```metadata
title: The Ghosts of Trollskull Manor
description: >-
Waterdeep DM Chapter 2 Resource | combines homebrews from 4 redditors for
manor flavor and builds out the manor into its own sidequest
tags: ''
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
# The Ghosts of Trollskull Manor
Many years ago, Trollskull Manor was the site of an orphanage, run by a hag who took many of the children under her care as well as various unlucky runaways to her private demiplane for unspeakable horrors. She was ultimately unmasked by a group of brave orphans and killed by a collection of the children, neighbors and the Grey Hands, but her sanctum and many of the children were never found.
About thirty years ago, the Manor was reopened as a successful tavern and inn. Lif was its proprietor and barkeep, the Teabrook siblings, Rey and Varko, performed and waited tables, and Cynog Pumphrey served as bouncer and handyman. Times were good for several years until one night when Lif stumbled into the demiplane and was murdered by the hag’s final atrocity, three undead children trapped there as guardians. Under suspicion from the City Watch, the remaining staff drifted away— the Teabrooks returned to their family in Lowhills, while Pumphrey is now working as a bouncer at The Mermaid’s Arms in the Dock Ward.
___
___
##### Table Of Contents
- **[1 The Ghosts of Trollskull Manor](#p1)**
- [1.1 Welcome to the Manor](#p1)
- [1.1.1 First Floor](#p1)
- [1.1.2 Second Floor](#p1)
- [1.1.3 Third Floor](#p2)
- [1.1.4 Fourth Floor](#p2)
- [1.1.5 Basement](#p3)
- [1.2 The Haunting](#p3)
- [1.2.1 Appeasing Lif](#p4)
- [1.2.2 Interring Lif](#p4)
- [1.2.3 Extra Creeps: The Talking Doll](#p6)
- [1.3 Credits](#p7)
___
___
___
## Welcome to the Manor
This once illustrious tavern sticks out like a sore thumb among the well-maintained buildings surrounding it. Four stories tall and boasting balconies, a turret, and five chimneys, the abandoned building was once one of the grandest in Trollskull Alley.
The double-doors on the eastern terrace of the building are heavily chained and a rusting padlock dangles from the iron handles. An old sign is mounted above the doorway, although one of the chains has come loose and it now hangs precariously. "Trollskull Manor" is etched into the wood.
On the north side of the building there is a narrow set of stairs leading to the second floor doorway which is also chained and locked.
Room names used here correspond to the **Trollskull Manor and Tavern** Map in Appendix C (WDH page 223) .
```
```
### First Floor
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##### Taproom
Stepping inside, the scent of pungent mildew and sour beer hits your nostrils immediately. The large taproom is furnished with several broken tables and chairs and an L-shaped bar. An old dusty hearth inhabits the north side of the room. Black ash has spilled from the hearth and small black vermin footprints are scattered around the floor.
Shattered glass and broken shelves surround the bar and behind it is a padlocked hatch to the basement and a pantry to the south. Two large metal hooks adorn the wall behind the bar, although whatever was once hung is no longer there.
Over the bar, slightly askew and covered in cobwebs, is a portrait of several people posing and mostly smiling - a comely pair of halflings, possibly brother and sister, dressed to wait tables, an elf behind the bar setting up a glass, and a large human, heavyset and mustachioed, holding a cask over his shoulder as he poses for the picture. All are smiling other than the elf, who has a sour scowl. The painting is somewhat amateur and unlikely to be worth the effort to sell.
##### Pantry
Rank smells emanate from the pantry. Broken casks and crates lean against the stone walls, with sagging shelves holding ripped sacks. Some sacks ooze and drip with the remnants of long-decayed produce. Vermin have nibbled holes in grain sacks, leaving little behind aside from floury paw prints on the shelves and ground. Beyond the pantry are broken swinging doors leading to the kitchen.
##### Kitchen
The two heavy iron stoves in the kitchen remain mostly intact, aside from water damage and rust spots from a dripping broken window that has been barred with wood planks. A large, sturdy prep table in the center of the kitchen is dusty and covered in rodent droppings but otherwise standing. Cabinets once holding kitchen tools have been flung open and looted. The hearth here has a few missing bricks but a large cast iron cauldron still hangs in place. Inside the cauldron, there's a long-abandoned bird's nest.
