How a toilet works diagram

Shitty Life Pro Tips

2012.01.31 02:23 Pravusmentis Shitty Life Pro Tips

A place for the shittiest, most mocking "pro-tips" you can think of. Whether you want to let us know how glue can help out your hair or the quickest way to clog a public toilet, we're the place to post.
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2017.10.21 03:11 ZombieJohnBrown Toilet Paper USA

Official Subreddit of TPUSA.
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2021.02.26 14:48 fidelityinvestments fidelityinvestments

As an official Fidelity customer care channel, our community is the best way to get help on Reddit with your questions about investing with Fidelity – directly from Fidelity Associates. Our goal is to help Redditors get answers to questions about Fidelity products and services, money movement, transfers, trading and more. Although we can’t help here with specific account service issues, we can help troubleshoot and point you in the right direction. Hours: 7am-10pm ET M-F, 11:30am-10pm ET Sat/Sun
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2024.06.02 17:56 babygirl-karma AITA for wanting to end the relationship & thinking all of this isa repulsive?

I 26 f moved in with my boyfriend 23 m back in February. It is now June and I am having physical symptoms of stress & depression, that’s how bad it got.
He has his older brother 29 & little brother 17 also living here, (I was unaware when I was moving in, he just said they stay “sometimes”) and they sleep on the living room floor. All three of them are nasty!
 They finish a bottle of water, and throw the bottles to the side. There is a collection of juice & soda bottles in the living room. They barely drink water anyways, only if I BUY IT & they decide to help themselves. 
There was no garbage can when I moved in. They would just plastic bags from their store runs or take out food.
They leave crumbs on the kitchen counter. All over the floor. It is like there is absolutely no awareness & no care.
They leave toilet seat up. And sometimes there’s a “dust” left over on the toilet seat from someone dirty & sweaty sitting down.
The little brother will leave food out & hide it. You tell him don’t do it, he smiles and says okay. Later that night, there’s something else left out.
The house has a real heavy smell of funk. It either smells just dirty, or like the little brother’s extremely strong & pungent body odor. & I mean, the WHOLE house. Except the bedroom because I usually make sure the door is closed.
My boyfriend will bite his nails & spit it on the floor, so there’s bitten fingernails on the floor. I have a bad nail biting habit as well, but mine go in the trash!!
The older brother has a body-scrubby thing in the shower and it’s literally black. Why is your body that dirty & why do you not feel the need to wash it out. Just showcase it in everyone’s face in the shower. Once again, I think I’m the only one that is bothered.
I don’t want to keep my toothbrush or loofah in shower anymore. Can’t help but think of the dirty water bouncing off of their bodies (that they don’t properly clean just like their environment) on to my intimate hygienic items.
There is absolutely no consideration for the next person!! Or no shame, embarrassment. Nothing.
I buy a box of little bites from the grocery store (very expensive, like 7$ for 5 bags) & my boyfriend wants to eat 3 bags back to back. He can be very glutton, and I try to express we are on a fixed income with government assistance. He knows this, because he’s the only one working right now! You would think he’d be more mindful of the little money he works so hard for.
Boyfriend is also very inconsistent, just quit his 4th job in a matter of 6 months.
Older brother works multiple jobs & does not contribute shit. Does not even offer to take the garbage out. It’s like he can’t be bothered with nothing pertaining to the household, but this is where he comfortably lays his head. I sarcastically joked to my boyfriend he should just make his older brother a copy of the keys since he always has our set of keys & inconveniences us, & he actually did! Despite claiming it was only temporary.
The other brothers will sneak MY food and drinks in the night. They don’t even ask, just sneak.
I don’t want to eat out of the kitchen. I feel like every surface is contaminated.
I feel like anyone would be upset. I left my 1 bedroom apartment for this. I lived by myself, it was beautiful, nicely decorated, and always smelled great. I am at my wits end with heart pains, fainting spells, & stomach aches as soon as I open my eyes.
And my bf never sees a problem unless I say something, and even then results are very temporary. All of them are very comfortable in dirt. Yuck.
Then, when boyfriend does clean it is not proper. If he sweeps, I have to come sweep behind him & I end up with a bigger pile of dirt than he originally did, thinking he just fully cleaned!
I do little basic things for my sanity, but I refuse to clean up after 3 grown dirty men with horrid cleaning standards.
Sorry for the extremely long post, I am at a breaking point.
AITA for thinking about ending the relationship & finding all of this extremely repulsive?
submitted by babygirl-karma to AITA_Relationships [link] [comments]


2024.06.02 17:55 babygirl-karma AITA for wanting to break up?

