This adventure features a Rakshasa named Kakrut. He arrives at Graney village in human form and lures townsfolk to buy magic trinkets from him. These trinkets manipulate people into going to a clearing in the outskirts of town at night. Once there, Kakrut kidnaps these poor souls and adds them to his Haunted Park’s collection.
Once the adventurers find out about Kakrut’s evil plans they must go through the portal to access Kakrut’s Haunted Park. Once inside, they have to find information on how to destroy the generators that create the pocket dimension, defeat the Rakshasa, and save the townsfolk.
Stories and legends are part of the life of big and small cities alike. Such tales of wondrous exploits or abominable horrors are what help common folk dream of great things and fear the unknown. Other stories help housewives control unruly children; they threaten them by describing a monster that might take them away at night if they misbehave. These stories pass down for generations by word of mouth. But some of them are more popular than others, and the story of “The Haunted Park” had started to get lost in time… until now.
Graney is a town like any other. Its main source of income is farming; people raise cattle or horses, and the townsfolk like having a quiet, peaceful life. It had been like this for generations. No one could have imagined what was going to happen.
One day, a man arrived at Graney. He was wearing fancy clothes and a pair of sophisticated spectacles. He had an elegant, well-trimmed beard. He was tall and although he was kind and well-mannered, his presence was somewhat intimidating. He had brought with him a huge covered cart with lively decorations and colorful signs. “Spectacular, spectacular” one of the signs read. Another hand-carved sign on top said: “Kakrut’s Haunted Park”. A small reading below said: “It’ll steal your breath away”.
Kakrut was his name. He introduced himself as a merchant. A seller of antiquities, foreign delicacies, and other strange objects. He left his wagon stationed in the outskirts of the village, near a big leafless tree. This tree is called “The Leech Tree” by the locals. Old people from the village named it such because it has no leaves, and all the attempts to water it and help it grow green again have failed.
They told him staying by the Leech Tree was a bad omen, thus, it was a horrible idea to do his business there. But Kakrut ignored their warnings, believing it was all just old men’s rattle. He did not wait for clients to come to him anyway. His way to do business was to take some of his merchandise and carry it in a small basket strapped to his shoulders. He would walk around town offering everyone his weird, yet attractive, trinkets.
Kakrut had a way to talk to people. Somehow, he managed to convince anyone to buy his antiquities. Whether it was his voice, his persuasive manners, or the mere charm of his presence, he always went back to his wagon empty-handed. His trinkets were not ugly, nor were they expensive. He charged a few copper or silver pieces for his old stuff. A few people started to wonder how he could make a living selling them or dress the way he did only by selling baubles.
Kakrut announced he was going to be around for a couple of weeks. After that, he would leave for another town or village in the countryside. He also used this as a means to convince people. He was charismatic and eloquent when speaking, leaving his potential clients with no other option but to get whatever he was offering them at the time.
However, poor Graney people were unaware of what was happening right in front of their noses. Some of the trinkets Kakrut sold were charmed. They are infused with a suggestion spell. Those who fall for it, are compelled to approach The Leech Tree by midnight and go through a magical door. Once there, Kakrut performs illusion spells to make his victims see surreal landscapes. This magic only works with those carrying a charmed trinket. Such illusion causes the viewers to see candy canes and balloons floating all around the field. It also creates a river of caramel. Crossing this river is necessary to reach the magical portal, which then leads to Kakrut’s Haunted Park. The suggestion spell convinces the people to go through the portal. They feel this is as a great idea and comply with a smile.
Kakrut is perspicacious and smart. He sells his stuff to many villagers, but only a couple of the things he sells are magical. He knew he should not draw too much attention so he sold the charmed trinkets to people who would not be missed. A few old-timers, a couple of stable boys, and some farmers that lived a little far from the village itself were his ideal victims.
But the absence of so many villagers started to be noticeable after a week. The town major, Mr. Poole, organized a search party with a couple of town guards. They made some extra rounds at night to see if they could find something suspicious. But the guards were missing as well the morning after. Mr. Poole realized he had to find another way to approach this problem. A good tracker in town noticed some footprints but they all ended abruptly near The Leech Tree. A few villagers suspected of the newcomer Kakrut, but they had no evidence to point fingers at him since he had sold his stuff to many more people than the ones that were missing.