### Second Floor
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___
##### Common Room
The outside staircase leads up into a large common room. A subtle scent of pipe smoke still lingers here, alluding to late nights of card-playing, drinking and gentlemen's merriment. Hooks and nails in the walls suggest that many paintings used to hang in this room. A frayed musty carpet adorns the center of the room, as well as several small broken tables and stools. Another hearth decorates the north wall, this one in relatively good shape. Intact doors leads north to a den and south to a dining hall.
1
\page
##### Den
Light floods in from the cobwebbed, barred windows in the north-west turret corner. The smell of smoke is stronger in this room, accompanied by mold. The floor is dotted with burn marks, as well as a large sagging section on the east side of the room. A drip of water hits the center of the warped wood rhythmically and comes from an equally sagging portion of ceiling.
A doorway to the north leads out onto a long, wood-railed balcony overlooking Saerdoun Street. The railings are heavily damaged. A second doorway leads to a similar balcony facing westward overlooking the Alley. A door in the south-east corner leads down a long dusty hallway to a master bedroom.
##### Master Bedroom
Two stained glass windows in this bedroom hint at its former beauty. An old tarnished chandelier dangles precariously from the ceiling and a four-post bed sits in the south-east corner. The bed has been stripped of its linen and mattress and only a bare frame remains. A small hearth decorates the eastern wall. Wall sconces are mounted on either side of the hearth and a small intact dresser sits beside the bed, though one of its two empty drawers is missing. Looking out the south window into Trollskull Alley reveals a lush greenhouse with tall frosted-glass windows close by.
##### Hall
Once a cozy dining hall with a large oak table, now stacked to the brim with various junk. Broken furniture, old crates, and piles of dirty linen make moving through this room challenging. A metal-framed, wooden spiral staircase on the west wall leads to the third floor. Looking over the piles of debris, you notice a door leading south to a spare room.
##### Spare Room
Working open the stuck door reveals a spare room. The finer linens of Trollskull Manor are neatly stacked into piles. Some are ripped and moth-eaten, but a few of the better protected sets are still in good condition. Locked double-doors lead out to a small balcony facing east with ornate, iron spiked railings. A few potted plants are left but long-dead. You can easily view of the east side of the Alley from here.
### Third Floor
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##### Upper Hall
The spiral staircase ascends into an Upper Hall. The walls are adorned by unlit oil lamps and peeling wallpaper. A 2nd spiral staircase to the north continues to a locked attic hatch. Directly ahead to the east, a doorway leads into a library. Another 2 narrow doors lead to small privies. 2 finer, locked doors to the northwest and southwest lead to bedrooms. Finally, a southeast door leads to a larger private bath.
##### North Bedroom
This old, musty bedroom features a small reading nook in the sun-lit turret. A sturdy ladder propped against the window can be folded open and used to access a locked hatch on the ceiling, leading to the peak of the turret. Lying in a corner is a jointed carved doll (see **The Talking Doll**): a faded painted bard, with a toy harp with only one unbroken wire “string.”
One of the small windows is broken and provides a well-needed breath of cool, fresh air. The shredded mattress on the bed and numerous droppings here suggests a family of rodents may live in this room. Another hearth resides on the south wall. A door on the east leads to a private bath. The bathtub's faucet is dripping and the area under the tub is sagging, wet and musty. It seems as if the heavy tub could cause the floor to collapse any second.
##### South Master Bedroom
Although quite bare, this former master bedroom is in good condition. Windows are intact and the four-poster canopy bed is fairly clean aside from a scattering of vermin droppings and some cobwebs. The hearth here is well intact and a large dusty mirror hangs on the north wall. A door on the east leads into a private bath with a sink and claw-footed bathtub. The southern window provides an excellent view into the greenhouse where you notice a short elf tending to plants.
##### Library
Two large stained-glass windows light the numerous shelves in the library. Desks line the south side, and old quills and shreds of parchment are scattered around the room. Sadly, only a few old dusty books remain on the shelves.
##### Staircase
The spiral staircase leads up into a narrow, unlit hallway with two closed doors leading north and south. The floors are creaky and coated in dust.
### Fourth Floor
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##### Attic Bedroom
Opening the door provokes a sudden flutter of movements and angry caws, as a family of ravens is disturbed. The three ravens quickly fly away through a hole in the roof in this former bedroom. Black feathers flutter through the now still air. The bed here has been converted into a large raven's nest, replete with all sorts of junk and trinkets like tree branches, bones, pieces of wire and wool.