I 26 f moved in with my boyfriend 23 m back in February. It is now June and I am having physical symptoms of stress & depression, that’s how bad it got.
He has his older brother 29 & little brother 17 also living here, (I was unaware when I was moving in, he just said they stay “sometimes”) and they sleep on the living room floor. All three of them are nasty!
 They finish a bottle of water, and throw the bottles to the side. There is a collection of juice & soda bottles in the living room. They barely drink water anyways, only if I BUY IT & they decide to help themselves. 
There was no garbage can when I moved in. They would just plastic bags from their store runs or take out food.
They leave crumbs on the kitchen counter. All over the floor. It is like there is absolutely no awareness & no care.
They leave toilet seat up. And sometimes there’s a “dust” left over on the toilet seat from someone dirty & sweaty sitting down.
The little brother will leave food out & hide it. You tell him don’t do it, he smiles and says okay. Later that night, there’s something else left out.
The house has a real heavy smell of funk. It either smells just dirty, or like the little brother’s extremely strong & pungent body odor. & I mean, the WHOLE house. Except the bedroom because I usually make sure the door is closed.
My boyfriend will bite his nails & spit it on the floor, so there’s bitten fingernails on the floor. I have a bad nail biting habit as well, but mine go in the trash!!
The older brother has a body-scrubby thing in the shower and it’s literally black. Why is your body that dirty & why do you not feel the need to wash it out. Just showcase it in everyone’s face in the shower. Once again, I think I’m the only one that is bothered.
I don’t want to keep my toothbrush or loofah in shower anymore. Can’t help but think of the dirty water bouncing off of their bodies (that they don’t properly clean just like their environment) on to my intimate hygienic items.
There is absolutely no consideration for the next person!! Or no shame, embarrassment. Nothing.
I buy a box of little bites from the grocery store (very expensive, like 7$ for 5 bags) & my boyfriend wants to eat 3 bags back to back. He can be very glutton, and I try to express we are on a fixed income with government assistance. He knows this, because he’s the only one working right now! You would think he’d be more mindful of the little money he works so hard for.
Boyfriend is also very inconsistent, just quit his 4th job in a matter of 6 months.
Older brother works multiple jobs & does not contribute shit. Does not even offer to take the garbage out. It’s like he can’t be bothered with nothing pertaining to the household, but this is where he comfortably lays his head. I sarcastically joked to my boyfriend he should just make his older brother a copy of the keys since he always has our set of keys & inconveniences us, & he actually did! Despite claiming it was only temporary.
The other brothers will sneak MY food and drinks in the night. They don’t even ask, just sneak.
I don’t want to eat out of the kitchen. I feel like every surface is contaminated.
I feel like anyone would be upset. I left my 1 bedroom apartment for this. I lived by myself, it was beautiful, nicely decorated, and always smelled great. I am at my wits end with heart pains, fainting spells, & stomach aches as soon as I open my eyes.
And my bf never sees a problem unless I say something, and even then results are very temporary. All of them are very comfortable in dirt. Yuck.
Then, when boyfriend does clean it is not proper. If he sweeps, I have to come sweep behind him & I end up with a bigger pile of dirt than he originally did, thinking he just fully cleaned!
I do little basic things for my sanity, but I refuse to clean up after 3 grown dirty men with horrid cleaning standards.
Sorry for the extremely long post, I am at a breaking point.
AITA for thinking about ending the relationship & finding all of this extremely repulsive?
How would you feel?
submitted by babygirl-karma to AITAH [link] [comments]


2024.06.02 17:35 SandySlays5969 How Moving in with a Friend ended my friendship and I cut out two friends

During my PG, we were a group of 4 girls and we used to meet once or twice a week since we had different specialisations and hence, different schedules. There is one particular friend, let’s call her Grace. We used to have a good understanding and relaxed equation. She went through a personal tragedy (loss of a parent) and we as friends, tried our best to support her emotionally and practically (helping her to pack and postpone her exams etc). Once our PG ended, we had to move to a flat and Grace and I decided to pair up to search for a flat since the other two friends had gone back to their hometowns. Earlier, we used to have a decent equation and I would check up on her everyday by going to her room because she had confided that she is unable to sleep due to negative thoughts and we would also go out whenever possible.
She picked up a part time job to earn money and to get her mind off things and once when I visited her room, I got very unwelcoming vibes so I stopped going there until she approached me. I guess it was because she was tired and overwhelmed but she started getting slightly nasty and short for no reason like she would accuse me of zoning out whenever she would talk about her boy problems (essentially which guy should I choose from Bumble, I am so confused) although I would give her advice and help her as much as possible, accuse me of distracting her because of which she messed up her form but later she approached me and told me to sit with her while filling a fresh form because she feels nervous. She would taunt me about my short attention span although she is the type of person who talks only about herself and even if the topic is changed, she will circle back to herself.
Before we became flatmates, once my mom had come over and we were in line at the grocery store. I spotted Grace and called out to her. She stood with us in line while the others behind us grumbled and she did not greet my mom even once. She started talking about herself very loudly and how somebody told her that it was very easy to get a part time job. My mom did not like her and found her very rude and self- centred and later when she needed a guarantor for the flat and asked my sister, they said that she didn’t make a good impression and this was risky to undertake. She even asked our other flatmate and a Bumble guy and they obviously reduced. I am mentioning this to give an idea of her nature.
Anyway, there came a point that she had the 8-4 shift and even if both of us would be at home, we wouldn’t see each other for days and once in a fortnight we would update each other for like 10-15 minutes. I was also suffering with loneliness during that time. If she needed something, she would only text/call me even if she would be in the next room. She would accuse me of not flushing/cleaning the toilet properly and if I disagreed, she would taunt. She even said once that there is nothing to talk about just ‘No job yet’ since we are both looking for full time work.
What really annoyed me was randomly after two weeks, she came to my room and told me to come to her room and it was because she suspected a rat in her room. She would keep unwashed utensils in her room for days at a stretch and I had feared that this would lead to rats/cockroaches. A week later, my landlord messaged that I should give my key to Grace for now since he was busy. I had no idea so I said okay but didn’t act on it as Grace hadn’t told me anything. After 2-3 days, she called and messaged to ask if I was at home since she had lost her key. When I opened the door, she said that she had thought the other flatmate would be around but he wasn’t. After that also, I barely saw her and the one time I told her that she isn’t around, she told me that I wasn’t there (!). She even went off on a day trip with her close male friend and told only my other flatmate about it.
I know this has already gotten very long but up till this point, I want advice on what really happened. I will make a separate post on Part 2 as well.
In the middle of all this, one of the girls in our group who had gone back to her hometown (let’s call her Mary), she got engaged to her high school sweetheart. She posted a picture of the same on social media. While I was happy for her and left a positive comment, I felt odd that she never mentioned it but I didn’t think much of it. A few days later, Mary texted me and told me to call when I was free. I called her and I found out that she was coming with her parents for her graduation ceremony and had some doubts regarding the accommodation. At the end of our conversation, I told her, ‘I believe that congratulations are in order’. She thanked me and said that she was surprised that she didn’t hear from me. I told her I found it odd to get the news only on social media. She then said that her parents had just gone to the boy’s family to fix the date and the roka got fixed for two days later. Everything happened too fast and she randomly texted all the people she could remember and she was also just processing everything. We talked a bit more and she said that it’s been a long time and we should meet when she comes.
When she arrived, I saw her social media stories of the graduation and her parents at tourist attractions. I thought she would be busy showing her parents around and she would probably text for a meet up once she is free. Next day, I noticed that Grace had gone out in the evening and after some time, I saw that Mary put up a story with her in a mall. I felt weird but I thought that maybe it was impromptu or because Grace has hectic working hours. The next few days, Mary was roaming around in nearby cities and one day, I was in a party and having a good time. I saw Grace’s story and she was at a restaurant with Mary. Now I was having an amazing time with my new partner and his friends so I had no FOMO but I was drunk and I felt pissed at these ‘friends’. I thought that if they deliberately exclude me, why pretend that everything is hunky dory? I then deleted their numbers and removed them from social media. I told my partner everything, who then asked if I was okay and if I feel any regrets about doing all this. I said no and that rather than putting up this pretence of being ‘friends’, let’s be real.
The next few days, as usual, I would encounter Grace only in the kitchen where there would be pin-drop silence and not even a greeting. She knew that I was going back home for good in a few days and asked in a dead voice whether I found a replacement for my flat and the date of my flight. I answered coldly and greeted her from my side only when I felt like it. The day I left for the airport, she wasn’t there when I booked the cab and it has been 15 days since I came back. She didn’t even message me a goodbye.
I want your opinion on whether I am wrong or overreacting and why this must’ve happened- a friendship gone sour all of a sudden.
submitted by SandySlays5969 to friendship [link] [comments]