There is only one woman who expressed her disapproval since the merchant arrived, she said no one should buy anything from that man, and that everyone should just wait for him to leave. Her name is Berthy, she is the oldest person in Garney, and the only living relative she had left is her grandson Brawn, one of the stable boys who went missing. Nobody listened to her due to two reasons. The first was her horrible personality and temper, and the second was because Kakrut was so charming and persuasive that no one could avoid buying things from him.
The old story of The Haunted Park describes an evil demon who steals the body and soul of his victims. But no one in town, except for Berthy, seems to have heard this story before. The people of Graney cannot do much about their situation now that Kakrut is set to leave in a couple more days. Mr. Poole wishes the letters he sent to nearby towns asking for help work, but he is losing hope.
The suggestion spell affects all those who buy a dark magic bauble from Kakrut. They feel compelled to come near the Leech Tree at night. Once here, Kakrut’s illusion magic makes them see otherworldly things. Huge candy canes and sweets float around while producing lights of different colors. A caramel river flows with joy below the floating candies, looking appealing and tasty.
A light blue passageway illuminates all the clearing. Upon arrival, victims become delighted with everything in view and walk towards the magical entrance. They walk through the 5-feet deep caramel river and do not hesitate to go inside the portal.
Adventurers can either buy a trinket or wait for one of Kakrut’s victims to come to the clearing at night and snatch the magical trinket from them. Since adventurers want to enter the portal willingly, and not because of the suggestion spell, the Haunted Park releases its security guards. Three barlgura step out of the portal ready to stop any threat to the Park.
1. Haunted Park Lobby
Crossing the portal leads to the Haunted Park’s lobby. All characters who go through the portal experience a temporary loss of consciousness. After the blackout, they realize they are riding a dragon-themed trolley. This is a two-wagon amusement park trolley cart, which carries all those who cross the portal at the same time. The cart evaporates after the last person gets out. Subsequent visitors arrive in different carts that also evaporate.
Following the entrance tunnel back is useless. After walking half a mile, the person suffers a temporary loss of consciousness and arrives in a different cart to Area 1 again.
Upon arrival, a large box with colored polka dots sitting in the middle dominates the room. Red velvet stanchions divide the room into several sections. The room has a couple of wooden desks on the right, one on each side of a door. There are two trapdoors in both north corners. The one on the left leads to the tiny corridors in Area 30. The one on the right leads to the hallway west of Area 34.
The large box in the middle of the room produces a high-pitched hissing sound. Creatures who approach it, start hearing gibberish in their heads, the insane voices suggest them to open the box. There are two gibbering mouthers inside.
The box casts a suggestion spell once per minute and targets a different creature each time. Any target creature must make a successful DC 13 Wisdom saving throw to avoid a mental compulsion to open the box.
2. Park’s Entrance
This secondary lobby is divided by wooden planks forming fences. There is a hole in the second fence (from south to north) and pieces of wood scattered around. A passive Perception score of 15 or higher reveals the presence of a track on the floor and a prop wall by the north of the room.
Any character approaching the threshold to Area 5 triggers the trap and must succeed on a DC 14 Dexterity save. The right wall bursts open and a hacksaw attached to a metal base pounces forward. It causes 9 (2d8) slashing damage on a failed save, or half that much on a successful one. Spotting the trap allows for a DC 15 Thieves Tools check to disarm it.
3. Small Storage Room
Torture tools and accessories fill this room. A small booth hides a trapdoor that leads down to one of the middle tunnels in Area 30. Objects are covered with dust and there is a 50% probability that any item the characters take does not work.
4. Small Storage Room
Wooden boxes and a broken cabinet dominate the room. There is a trapdoor that leads down to one of the middle tunnels in Area 30. The contents of the boxes are old, ragged linens and clothes.
5. Trap Hallway
This two-corridor hallway has a trap on each side. Any character crossing it must succeed on a DC 15 Wisdom (Perception) check to identify the loose spot on the wooden floor. Failing to see the trap causes the character to fall through a hole and suffer 7 (2d6) piercing and bludgeoning damage from the fall and the splinters. Getting out of the holes requires a DC 12 Strength (Athletics) check.
Both hallways take to a square room with a 10-foot long, 5-foot wide compartment in the middle. Such a compartment does not have a door. Instead, a white and blue curtain covers the entrance. Inside, there is a large skull lying on the ground. The flame skull hovers and lights its green sapphire eyes, chasing those who disturbed it.