##### Attic Storage
The attic storage room is cluttered with dusty decor - the thick dust here is stirred into the air and catches the light as the door is opened. A stack of paintings sit precariously in the north-west corner. They mostly appear to be in fairly good condition and depict a wide variety of subject matter: from pastoral landscapes to aristocratic portraits of nobles. A few old mounted animal heads, such as elk and bears, lay protected under a white sheet. Old oil lamps and lanterns are scattered among the objects. Old musty bedrolls are propped against the eastern wall. A stained sheet covers something special in the south-west corner: a painting prominently depicting the icon of the Manor, a dusty troll skull.
##### Turret Peak
Climbing through the hatch reveals the small, dimly lit turret peak. A dusty oil lantern dangles from the conical roof. A small window provides the highest westward view from the Manor, overlooking the Alley. A dozen finely made silk pillows are tossed haphazardly in the corner–searching the pile reveals a handful of hidden rough sketches, mostly nudes.
\page
### Basement
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___
##### Ale Cellar
The taproom's stairway descends into a dark, damp ale cellar. The smell of acrid ale and mold is almost overwhelming. Dozens of broken casks and barrels line the walls and thick cobwebs hang from the rafters. A table of brewing supplies sits around the bend in the south-east corner. The brewing supplies are dusty but usable. An unfinished doorway leads west into the wine cellar.
Behind the stairs is a very striking **sculpture** - child sized faces, hands, knees and elbows have been carved extending a few inches from the stone wall, in a way that suggests a group of children of various races running together and emerging from the rock, perhaps to play. **Two pieces are missing** - one of the faces and a hand.
##### Wine Cellar
Pungent, sour smells fill this stuffy room. Oil lamps hang down the center of the domed ceiling. Large wine barrels line the south & north sides, many broken and leaking. A puddle of sludgy dark wine has formed in the center of the room.
## The Haunting
Each day, roll **1d3 (1d6/2) +1** for the number of haunted encounters. They can occur any time, so distribute them in unexpected ways—while the players are engaged in renovations, sleeping, waking, etc. (Ask the players the first night if they want to set a watch to increase paranoia.) Roll randomly or select from the **Haunt Table.** Ideally, the players will catch Frewn or the urchins after a day or two and believe they have resolved the problem, only to have it recur.
At first, all events will be from the haunting table. For each of Lif’s tasks the players have completed (see **Appeasing Lif**), there is a 10% chance Lif will commit good mischief (see **Good Mischief Table**). Once they successfully complete all tasks, Lif is reformed and will interact with the characters as written in the materials, with an occasional act of good mischief.
##### Haunt Table
d100 Roll | Event |
1-10 | You notice someone looking at you (through the window, from around a corner, in the mirror, under the bed). When you investigate, you hear footsteps running away. Before you catch up, they’re gone. (If you want, keep the chase going through a few rooms, but sooner or later, Lif runs through a wall ceiling or floor and is gone.) |
11-20 | The books are strewn about the library - upside down, open faced down, closed, etc. One book is open to a picture of the next task necessary to quiet Lif - many of them from a now mostly unreadable journal he kept of the original. (E.g., a print of the common room empty but in good shape, a print of the common room filled with customers, a sketch of the sign in older times, a journal entry describing Lif’s own renovations, a fable about a rat catcher, a sketch of the intact basement sculpture, or a story about a funeral.) |
21-30 | You hear sounds from a nearby room. If it’s the common room, you hear a raucous party, if it’s the library or one of the bedrooms it's a conversation you can't quite make out. When you get there, there's nothing there, but the dust has been disturbed (unless clean) and you smell roasted meat, fresh bread, beer and/or a burned candle wick for a moment as you enter. |
31-40 | You notice someone looking at you and/or hear a creaking noise in the next room. This time, when you give chase, you manage to catch the culprit. It's Emmek Frewn spying on you, or the three urchins (WDH page 63) looking for a place to hold their next meeting. Frewn insults the state of the Manor or the urchins introduce themselves with their typical panache. (Only once for each). |
41-50 | You wake in the middle of the night to smell fresh pipe weed smoke in your room. |
51-60 | You hear buzzing. When you investigate, a cloud of flies cavorts madly in the next room, flying back and forth like a school of fish. You could swear it forms an angry face before a stream of them fly right past your face, some getting in your clothes and armor and biting. **1d3 fly bite damage,** with DEX save 14 for no damage. |
61-70 | You see a candle flickering in another room. It goes out before you get there. |
71-80 | Something breakable tips over somewhere no one is looking or flies at a player from behind. Roll to hit **+2, with advantage,** for **1d4-1 damage**. |
81-90 | One of the players has a feverish night of terrible dreams straight from Lif's tortured mind. From what the player recalls, it's a combination of recurring images of a task Lif wants the player to do, jumbled scenes of Lif's death—*drained by child shadows in the chamber of bones*—and scenes where the player is tending bar before a crowded room, only to realize they're naked. The next day, the player is suffering **1 level of exhaustion** and gets no benefits of a long rest. |
91-100 | Something grabs you from behind (or from under the bed) and tries to drag you backward through a window or doorway. Each round, make a DC athletics or acrobatics check to escape, or be dragged 5 feet. Once you escape and turn around, whoever it was has gotten away. |
\page
### Appeasing Lif
As a spirit, Lif experiences a combination of memories, current experiences, and dreams, and his mind is a mix of those aspects. He wants the Tavern open and successful, and for his remains to be properly interred. To appease him, the players have to do the following tasks in any order.