2024.06.02 17:34 Scorp1979 PSA to first time home buyers: Tool with largest return on Investment.

I read many posts by first time home buyers asking for suggestions that will help save them money over the long run.
TLDR: Buy a cheap hand rooter it could save you thousands of dollars over the lifetime of the tool.
Out of all my tools, and I have them for every job, this $25 tool has saved me thousands of dollars in the 12 years I've owned my home.
When we first bought our home, foreclosed, I bought this tool for $25 to root out a 4” basement basin drain that was full of dried paint, clay, dirt, etc. It took forever to get through the 8 inches deep of hardened waste. But I got it and that drain works great now 12 years later.
I use it to clean out every sink, tub, toilet, shower drain that gets clogged. I don't use it that often maybe every couple of years.
Every time I use it I say to myself that just saved me a couple hundred bucks!
I saved my neighbors literally thousands of dollars helping them root out a basement drain line.
This weekend my 5th grade daughter had a sleepover with two of her friends. Last night I overheard them talking about how the toilet is not flushing. I go in the bathroom and see the toilet clogged, the toilet paper roll on the floor, and the toilet paper roll holder nowhere to be found.
I asked the girls who knew what happened in the bathroom. Mysteriously no one knew anything about what happened in the bathroom. My daughter says I haven't gone since we've been home. The other girl says I went upstairs. The third girl with a guilty look on her face says… uh… getting red in the face… yeah, I went upstairs too.
I ask does anybody know where the toilet paper roll holder is. No’s all around. Guilty face looking even guiltier. Haha!
So I plunge it down and can tell something isn't right. After the plunge still a slow flow. A little while later “the toilets not working”. Plunge it down, still slow flow.
After three more iterations of above I just went to bed.
This morning my wife says “toilets not working.”
So after breakfast get out the trusty rooter and Root Root Root Root Root Root Root Root and magically the toilet paper roll holder appears!
I talk to the girls. Does anybody know how this got in the toilet? No, no, guilty face “no”, silence all around! Then I have the “It's better to tell someone if something falls in the toilet then to flush it down” talk.
Hahaha! That just saved me a couple hundred bucks.
submitted by Scorp1979 to HomeImprovement [link] [comments]


2024.06.02 17:34 Responsible_Cat_5501 Custom flip flop

https://preview.redd.it/45niagswf64d1.png?width=1164&format=png&auto=webp&s=cf37fdcd5873ad6a8c271ba75d2945c08765dd7b
I want to create a custom flip flop using Verilog with two inputs, A and B, a reset signal and an output Q. This flip flop is synchronized on both edges of a clock signal. This is the logic diagram. The XOR changes output when there is a change in the clock signal but if R goes to 1 Q goes to 0 even if there is no change in the clock.
module flipflopcustom (
input wire c,
input wire reset,
input wire A,
input wire B,
output reg Q
);
wire T;
assign T = (Q & A) (~Q & ~B);
always @(edge c ) begin
`Q = T ^ Q;` 
end
Q = R & Q;
endmodule
This is the code that I wrote but it doesn't work and I have no idea on how to make it work how I want.
submitted by Responsible_Cat_5501 to FPGA [link] [comments]