6. Rotating Tunnels
The areas with red and white stripes are tunnels. They start rotating at a high pace the moment someone steps on them. A successful DC 12 Dexterity save allows anyone to maintain their balance, otherwise, they fall and start rotating with the tunnel. Falling inside the tunnel deals 3 (1d6) bludgeoning damage. Standing up requires a successful DC 13 Dexterity (Acrobatics) check. The middle section of both tunnel-sections has 3-feet-wide holes in them to access the other hallways (north and south). If a character falls into one of these holes while they are crossing, they take another 3 (1d6) bludgeoning damage from the fall and are prone. A DC 15 Dexterity (Acrobatics) check. allows a character to safely jump out sideways to access these areas.
Jumping through the hole in the first tunnel to the north leads to a trapdoor that leads down to Area 26. Jumping south leads to a curved corridor leading to Area 10. Jumping through the hole in the second tunnel in either direction leads to a trap. The floor in both alcoves features a pressure-sensitive panel that triggers with at least 50 pounds of weight. When triggered, a hidden panel on the ceiling opens and releases hundreds of stone pebbles. Any creature in the alcove must succeed on a DC 15 Dexterity save to avoid being buried in pebbles. Prone characters have disadvantage.
These tunnels are identical to the ones on Area 6 but they have broken down and do not rotate. The do not feature any holes either.
8. Darts Room
This room has a corkboard panel on the west wall. Dozens of different color balloons are glued to the board. The desk near the entrance has some darts. Throwing a dart to hit one of the balloons requires a successful DC 12 Dexterity check. Failing the check means there is a probability of hitting the wrong balloon color. The balloons pop when making contact with the darts. There are four different colors, red, blue, green, and yellow. There are 40 balloons, 10 of each color. A message on the wall reads “Pop balloons! Look for the truffles!”, “Bigfoot truffles and Babyfoot truffles available”. There is a villager from Graney handling the darts. When there are no more darts on the desk, he rushes and picks the ones on the cork board and brings them back to users. Interaction with him is useless as his only responses are “Come play some darts!” “Balloons pop and pop aye!”. He is pop-eyed.
When red balloons pop, blood bursts in a 5-feet radius. This stains all balloons on the corkboard and makes them look red. If balloons are stained with blood, there is a 25% of popping either color balloons. Yellow balloons redirect thrown darts to their users. any creatures that pop a yellow balloon must make a successful DC 14 Dexterity saving throw to avoid the returning dart, taking 2 (1d4) piercing damage on a failed save, or half as much damage on a successful one.
Blue and green balloons drop brown and gray truffles respectively. A detect magic spell reveals that the truffles are infused with transmutation magic. Eating the truffle alters one’s size. Brown truffles make medium creatures tiny for ten minutes, while the gray ones bring its user back to normal. Eating gray truffles does not alter one’s size unless being under the brown truffle’s effects.
The corkboard regenerates all forty balloons in a matter of minutes. This means truffles from blue and green balloons are an infinite resource. If a character brings any truffles out of the Haunted Park after ending this quest, they remain magical for 2d6 weeks.
9. Small Room
Only tiny creatures can access this 10-foot square room. There is a decayed rotting human corpse in this room. The room stinks of death. The walls have scratch marks, some have the remains of fingernails. A DC 15 Wisdom (Perception) check allows a character to discern the word “truffle” written with scratches on the wall.
Bringing a brown truffle inside this tunnel causes the corpse to wake up and attack in a fit of anger and violence. It is a ghast.
10. Trap Room
This room is empty. There are no pictures or decorations on the walls. A passive Perception score of 16 or higher or a successful DC 16 Wisdom (Perception) check reveals that the floor of the room looks suspicious. The room is boobytrapped. When the floor of the room holds more than 200 pounds it triggers the trap. A sliding door blocks the 5-foot entrance of the room, locking creatures inside. Four spider swarms come out of small cracks on the walls and ceiling. A successful DC 16 Strength (Athletics) check allows a character to destroy the door blocking the exit.
This 55-feet long corridor has eight small storage rooms in total. When characters open the door from Area 1 to enter here, all eight doors in the hallway open at the same time and eight enemies step out. There are two ghasts, three ghouls, and three zombies.
The door at the end of the hall opens to a dead end. A passive Perception score of 14 or higher or a successful DC 14 Wisdom (Perception) check reveals that there is something behind the wall. A DC 15 Strength (Athletics) check is enough to break the wooden wall and the mirror behind it. This gives access to the Mirror Maze (Area 14).