1. Repair and replace the sign, and replace the troll skull.
2. Repair the common hall.
3. Open the common hall for business and have customers.
4. Clear the cellar of rats.
5. Repair the sculpture by finding and replacing the missing face and hand. (Having replacements crafted will not work.)
6. Retrieve and inter Lif’s remains (See **Interring Lif,** below.)
Once you’ve begun the tasks, roll a d10 to see if Lif performs good mischief. Each completed task completed equals a 10% chance of good mischief, i.e. 10% = roll a 10, 20% = roll 9-10, 30% = roll 8-10, etc. Once all tasks are completed, Lif performs a Good Mischief event at the DM's discretion.
##### Good Mischief Table
d6 Roll | Event |
1 | A room or hall is now spotless, surfaces waxed and polished, and smelling of fresh pine or mint. |
2 | A delicious meal or beverage has been set out. |
3 | One repair has been substantially completed. Reduce remaining cost of that repair by **25 GP.** |
4 | **1d6 passing customers** are drawn in by a feeling of welcome and smells of delicious food. If the business is open they will gladly patronize it. |
5 | One player has a dream of the tavern in Lif’s happiest times and wakes up refreshed (with *inspiration* or **2 temp HP**, DM's choice). |
6 | A player wakes to find a library book open in their room. The page offers a clue they're seeking. |
##### Objects to Find
**Troll Skull** Volo took the skull for research, but gave it as a drunken gift to **Jaynesse,** a bartender at the **Quaffing Quaggoth.** She will be happy to sell it to the characters for **15 GP.** Alternatively, Durnan may be able to set them up with the remains of the troll they helped slay in Chapter 1.
___
**Sculpture Hand** Volo or some neighbors recall the pieces used to be in the bric a brac of the taproom, and that Frewn inspected the house prior to the auction, as well as **Xoblob** and an agent for the **Cassalanters.** The hand is in Old Xoblob’s Shop, painted purple. He will gladly sell it for **5 GP.**
___
**Sculpture Face** With a DC 16 Persuasion or Intimidation check or for **20 GP**, Xoblob recalls he sold the face to **Zardoz Zord.** The face is now attached to one of the floats on the *Hellraiser.* If the players attempt to negotiate for the face or are caught trying to steal it, the crew will hold them for inspection by Zord. He will treat them to dinner, then depending on player choices, gifts them the face in return for a future favor, and begins paying more attention to the party.
(Alternatively, for a less involved search, Xoblob still has the hand, but Frewn took the face and is planning to use it for a Tiki Night promotion. He will bluster but ultimately surrender it if encouraged, particularly if the Players threaten to involve the law.)
___
##### Watch the Portrait
As the players complete each task, the expression in Lif's portrait will gradually soften, reaching a hopeful but worried look by the final task.
_Note: If the players remove the sculpture as part of their renovations, Lif’s portrait shifts to an enraged expression. **1d3 days** later at a time when no one is observing the wall, the sculpture rememerges with a grinding sound and Lif’s expression returns to its normal state. (If the pieces move too far, Lif can't get them back, but unless instructed otherwise, the workers pile them nearby for later removal.)_
### Interring Lif
Immediately once the players have completed all the other tasks, including repairing the sculpture, Lif will open a portal to *the hag’s demiplane.* This portal opens behind the stairs in the cellar, and reveals a rough hewn 5’ wide corridor extending 30’ and sloping downwards. At the end of the corridor is a 25’ square stone room with an arched ceiling. There is no door separating the room from the hall, but the entire area is in complete darkness, and the air is foul.