2024.06.02 17:24 babygirl-karma Boyfriends house is disgusting

I 26 f moved in with my boyfriend 23 m back in February. It is now June and I am having physical symptoms of stress & depression, that’s how bad it got.
He has his older brother 29 & little brother 17 also living here, (I was unaware when I was moving in, he just said they stay “sometimes”) and they sleep on the living room floor. All three of them are nasty!
 They finish a bottle of water, and throw the bottles to the side. There is a collection of juice & soda bottles in the living room. They barely drink water anyways, only if I BUY IT & they decide to help themselves. 
There was no garbage can when I moved in. They would just plastic bags from their store runs or take out food.
They leave crumbs on the kitchen counter. All over the floor. It is like there is absolutely no awareness & no care.
They leave toilet seat up. And sometimes there’s a “dust” left over on the toilet seat from someone dirty & sweaty sitting down.
The little brother will leave food out & hide it. You tell him don’t do it, he smiles and says okay. Later that night, there’s something else left out.
The house has a real heavy smell of funk. It either smells just dirty, or like the little brother’s extremely strong & pungent body odor. & I mean, the WHOLE house. Except the bedroom because I usually make sure the door is closed.
My boyfriend will bite his nails & spit it on the floor, so there’s bitten fingernails on the floor. I have a bad nail biting habit as well, but mine go in the trash!!
The older brother has a body-scrubby thing in the shower and it’s literally black. Why is your body that dirty & why do you not feel the need to wash it out. Just showcase it in everyone’s face in the shower. Once again, I think I’m the only one that is bothered.
I don’t want to keep my toothbrush or loofah in shower anymore. Can’t help but think of the dirty water bouncing off of their bodies (that they don’t properly clean just like their environment) on to my intimate hygienic items.
There is absolutely no consideration for the next person!! Or no shame, embarrassment. Nothing.
I buy a box of little bites from the grocery store (very expensive, like 7$ for 5 bags) & my boyfriend wants to eat 3 bags back to back. He can be very glutton, and I try to express we are on a fixed income with government assistance. He knows this, because he’s the only one working right now! You would think he’d be more mindful of the little money he works so hard for.
Boyfriend is also very inconsistent, just quit his 4th job in a matter of 6 months.
Older brother works multiple jobs & does not contribute shit. Does not even offer to take the garbage out. It’s like he can’t be bothered with nothing pertaining to the household, but this is where he comfortably lays his head. I sarcastically joked to my boyfriend he should just make his older brother a copy of the keys since he always has our set of keys & inconveniences us, & he actually did! Despite claiming it was only temporary.
The other brothers will sneak MY food and drinks in the night. They don’t even ask, just sneak.
I don’t want to eat out of the kitchen. I feel like every surface is contaminated.
I feel like anyone would be upset. I left my 1 bedroom apartment for this. I lived by myself, it was beautiful, nicely decorated, and always smelled great. I am at my wits end with heart pains, fainting spells, & stomach aches as soon as I open my eyes.
And my bf never sees a problem unless I say something, and even then results are very temporary. All of them are very comfortable in dirt. Yuck.
Then, when boyfriend does clean it is not proper. If he sweeps, I have to come sweep behind him & I end up with a bigger pile of dirt than he originally did, thinking he just fully cleaned!
I do little basic things for my sanity, but I refuse to clean up after 3 grown dirty men with horrid cleaning standards.
Sorry for the extremely long post, I am at a breaking point.
submitted by babygirl-karma to Vent [link] [comments]


2024.06.02 17:18 throwaway_5426897 Literal sh!tshow on my second day of training.

LTC at a pretty nice facility. People work together in my unit, and it's been nice. Walked in today though to find the agency worker had not changed anyone since 1am. 24 residents and almost all of them had peed through their briefs, and a few didn't even HAVE A BRIEF ON. How does that even happen. Had 2 hours between me, 2 other cna's and our rn to get all these people toileted, bed bath, out of bed (where we could) and change the whole bed.
She's black balled now, but the night rn said there were times he couldn't even find the agency cna.
Like, why? Why would you even do this if you're going to put zero effort in? We got it done, but I still have 3 hours left in my shift and I am beat.
Everyone is apologizing profusely and begging me not to quit (I'm not, it's not their fault agency sucked last night), and telling me how well I handled myself. I'm just beside myself at what could've happened to leave these poor people in such conditions
submitted by throwaway_5426897 to cna [link] [comments]


2024.06.02 17:17 Scorp1979 PSA to first time home buyers: Tool with largest return on Investment.