A huge hole on the floor dominates the room. A passive Perception score of 14 or higher or a successful DC 14 Wisdom (Perception) checkreveals that the remains of the floor face downward, suggesting that something heavy made the floor collapse. A DC 16 Strength (Athletics) check allows a character to climb down to Area 35.
13. Large Storage Room
Two long wooden tables north and south of the room display various tools. Hammers, bolts, tweezers, and mallets are scattered. A few large planks are sitting on the floor next to one of the tables.
14. Mirror Maze
This huge mirror maze features 5-feet wide corridors. There are mirrors installed in every wall section of this place. Each mirror is 5-feet wide and 15-feet tall, leaving no space on the walls uncovered. The surfaces of the mirrors are stained and dirty.
There is a room north of the Mirror Maze with no doors. Characters walking around it can hear desperate screams. Cries of suffering innocent souls. Characters can try to destroy the mirrors and wooden panels surrounding the area with a successful DC 14 Strength (Athletics) check, releasing Mr. Poole’s undead search party in the process. Three ghosts fly out of their prison. All three use their possession ability at the first opportunity.
For every minute that characters spend inside the Mirror Maze, hallucinations manipulate the characters’ reflections in the mirrors to come alive and attack whoever is creating them. Characters must make a successful DC 15 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.
15. Hidden Stairs
There is a hidden door behind one of the mirrors of the maze. A passive Perception score of 16 or higher or a successful DC 16 Wisdom (Perception) checkreveals that one of the mirrors has a hollow end. Breaking the mirror requires a DC 12 Strength (Athletics) check. Inside this secret room there is a ladder that leads down to Area 34.
16. The Puppet
The corpse of a person is lying here. It is Brawn, old Berthy’s grandson. There is a small sign on the walls that says: “The Puppet Boy”. His body looks thin, pale, and beaten. His skin has a blue, purplish look, and it seems as if there was too much of it. Some fine threads come out of his four limbs and head and disappear in the ceiling. A closer look at the corpse reveals Brawn is not dead. Under closer inspection, the adventurers notice his body is missing many different bones. Brawn wakes up and tries to talk when approached. The words “kill me” and “puppet” are discernible by those who hear his insane speech. His voice is weak and harsh. After he speaks, the threads tense up and pull the body up, lifting it from the floor. He screams in pain as an invisible puppeteer makes him dance. Characters can release Brawn by cutting the threads holding his body.
This long closet is locked. The words “Do not open, too many corpses inside” are legible on the wooden door. Opening the door requires a DC 15 Strength (Athletics) check or a DC 15 Dexterity (Thieves Tools) check. There is a flesh golem stored in here. It steps out of the closet and charges forward, destroying the ghosts’ prison in the process (if the adventurers have not done that yet). The golem is hostile to any creature it sees.
18. Glass Floor
A successful DC 16 Wisdom (Perception) check reveals that there is a hidden room behind these mirrors. Destroying the mirrors and the wooden panels requires a successful DC 14 Strength (Athletics) check. The floor of the room is a large mirror panel. A weight of 150 pounds causes the glass to break, taking any creature on it down to Area 33. Falling creatures must make a successful DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
19. Small Bedroom
An old stinking bed fills the room with a putrid stench. A bucket beside it oozes a disgusting white thick liquid. Human limbs float in the bucket. Any creature that interacts with the contents of the bucket must make a successful DC 15 Constitution saving throw to avoid becoming poisoned for 1 hour.
20. Circular Dome
This circular room has a 25-feet radius. In the center, a 20-feet-tall wooden and metal cylinder dominates the room. Above the cylinder, an angry mob throws rocks and bottles of alchemist fire at all those who enter. They yell at all living creatures and insult them. Characters can recognize these people as the townsfolk of Graney from the descriptions of other townsfolk. The angry group are deluded and cannot be reasoned with. Characters can get out of this room from either entrance. The angry mob holds their ground and do not follow any foe.
21. Ball Pit
The large pool in the room is filled with small colored balls. Four children play in the pit, jumping and laughing within it. They are stable boys from Graney. A closer look reveals that the children have dozens of needles pinned to their bodies like pincushions. It does not seem to bother them as they continue skipping with joy amongst the balls. Whenever at least four creatures stand at the edges of the pool at the same time, the four children attack. Their arms mutate and grow long, turning into tentacles. They try to grab creatures around the ball pit to pull them to its center. They function as chokers.