##### The Hag's Demiplane
The room is littered with bones, most of them gnawed. Some of Lif’s bones can be recognized by his clothes or hair, but separating the rest from those of the children will require a DC 12 WIS check (Medicine). Two braziers, covered to prevent light, have been cast in _**continual flame**_. There is also a rough-hewn stone throne and table, and in the far wall, a carved alcove with a stone sculpture of the Queen of Witches holding a copper sickle over a bowl carved into the alcove.
Amidst the bones on the floor are rotting leather satchels containing the hag’s horde:
* 2,612 nibs (CP) ,
* 1,104 shards (SP) ,
* 168 dragons (GP) ,
* a painted glass ring (worth 25 GP) ,
* 3 bronze arm bands inlaid with onyx (worth 25 GP each) ,
* 16 gold teeth (worth 8 GP total),
* and a Heward’s Handy Spice Pouch.
\page
Sitting in the chair against the side wall, hidden from view of the hallway, is a **child wight**—a beautiful teenager, now withered and hateful and clad in mithral chainmail and wielding a cast-off shortsword, shortbow, and 20 arrows. Hiding on the opposite wall are **two child shadows,** each the size and shape of a child.
The undead cannot leave the demiplane. If possible, they will wait for the party to enter and begin investigating before revealing themselves and attempting to attack with surprise. The wight will block the doorway and attack whoever appears to be the strongest player, and the shadows will attempt to focus on spellcasters. When destroyed, they momentarily shift into golden images of their original forms, smile at the characters, and dissolve to dust. As they fade they say, **“Our eternal rest cannot begin, until our bones to earth sink in.”**
___
> ## Child Wight
>*medium undead, neutral evil*
> ___
> - **Armor Class** 16 (mithral chainmail)
> - **Hit Points** 38 (6d8+10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|16 (+3)|10 (+0)|13 (+1)|15 (+2)|
>___
> - **Skills** Perception +3, Stealth +4
> - **Damage Resistances** Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical unsilvered Attacks
> - **Damage Immunities** Poison
> - **Condition Immunities** Exhaustion, Poisoned
> - **Senses** Darkvision 60 ft., Passive Perception 13
> - **Languages** What it knew in life
> - **Challenge** 3 (700 XP)
> ___
> ***Sunlight Sensitivity.*** While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
>
> ### Actions
> ***Multiattack.*** The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
>
> ***Life Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) slashing damage.
>
> ***Shortbow.*** *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
___
> ## Child Shadow
>*medium undead, chaotic evil*
> ___
> - **Armor Class** 12
> - **Hit Points** 10 (1d8+3)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|14 (+2)|13 (+1)|6 (-2)|10 (+0)|8 (-1)|
>___
> - **Skills** Stealth +4
> - **Damage Vulnerabilities** Radiant
> - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
> - **Damage Immunities** Necrotic, Poison
> - **Condition Immunities** Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
> - **Senses** Darkvision 60 ft., Passive Perception 10
> - **Challenge** 1/2 (7100 XP)
> ___
> ***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.
>
> ***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action.
>
> ### Actions
> ***Strength Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 2) necrotic damage, and the target's Strength score is reduced by 1d4-1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Lif can be interred by separating his remains from the other children and burying them while performing a ceremony or funeral rite. If the players also inter and perform funerals for the other remains, the curse has been fully lifted. If not, Lif is friendly but the Manor still has dark energy from the hag’s activities.
Once redeemed, Lif’s expression in the portrait shifts to welcoming, and Lif begins assisting the players. Lif will open or close the portal at the request of any person who assisted in retrieving his remains. If the party finds a way to observe or communicate with Lif, he will reveal that the portal can be opened or closed from either side with a simple set of commands and gestures performed by any person who has shed blood against the copper sickle at the back of the chamber. The demiplane ends just behind the stone walls, and does not have a means of refreshing air when the portal is closed.
\page
### Extra Creeps: The Talking Doll
This cast off toy is found in a corner of the 3rd floor north bedroom. It is faded and worse for wear, clearly quite old, but there is evidence it was once well-loved, and had been repaired many times.