PSA to first time home buyers: Tool with largest return on Investment.
I read many posts by first time home buyers asking for suggestions that will help save them money over the long run.
TLDR: Buy a cheap hand rooter it could save you thousands of dollars over the lifetime of the tool.
Out of all my tools, and I have them for every job, this $25 tool has saved me thousands of dollars in the 12 years I've owned my home.
When we first bought our home, foreclosed, I bought this tool for $25 to root out a 4” basement basin drain that was full of dried paint, clay, dirt, etc. It took forever to get through the 8 inches deep of hardened waste. But I got it and that drain works great now 12 years later.
I use it to clean out every sink, tub, toilet, shower drain that gets clogged. I don't use it that often maybe every couple of years.
Every time I use it I say to myself that just saved me a couple hundred bucks!
I saved my neighbors literally thousands of dollars helping them root out a basement drain line.
This weekend my 5th grade daughter had a sleepover with two of her friends. Last night I overheard them talking about how the toilet is not flushing. I go in the bathroom and see the toilet clogged, the toilet paper roll on the floor, and the toilet paper roll holder nowhere to be found.
I asked the girls who knew what happened in the bathroom. Mysteriously no one knew anything about what happened in the bathroom. My daughter says I haven't gone since we've been home. The other girl says I went upstairs. The third girl with a guilty look on her face says… uh… getting red in the face… yeah, I went upstairs too.
I ask does anybody know where the toilet paper roll holder is. No’s all around. Guilty face looking even guiltier. Haha!
So I plunge it down and can tell something isn't right. After the plunge still a slow flow. A little while later “the toilets not working”.
Plunge it down, still slow flow.
After three more iterations of above I just went to bed.
This morning my wife says “toilets not working.”
So after breakfast get out the trusty rooter and Root Root Root Root Root Root Root Root and magically the toilet paper roll holder appears!
I talk to the girls. Does anybody know how this got in the toilet? No, no, guilty face “no”, silence all around! Then I have the “It's better to tell someone if something falls in the toilet then to flush it down” talk.
Hahaha! That just saved me a couple hundred bucks.
submitted by Scorp1979 to DIY [link] [comments]


2024.06.02 17:17 Fit_Suggestion_4829 Prison+COVID+Methadone = xtrme constipation

So I was released recently from a 3 yr Bit in Federal Prison. I was also the first inmate to be granted the opportunity to stay on the newly established MAT-Programs set up in the Prison systems, since I was previously on methadone out in the world prior to incarceration. This was all at peak COVID-19 in 2020. Needless to say the prisons were all locked down and for close to 3 yrs we had to follow a strict regiment of 24 hr lockdown in a small 9-5 prison cell which is made even smaller by 2 bunk beds, a metal toilet, small metal table fixed to the ground and another male human prisoner (size and weight varied month to month as they'd be shuffled out often). We would get 15 min out of our cells one cell at a time (often depending where they'd start letting cells out and since I was on the very end I would get jipped some days from being let out, not enough hours in a day to get every cell and no make up days) every Monday, Wednesday & Friday and that was it. In that time you could make one 15 min phone call, take a shower or clean your cell. (There were so many fights from being around the same person for so long that almost every inmate got into a fist fight at some point or another and if they caught you fighting you were both sent to Segregation'S.H.U.' In a dungeon looking part of the prison where you get no out time unless being shackled and taken to the shower and that would last a minimum of 3 month stretches) So there's not a whole lot you can do in the small cell without bothering your cells and being very verbal about your next move is appropriate and appreciated. You could try to work out but as you can guess, cellys got to use the toilet or get up to talk to an officer or prison staff at the door so sleeping it off was your best bet. Meals came to our cells through the chuck hole in the door and locked back up. I would get my methadone and eat my 3 meals a day and try to sleep as much as possible. I was use to a little constipation here and there from the medicine but sleeping and eatingfor 3 yrs really did it in and now that I'm free I am paying for it. I'm pretty sure my intestines have stretched to over the years little by little and by the end of three years I was using the restroom once a week. I recall begging the medical staff in prison for help but to no avail. I just got use to going once a week, as crazy as that sounds. Now that I'm free, I cannot break up this routine for the life of me! I've tried everything, magnesium, dulcolax, propalyn glycol, & psyllium husk, exercise and sit ups, everything. Now as you could imagine, using the restroom but once a week has been a mission and is very painful to say the least. I've tried my hardest to avoid using laxatives and enemas but now that hemorrhoids have appeared and have made this even worse I've resorted to trying to soften up the stool on the way out. Now I'm using these mini-enemas everytime I go and if I try to use them before that day of the week I just expel the liquids and no stool! My body has ultimately decided that once a week is an indefinite pattern. All I can figure is that my intestines have stretched out to the point that it's use to this now, but for the sake of my rear end that's bleeding bad constantly it has become a monstrous mission to figure something out and sooner than later. I've been to the ER twice and they keep telling me to use all the same methods I've tried over and over to soften the stool. They don't listen to me when I state that I've been incarcerated and my intestines have quite possibly stretched so no matter how soft I get the stool it will sit in my intestines and continue to just pack up to the size it's use to before expelling waste, which by that time it becomes rock hard. It is also now to the point where my rear end is only pushing out bits at a time and and I feel that it's becoming more backed up from me pushing so hard. I'm totally at the whim of the internet at this point and am waiting for a Digestive Diseases Dr. that scheduled a month down the line. I can't keep waiting, it hurts bad and I'm on the verge of passing out every time I go. (Also I've had Hepatitis C for 16 yrs and am finally getting the cure now that I'm out of prison. I'm sure some of my organs are not at best functioning due to this fact. If I don't drink enough water I can feel a pressure where my kidneys are in the back above my waist. But I am constantly pounding water.) Is there a medical procedure that can shrink what lengths stretched on my intestines from my prison stay? & could I sue the Federal B.O.P. of Prisons for this uncomfortable journey???
submitted by Fit_Suggestion_4829 to ConstipationAdvice [link] [comments]


