The Haunted Manor: Omnibus

Welcome to the Omnibus Proposal for
The Haunted Manor on the Hill.
Each page will have the breakdowns for encounters, for each tier! Now including the possibilities of traitors and impostors, and rolling on the Haunted Effects Table!

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  • A creature gains the Frightened condition.
  • Multiple creatures unable to see.
  • A creature is alone.
  • Midnight or another ominous hour arrives.
  • A ghost or other creature menaces the party.
The Haunted Effects Table:
1d100 -:- Haunted Effect
01-05 A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.
06-10 A random building in the region gains the benefits of the guards and wards spell (save DC 13) for the next 24 hours.
11-15 A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.
16-20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.
21-25 The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.
26-30 One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.
31-35 After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.
36-40 During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength (Athletics) check.
41-45 One random creature in the region is targeted by the Levitate spell (save DC 15) for 1 minute.
46-50 A nonviolent but unsettling Ghost—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points.
51-55 One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.
56-60 For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a skeleton 1d10 minutes after dying.
61-65 Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.
66-70 A spirit inhabits one character's simple or martial weapon, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the "Sentient Magic Items" section of the Dungeon Master's Guide.
71-75 A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.
76-80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.
81-85 A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is frightened of all creatures for the next 24 hours. If you roll an odd number, an avatar of death appears and attacks as though summoned by the Skull card from a deck of many things.
86-90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by Greater Restoration or Wish.
91-95 For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the Resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.
96-100 A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.

Bronze and Recruit (Deadly)

b Time:: ~4-6 Hours.
House rules:: DM Discretion, Nat 20/1 pass/fail, Flanking +2, BAP, Rule of Cool, Traiter Mechanics, Horror Effects Table
Homebrew Content?:: Nah bruh.
Environment:: Haunted House
Rewards:: Max Tier GP

Impostor/Traitor Mechanics

  • Should an Adventurer become possessed by a Ghost, they will actively attempt to thwart the plans of their not-possessed compatriots! Oh no!

Encounter(s):

  • 0) Suspicious Feast, a la Jameson, the Butler.
  • 1) x2 Ghost (CR4)
  • 2.1) x1 Wraith (CR5), x4 Poltergeist (CR2)
  • 2.2) x4 Hell Hound (CR3)
  • 2.3) x1 Banshee (CR4), x3 Will-o-wisp (CR2)

Iron and Steel (Deadly)

i Time:: ~4-6 Hours.
House rules:: DM Discretion, Nat 20/1 pass/fail, Flanking +2, BAP, Rule of Cool, Traiter Mechanics, Horror Effects Table
Homebrew Content?:: Nah bruh.
Environment:: Haunted House
Rewards:: Max Tier GP

Impostor/Traitor Mechanics

  • There will be an impostor/traitor amongst the ranks..
    Oh dear! The I/T will take advantage of the situation should an adventurer be downed. Whether it be hauling them away and.. burying.. them, or dealing the killing blow.

Encounter(s):

  • 0) Suspicious Feast, a la Jameson the Butler.
  • 1) x2-3 Ghost (CR4), x1-2 Banshee (CR4)
  • 2.1) x6-8 Hell Hound (CR3)
  • 2.2) x2-3 Beholder Zombie (CR5), x3 Ogre Zombie (CR2)
  • 2.3) x2-3 Mind Flayer Arcanist (CR8)

Silver and Gold (Deadly)

s Time:: ~4-6 Hours.
House rules:: DM Discretion, Nat 20/1 pass/fail, Flanking +2, BAP, Rule of Cool, Traiter Mechanics, Horror Effects Table
Homebrew Content?:: Nah bruh.
Environment:: Haunted House
Rewards:: Max Tier GP

Impostor/Traitor Mechanics

  • There will be an impostor/traitor amongst the ranks..
    Oh dear! The I/T will take advantage of the situation should an adventurer be downed. Whether it be hauling them away and.. burying.. them, or dealing the killing blow.
    Additionally, the I/T finds a(n upcasted) Glyph of Warding in their pocket, with a Level 6 Fireball, DC19

Encounter(s):

  • 0) Suspicious Feast, a la Jameson the Butler.
  • 1) x6 Ghost (CR4)
  • 1.1) I/T: Glyph of Warding (Fireball)
  • 2.1) x1 BanFury (Sea Fury CR12), x2 Banshee (CR4), x3 Wraith (CR5), x5 Will-o-Wisps (CR2)
  • 2.2) x1 Everlasting One (CR12), x2 (Frost) Giant Zombie (CR9), x1 Beholder (CR13)
  • 2.3) x1 Cadaver Collector (CR14), x1 Corpse Flower (CR8), x1 Fiendish Flesh Golem (CR8), x3 Flesh Golem (CR5)

~Platinum~ ("Deadly")

P Time:: ~4-6 Hours.
House rules:: DM Discretion, Nat 20/1 pass/fail, Flanking +2, BAP, Rule of Cool, Traiter Mechanics, Horror Effects Table
Homebrew Content?:: Nah bruh.
Environment:: Haunted House
Rewards:: Max Tier GP

Impostor/Traitor Mechanics

  • There will be an impostor/traitor amongst the ranks..
    Oh dear! The I/T will take advantage of the situation should an adventurer be downed. Whether it be hauling them away and.. burying.. them, or dealing the killing blow.
    Additionally, the I/T finds a(n upcasted) Glyph of Warding in their pocket, with a Level 9 Meteor Swarm, DC22


Encounter(s):

  • 0) Suspicious Feast, a la Jameson
  • 1) x5 Avatar of Death (CR0)
  • 1.1)I/T:Glyph of Warding(Meteor Swarm)
  • 2.1) x2 Illithilich (CR22), x3 Mind Flayer Arcanist (CR8), x5 Intellect Devourer (CR2)
  • 2.2) x4 Death Knight (CR17), x1 Death Tyrant (CR14), x1 Beholder (CR13)
  • 2.3) x3 Marut (CR25)
  • 3) Jameson, the Butler (Tarrasque, CR30)