
There is a huge chandelier lighting the follow them around helping as he can.
room. Where the boy was sitting, a
roughly gnawed pile of rib bones is If Herman see’s destruction or murder the party has
strewn. There are exits on either side committed, he will berate them and attack.
of the room, 2 small alcoves have
libraries stashed in them. Opposite the Herman is a Flesh Golem – CR5, AC9, HP39
entrance a set of stairs leads up to a
landing before 2 more massive and ornate Herman (93)____________________________________
doors.
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Aftermath: Herman was drinking from a large beer
cask. There are 8 gallons left (worth 2 gp). The gallon
capacity goblet he’s drinking from is silver
and amathyst (200gp)
5. Sunroom
• Shad#4 (16)____________________________________
8. Bedroom
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sit on the tables. A small harp sits on
one table with an animated severed hand CR 1/4, AC8, HP22
playing a happy tune. Sitting at a
reading desk is a blond woman in her 20's
• Zombie#1 (22)_________________________________
reading a book.
• Zombie#2 (22)_________________________________
The woman is Marilyn Munster, the adopted daughter
of Lillian Munster. To all appearances she is a normal
Aftermath: Lilly has her +1 dagger. On a velvet
Human woman.
display pillow is a row of 3 platinum and obsidian
surgical blades. Each is worth 40 gp. Lilly wears a
Marilyn is a reskinned Banshee but she does not have
moonstone ring (80gp)
the horrid visage power. She also cannot wail at will.
Lillian (Lilly) Munster is Vampire Spawn relaxing in The two undead are Wights. They will hold their
her favorite room. She will attack the party as soon as ground until attacked and then will attack and pursue
she discovers them. Two of the bodies on the floor any intruder.
are zombies, they will rise and fight alongside her.
CR3, AC14, HP45
CR5, AC15, HP82, regen 10/trn, +1 dagger
• Wight#1 (45)___________________________________
• Lilly ((82)_______________________________________
• Wight#2 (45)___________________________________
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Echoing across the bedroom comes elderly
man’s giggling voice calls out “Oh I
didn’t realize it’s dinner time and LOOK
who stopped by for a bite.”
Grandpa (144)__________________________________
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