2024.06.02 17:10 arrow-bane The Wandering God - Chapter 1: Waldo

Waldo could feel the tension in his body. He hated breaches. He used to be a general in the armada. Waldo had not figured out exactly what happened but in a few weeks leadership had changed all across the galaxy. Waldo had sensed something was different and Waldo had changed his identity adding himself to a low level unit while he tried to figure out what had caused the change. However, his contracts slowly disappeared and he was having a hard time cultivating new ones. Waldo had heard the name Bastion a lot in the changeover and Jonah seemed to have fallen off his radar, which Waldo found very distressing. So now he was just a lower level grunt Waldo had to follow orders and keep his identity hidden. That meant he saw lots of action thus why he was on a breaching team. All the prep in the world never made him feel safe on a breach and they had no prep time for this one. Toby slammed the charge on the handle of the Iron door and deftly ran the blasting cord around the frame, in a single smooth motion. Waldo felt Juan tense in front of him as they prepped for entry after the blast. Waldo would be second in on this one having lost the coin toss. Not that he really minded due to the lack of information. Juan would be going right, Waldo had the left, and Brett would be going down the middle. Juan, Waldo, or Brett always led the breaching team; they were their units cowboys. At least, that is what they called themselves. Their lieutenant Frank called them his lovely ladies but everyone was a girl to Frank. Waldo didn’t care about it, Brett would get angry with Frank out of combat, and Juan only ever laughed over it. Waldo was pretty sure Brett was putting up a show as he had caught Brett offering to be a bottom to a guy at a bar three months ago, which had led to him swearing secrecy over it. Waldo found himself smiling as Frank started into it.
“Lovely ladies, Juanita, Betty, and Wilma. Tina is spreading her legs in three.” Frank said loud enough for the breaching team to hear as he raised his hand holding up three fingers starting a countdown to Waldo’s 4th breach of the day. As the door blasted in they moved smoothly forward like a well rehearsed dance. Juan moved through the door into a hallway with Waldo close on his tail. Waldo saw it a second too late as Juan had completely missed the tripwire. Waldo grabbed Juan a hair too slow as Juan’s foot hit the wire tripping whatever the trap was. Waldo felt the magic in the blast before he heard the tremendous roar. Waldo felt himself pushed back by Juan while trying to pull him. Waldo felt certain he had Juan’s pack firmly gripped as he fell back. Suddenly, there was nothing in his hands. The air felt cool and instead of the hot sun beating down he felt a warm glow off to his left.
Waldo rolled to his feet and spun, assessing the room, but everything was wrong. He had lifted his rifle up to sight as he spun but it was missing so instead in the middle of the spin he drew his side arm. However, as he finished his spin his arm fell loosely to his side. Waldo stood in the middle of three empty round tables. In what, he would call the common room of a themed bar or restaurant. He saw humanoid creatures standing near a long wooden bar with 4 patrons seated at it and another dozen or so scattered around the room with more on the two levels above him. Off to the side of a warm glow that Waldo realized there was a fireplace with a fire happily burning in it and there was a stage. Waldo would have loved to hear the music from the group on stage with their odd assortment of instruments but it was at this moment Waldo realized the blast had deafened him. Waldo felt certain no one would attack him, having noticed an odd assortment of humanoids. Waldo saw gnolls, tabaxi, and maybe lizardperson. Waldo holstered his side arm but in looking down he noticed a growing pool of blood at his feet and saw a piece of rebar sticking out of his arm. Waldo saw the enchantments engraved in the rebar and part of him said magic wasn’t real then something else said that humans were the only intelligent race. Waldo pushed those back knowing better. He had seen lots of races and humans were just one of them. Waldo felt more than one voice trying to take control and he pushed back, calming his mind. Waldo attempted to quiet his mind as he was flooded with memories and thoughts he did not recognize as he pushed against them he felt someone or something help him in quieting his mind.
Waldo had not noticed the pain of his injury because of how much adrenaline was pumping through him. Waldo examined the rebar seeing the blood running down his arm. Waldo estimated he had ten minutes before blood loss would start to impact him if it did not clot on its own. Waldo glanced around the room seeing a few gnolls who had noticed him but no one seemed to care and decided he could care for the wound. Waldo grabbed the quick releases on his backpacks shoulder straps letting his bag fall onto a table he positioned behind him. Waldo quickly turned to face the bag and flipped it over so he could easily access it. Waldo grabbed a strap on the pack and deftly released it. Wrapping the loose strap above where the rebar was sticking out of his arm. Waldo smoothly grabbed his folding knife, flicking it open and cutting the sleeve away. Waldo placed the sleeve on the table and checked to see if it was all there or a piece was missing. Waldo grimace realizing a piece of sleeve is probably in his muscle. Waldo flicked the knife closed and placed it next to the sleeve. Waldo pulled out a bottle of water, a small bottle of rubbing alcohol, a healing tonic, and a sealed bandage for once it was clean. Waldo was so focused on what he was doing at the table he had not noticed the small group that had gathered behind him.
“I don’t think he can hear us.” Strisk, a large drake, said, preparing to tap the strange human’s shoulder to get his attention.
“Really, Strisk. You don’t think the guy bleeding on the floor that I shouted at can hear us?” Lydia, the only human in the commons, asked angrily, placing her hands on her hips.
“I think he is going to pull that piece of metal out of his arm.” Kna, the gnollish innkeeper and owner of the establishment, said surprised. Watching Waldo’s back tense as he stretched his arm out to the table. Grabbing the rebar in his other hand.
“Sir! Don’t!” Lydia screamed as Waldo ripped the 4 inch piece of rebar stuck halfway in his arm out.