All the balls in the pit have scores of needles in them. Falling into the pit causes 9 (4d4) piercing damage. Creatures who move inside the pit receive 3 (1d4) piercing damage for every 5 feet of movement.
When any of the chokers succeeds in pulling a target into the pit, one of them hurries to the center to take off the plug at the bottom of the pool. This causes all balls in the pit to be sucked into the piping below. It takes four rounds for the ball pit to empty. Any creature inside the pit while this happens takes 7 (3d4) piercing damage for every round spent in it. A successful DC 14 Strength (Athletics) check is needed to be able to move while the suction occurs. The plug hole is not wide enough for creatures to be sucked in.
22. Game Room
Three steel frames connect their correspondent wooden seat to the wall. Each seat is 5 feet above the ground, and a small pool sits below each of them. A wooden counter with small wooden balls on it surrounds the three seats. Graney townsfolk sit on each of the seats. They beg for mercy, yelling at passers-by, asking them to grab a ball and free them from their torture.
Characters who throw balls at the targets above each seat activate the mechanism of the frames and make the occupant of such a chair fall into the water. There is a contester here. Another villager from Graney who cannot escape this never-ending nightmare throws the balls to make the people fall. Contact with the water causes the people to scream in pain. The water dissolves their skin and bone in a matter of seconds. Once the victim’s body has disappeared, it reappears at its original spot again, sitting in place. The three people trapped in this nightmare start begging for mercy again when they come back to their seats. They ask the characters to hit the targets. They appear to have no memory of what just happened. The villager throwing the balls cries in frustration as he is trying to help them be free but always fails.
This corridor features five different small rooms. The leftmost room on the north side has the costume of a clown. Interacting with the clown causes it to explode. Any creature within 10 feet of the clown must make a successful DC 16 Dexterity saving throw to avoid receiving 16 (3d10) fire damage from the explosion.
The north middle room has a hidden trapdoor. A successful DC 15 Wisdom (Perception) check reveals the hidden pathway underneath a wooden barrel. The ladder leads down to Area 31.
The rest of the rooms, have dirty boxes with torn clothes and old looking theater props.
24. Rainbow Slide
A 15-feet-wide colorful slide makes a U-turn and disappears. It has three lanes to choose from, each a different color. Any creatures who throw themselves to the slide surf on it and can get to Area 25, Area 26,or Area 27. Creatures who travel on the green and yellow lanes are subjects to the electrical storms (see General Features) twice. Sliding through the red lane allows a character to rest in Area 25. Creatures in the green lane have access to Area 26. All three lanes end in Area 27. A successful DC 15 Dexterity (Acrobatics) check allows a character to change lanes during the descent. Each character can only change lanes twice during the trip.
25. Rainbow Rest
This small side of the slide has a few wooden crates. There is nothing of value in any of them.
Sliding through the rainbow allows a character to see the frame of the metal piping coming from the bottom of the ball pit (Area 21). The end of the pipe features a small teleporting machine that brings all the balls back to the pit in 1d3 minutes.
A hand ladder leads up to Area 6.
27. Engine Rooms
Two magic crystals power each engine. Concrete walls protect both engines. The magic engineered carburetors make Kakrut’s Haunted Park work. The engines are responsible for all the illusions and psychic torture inside the Haunted Park. A successful DC 20 Strength (Athletics) check allows a character to make a crack on the wall to try to get to the engines.
Dealing elemental damage to the engines destroys them. This disrupts the magical fabrics of Kakrut’s phony world. Characters shift through time and space, teleporting to four different rooms in the Haunted Park (Area 20, 21, 28 and 29). This is when Kakrut, the rakshasa, shows his real shape and fights.
There is a large electrical storm in the middle of the room. It hums and buzzes. The room is otherwise empty.
29. Tiny People Room
All entrances to this room are tiny tunnels. Eight undersized people are trapped in here. They look famished and weak. Their bodies are too small to look normal, but they’re too big to fit in the tiny tunnels again. Two devilish wings grow from their backs, allowing them to fly around. These are people from Garney as well, they are experiencing a living nightmare.
When someone approaches, the quasits become invisible. They all attack the same target at the same time when possible.
30. Tiny Tunnels
A network of small tunnels connects some of the rooms on this floor. Only tiny creatures can go through these tunnels. Adventurers can use the magic truffles from Area 8 to cross these tunnels.