The doll belonged to one of the orphans taken in by the hag who lived in Trollskull long ago. It acts similarly to a **Talking Doll** (XGtE page 139) except it cannot be re-programmed. The shared trauma of the Hag's victims has imbued the doll with a small amount of magic.
##### History of the Doll and the Manor
The players can learn the history of Trollskull, and its past as a Hag Den, through a few sources.
**Ulkoria Stonemarrow** knows the history of the manor (as she used to own it, see "Open for Business" in Chapter 2), and will explain if asked or if she witnesses the doll speaking. After she sold the estate to a shield dwarf family, their debts racked up and eventually they sold it to an old woman (the hag). She'll explain that no one realized it was a Hag until some time after the Orphanage closed (it is up to the DM if the hag was killed or escaped).
The city records office shows an Orphanage being opened in the same spot as Trollskull Manor, which operated for three years before closing. It has no records of a business presence after that for some time.
Any of the older adventurers in Force Grey, the Harpers, the City Watch, or the Order of the Gauntlet can also remember there being talk of a Hag Den in the North Ward around that time.
##### Dealing With the Doll
If destroyed (burned, thrown out, etc) the doll reappears somewhere in the manor the next morning. A _**Dispel Magic**_ will suppress all magical effects of the doll for **2d4 days,** after which it will re-appear (if removed/destroyed) over the spot where its owner's bones are buried, then continue speaking as normal. An exorcism or banishment from a priest/cleric will fail, with the priest saying (of a PC realizing) something along the lines of, _"Well, it's not a ghost or spirit. I don't think it's malevolent, and the doll is a symptom of something else, not a cause. If you can find what is causing this haunting, we may be able to resolve it."_
Lif will intentionally avoid being near the doll. It's magical aura is unpleasant to other spirits.
The doll can be quieted permanently by exhuming the children's bones that were buried (either in the basement, or behind the manor, your choice) and either destroying them, or giving them a proper burial or service in the **City of the Dead.** Kelemvor's church (along with the Gravedigger's Guild) will do this for a small fee. The doll becomes a non-magical trinket once the bones are dealt with.
Searching for and exhuming the bones is not especially difficult if the players are intentionally looking for them, but could take a couple days to do. Alternatively, the bones may be found/exhumed during renovations of the masonry.
___
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##### Talking Doll Pre-Programmed Phrases
___
Trigger | Voice | Phrase |
When picked up |
motherly, sing-song |
"Who's been a wicked child?" |
When brought near the hearth |
motherly, sweet |
"Someone's ready for the stew pot!" |
When taken through the doorway |
motherly, sweet |
"Don't worry, we'll... take care of her." |
Randomly, or if present when a character goes to sleep |
childlike, melancholy |
"I hope I don't wake up" |
If intentionally damaged |
childlike, afraid |
"Please don't hurt me!" |
If placed into a stewpot or other cooking pot |
motherly, snarling |
"Delicious" |
\page
## Credits
I truly wrote almost none of this, aside from light copyediting. This document was consolidated from a variety of threads from the very excellent subreddit *r/WaterdeepDragonHeist.* You can find the original threads below for further inspiration, and many thanks to all the brilliant humans sharing their homebrew ideas on the sub!
This document was made with the similarly superb tool [The Homebrewery](https://homebrewery.naturalcrit.com/) and put together by u/riceaddikt.
>##### Sources
> * [Trollskull Manor Room Descriptions](https://www.reddit.com/r/WaterdeepDragonHeist/comments/a984cm/trollskull_manor_room_descriptions/) by u/toxik0n
>
> * [Expanded Haunting of Trollskull Manor](https://www.reddit.com/r/WaterdeepDragonHeist/comments/9qrr8q/expanded_haunting_of_trollskull_manor/) by u/SerBiffyClegane
>
> * [Putting Lif to Rest (A Checklist)](https://www.reddit.com/r/WaterdeepDragonHeist/comments/9hpi1c/putting_lif_the_poltergeist_to_rest_a_checklist/) by u/officefan55
>
> * [Talking Doll: A creepy minor event to flesh out Trollskull Manor](https://www.reddit.com/r/WaterdeepDragonHeist/comments/9nml4g/talking_doll_a_creepy_minor_event_to_flesh_out/) by u/Enchelion
>
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