“Fuck!” Waldo yelled as the piece of metal came free. Waldo looked it over for cloth finding a small piece that he carefully removed from the end of the rebar and placed in the hole of the sleeve and frowning seeing there was still more. Waldo screamed as the onlookers watched him shove his fingers into the hole in skin.
“Strisk, help me stop him.” Lydia said. Grabbing Waldo’s arm. Strisk hesitated. A moment before grabbing Waldo’s other arm.
"Stop! There is more fabric in my arm!” Waldo screamed as the two strangers forced his arms apart. Waldo looked at the sleeve. Unsure if they could even understand him. The strangers released Waldo as he attacked the problem again.
“Aer, go get me water. I will clean this up once he is done” Lydia said, to a gnoll barmaid nearby, deciding to stay next to this stranger.
“I’ll get the mop and some rags to help.” Kna said not wanting to watch anymore and stepping away.
Waldo pulled out a piece of fabric and placed it in the sleeve. Smiling now that he could account for all of the sleeve. Waldo grabbed the water bottle using his teeth to remove the lid and poured it down his arm. Followed by the rubbing alcohol to which he could not help but scream again as it burned.
“That looks bad.” Strisk said, fingering a potion at his hip. Seeing Waldo was prepared to heal the slow way. Strisk was trying to decide whether or not to help the stranger out by giving him the healing potion he carried as a city guard.
Waldo was looking at the hole in his arm knowing it would take time to heal even with the help of the tonic. He estimated it would be a day or two. Waldo looked back at the lizard person standing behind him in armor. Waldo grimaced as he drank the healing tonic. Waldo looked at the only human girl in the commons. Waldo instantly recognized her but could see she did not recognize him. Waldo hated this feeling but took his time looking over her sandy blonde hair and the gentle curves of her face. Waldo let his eyes wander across her chest and down her legs to the floor even though there was not much to see since she wore a high neck dress that was rather plain. Waldo expected she worked here and was not one to take crap from the patrons. However, Waldo knew her face and her shape as just as he remembered her, he did not need her clothes off to tell this. Waldo turned back to the table and opened the bandage and applied it to his arm. “He took his time looking you over.” Strisk said, eying Lydia himself.
“At least, he seems to know not to touch.” Lydia said, without looking at Strisk. She had been rebuffing advances from him and other drakes like him since she took the job. She hated the drakes, which was not unreasonable as they had burned her home to the ground, killed her parents, her betrothed, and enslaved her for five years. Lydia had fled to the nearest city not under drake control once she was freed. Lydia knew that not all drakes are slavers but getting over somethings are easier than others.
“Do you think he can hear us?” Strisk asked, ignoring the jab not wanting to be thrown out by Kna again. Strisk still was fingering the healing potion not having decided on whether or not to offer it. The human seemed to be taking things to remedy his condition. Strisk stood over the two humans by about a foot when he extended to his full height at the moment he was hunched down a bit so he did not tower over them. Strisk thought he looked good this evening having cared for his bronze scales before coming to Kna’s inn. Waldo rolled up the sleeve and piece of rebar and placed it in his pack then pulled out a healing tonic with a dropper on it and a tin a bit larger than his hand slipping the tin into a pocket. Waldo used the dropper to put a few drops of his second healing tonic down each of his ears. Waldo knew it would take a minute for the tonic to kick in and heal enough damage to restore hearing. Waldo returned the spare tonic to the pack and turned around letting his eyes meet Lydia’s. Waldo thought he saw her eyeing him and she had a small smile on her face as their eyes met. Her face made various emotions flare inside him and it had to focus to stay in control feeling a bit like someone else was trying to take control. Waldo felt his hearing return as the sounds of the room washed over him.
“Hello.” Waldo said, smiling at the woman ignoring the large lizardperson or dragonkin. Waldo could not really tell but he knew getting it wrong would probably offend them.
“Hey, I am guardsmen Strisk.” Strisk said. Waldo glanced at the drake and then looked back at the woman. She crossed her arms and her smile turned to a frown. Waldo could not help but think crossing her arms only accentuated a certain feminine feature of her form.
“Any chance I could get your name?” Waldo asked, meeting the woman’s eyes.
“Lydia. Why are you bleeding on our floor and where did you come from?” Lydia asked, feeling her pulse raise with the way he was looking at her. Lydia had not been in the presence of a human male for ten years. Lydia had not been avoiding them there just weren’t many humans in the city she had fled to and she would not risk going back to drake territory as much as part of her wanted certain things, saving up to get off his continent had been her focus. Human also from what she had seen human men did not survive long under the abuse the drakes applied to there slaves in the nearby Xalas empire. “I am Waldo Winter.” Waldo introduced himself looking at Lydia. “As for why I am bleeding, I think it was an explosion of some kind. The shockwave knocked out my hearing. I am from Halcyon. I was in an outlying district at the time of the explosion and the wood in this room tells me I am not there anymore.” Waldo stated calmly.
“So you entered Protham via an unauthorized teleport?” Strisk asked, trying to sound official.
“One I did not initialize or agree to but yes. Are you going to arrest me?” Waldo asked.
“I will have to report it. I will let someone else decide if you should be arrested. Assuming you don’t cause additional trouble.” Strisk said.
“It is an honour to make your acquaintance Strisk. Thank you for not arresting me.” Waldo said, giving Strisk a smile before turning back to Lydia.
“Why were you caught in an explosion?” Strisk asked the strange human, smiling back at him since he was being respectful.
“Well that is a little difficult. I was entering a suspected criminal's residence just before finding myself standing in this lovely room.” Waldo said deciding to omit details since it would be simpler than explaining. “There was an explosion of some kind and then I was here. I have to assume the hunk of metal hit me before I appeared here somehow.”