31. Hidden Trapdoor Ladder
The hidden trapdoor in Area 23 leads to this part of the dungeon. An electrical storm blocks the way. Crossing to the other side of the hallway requires characters to assume the damage from the electrical storm.
32. Flooded Room
Water pours and leaks through the ceiling flooding this place. The room has an old, humid smell. The hallway to the south features an irregular shaped electrical storm which has three different contact points.
33. Storage Room
Wooden planks and boxes fill this room with a dry wood scent.
34. Small Studio
A brown leather rocking chair sits on one side of the room. A simple wooden chair with a desk comprehends the rest of the furniture in here. A ladder leads up to Area 15.
On the desk, there is a journal written in Abyssal language. Upon closer inspection (only if the adventurers have a way to read it), the journal reveals that it belongs to the Haunted Park demon. In the book, the demon describes his journeys; years and years of traveling from place to place kidnapping people for fun. Reading the journal also informs the reader of the importance of the engines and their function.
East of the room, a long corridor crosses an electrical storm twice and then turns north to a ladder. This ladder leads up to Area 1.
35. Materials Room
Balls of yarn and threads of all colors lie scattered around the whole place. Interacting in any way with the materials in here causes them to become hostile. Stuffed animal parts, thread of yarn, and more materials come together and shapes monsters. There are always two monsters at a time, a hell hound, and a giant scorpion. These beasts have the regular monsters’ stats, the only difference being they are made of yarn.
When defeated, it takes 1d10 rounds for the sewed animals to come back to life again. The beasts do not pursue any creature outside this area. They work as a security measure to prevent guests from going to Area 36.
Five wooden tables hug the walls of the room. There is an electrical storm on the right south corner. There are tools and pieces of wood scattered all over the floor.
A character who wishes to know or remember additional information about The Haunted Park must make an Intelligence (History) check. The character remembers facts according to the next table. He remembers all the facts for which DC he meets and exceeds. The character rolls with advantage if he has spoken with Berthy and heard her stories.
• Everybody Knows – The Haunted Park is one of the oldest legends.
• DC 14 – The Haunted Park legend is about a demon who visits towns and cities every once in a while.
• DC 16 – This demon steals people’s bodies and souls. He traps them in his evil, twisted dimension. Defeating the demon requires facing him in his real shape, and being able to destroy his fake world. The tale says the souls of those who still have a body might return home.
Disruption teleports Kakrut and his enemies to four different areas of the dungeon each round. The battle starts when the engines blow in a great explosion. Characters appear in Area 28 first. Kakrut tries to lure his enemies into the electrical storms to hinder them.
During the second round, on initiative count 20, everyone teleports to Area 20. If the adventurers did not visit or ignored the mob, Kakrut takes advantage of them to make his foes hesitate.
During the third round, on initiative count 20 everyone teleports to Area 29 and then to Area 21 in the next turn. The quasits and chokers assist Kakrut if they are still alive.
When Kakrut is defeated, all people inside the Haunted Park are teleported to the area around the Leech Tree clearing. Nobody remembers anything except for the adventurers.
Saving People from the Park
Kakrut’s victims are experiencing a living nightmare. They are all going crazy inside the park. They do not know who they are, nor do they recognize their name or kin. To save them, characters must not kill any of them inside Kakrut’s world. If Garney folk are murdered inside the Haunted Park, they lose the opportunity to come back to reality and their lifeless bodies return to the clearing when Kakrut is beaten. In the case of the three town guards from the search party, their bodies are concealed in the flesh golem. Destroying the golem prevents the three town guards from coming back alive.
If the adventurers succeed in saving some or most of the townsfolk, Mr. Poole looks for a worthy reward for the heroes’ efforts.
Electrical Storms. When any creature comes into physical contact with an electrical storm, they must make a successful DC 14 Constitution saving throw, receiving 10 (3d6) lightning damage on a failed save, and half that much on a successful one. Additionally, failing the save by five or more, causes the target to be paralyzed for 1d4 rounds.
Furniture. Everything is battered and old. Spider webs are common as the dust covering every corner of the Haunted Park. The wooden tiles crack and squeak with every step.
Smells. A smell of rot, putrefaction, and foul gas pervades the complex. The undead are the source of the stench.
Doors. Unless stated differently, all doors are simple wooden doors with no locks. They are weak and a good kick or tackle is enough to bust open any of them.