“Sounds like a teleport spell gone wrong.” Lydia said, allowing herself a moment to look over Waldo since he was not causing trouble. She could see the muscles in his arm and thought she recognized his jawline but knew that could not be the case since she had no idea where Halcyon was.
“I wouldn’t know much about that. I can only hope my brothers are alright. Can one of you tell me where I am?” Waldo asked, masking his face, wondering if he had died. The blast had been strong enough to rupture his ears. Waldo was not sure he could have actually survived, even with Juan in front of him. Waldo expected he had died and this was some sort of reincarnation. Waldo knew he could not return home if the was an arrival on this planet as a child of Halcyon he had heard of this experience but this was his first time. As he thought about this he realized he did not want to go back even if he could. He had been in hiding and now he was probably well outside of the problems he had and doubted anyone hunting him would keep it up after death if he had died. If not then he was incredibly lucky he had landed in a place where he did not die instantly. Looking at Lydia something told him that someone powerful had intervened but Waldo could not imagine who. Jonah had abandoned him and Waldo could not think of another player with enough power to do anything who would also care about him.
“Spriggan Inn, in Protham.” Lydia said, looking carefully at Waldo. Aer walked over carrying a rag and pushing a bucket of steaming water. Kna walked over with a mop and an empty bucket to wring the mop out.
“Oh, thank you.” Waldo said, taking the mop from Kna and starting to clean up.
“Protham is nowhere special, Lydia. We are a weeks travel from Neakar City. Neakar is the district capital here and a port city.” Strisk said, looking at Lydia.
“You don’t have to do that.” Kna said, as Waldo deftly cleaned up the blood on the floor. “Just let him. He is probably in shock.” Strisk said, as they watched Waldo clean the floor easily.
“Just a bit.” Waldo said after a moment, having finished mopping and given the mop back to Kna. Waldo used one of the rages Aer had to clean the table his pack had been on ending by wiping the drying blood from his ears. Waldo looked down and realized he was a mess.
“How far did you travel?” Aer asked, frowning having heard the conversation.
“Far enough, those names mean nothing to me.” Waldo replied.
“So you are gonna need work.” Strisk half asked and half told Waldo.
“Seems like that would be wise.” Waldo said, placing the rag over the edge of the bucket holding the dirty water from Waldo’s cleaning efforts.
“Protham needs good city guards.” Strisk said, smiling. “I can get you an interview tomorrow. I will come by tomorrow morning and get you. If you are interested?”
“I’ll need some training on your laws, but sounds interesting to me.” Waldo said, sticking out his hand to Strisk. Strisk looked at it a moment then realized he was supposed to grab it and did with his clawed hand.
“Thanks, for your help Strisk.” Waldo said, firmly shaking Strisk’s hand.
“Sounds like you want a room for the night. Unless, Strisk is offering to pay. Do you have any money?” Kna asked, frowning at Strisk.
“You can put one night on my tab, Kna.” Strisk said.
“Only if you pay your tab off tonight.” Kna said, feeling a bit bad but knowing Strisk’s tab was getting out of hand.
“Do you accept silver?” Waldo asked, before Strisk could reply to Kna.
“Yes, take a seat and I will get my scales.” Kna said, having heard enough to know she was going to need to calculate an exchange.
“I am glad you happened to have some coin on you.” Strisk said, frowning at Kna’s back.
“Yeah, my dad was big into carrying certain things every day. Good thing, I listened to him cause I bet my country's paper money is worthless here.” Waldo said, pulling the tin out of his pocket and carefully opening to make sure it was the right one then closing it again.
“Well, your bag is probably worth quite a bit. I have never seen anything like it. Fine craftsmanship.” Aer said, examining his pack.
“I would rather not part with it if possible.” Waldo said sitting down at the table his bag had been on since he moved it to the floor beside the table in cleaning the table. Strisk sat down across from him as did Aer with Lydia sitting close and she was still looking at him.
“Lydia, you are being weird.” Aer said, quietly.
“Looks like Lydia wants to bed the man.” Strisk said, frowning at Lydia.
“Watch it, Strisk.” Lydia said to Strisk with an edge in her voice. “Waldo just reminds me of someone.” Lydia followed up with a softer tone.
“Good memories I hope. I think I’d like to get to know you.” Waldo responded, not looking away from Lydia. “You remind me of… Someone.”
“Well, be nice and maybe we can share some memories.” Lydia replied, not breaking his gaze. Waldo felt there were some additional implications in her words.
“Is there a price?” Waldo asked, before he could stop himself. Waldo was not entirely sure where the words had come from in saying them they just burst from his lips like someone else was running the show. The words had sent Lydia’s hand flying. Waldo easily caught it mid air. “I will take that as a no, which is nice. A woman with a price isn’t a woman worth having.” Waldo said, speaking again without being sure where the word came from. Waldo wondered if he was going mad but something told him he was not. Waldo edged closer to Lydia as he thought this and realized he seemed to be of multiple minds in this moment. Words and actions happening that he was not sure were all him. Aer and Strisk were watching in surprise. “Maybe I misinterpreted your words.”
“If you can pay for your room. I am willing to let the words go. Now if you would let me go.” Lydia responded, carefully feeling the strength in his arm and seeing the ease with which he caught her slap. She had used a skill to hit him, one that had landed on Strisks and other guardsmen when they got out of hand. She felt he could be dangerous and even though he had caught the slap and was easily holding her arm in place he was not hurting her. In fact once she relaxed, from making the slap, she realized how relaxed he was in stopping her slap. She saw him considering letting her go. She met his eyes letting her anger show at being held in place. Lydia realized how close he had come moving a little to block her slap and left him close enough she felt his breath on her face. Lydia realized she was breathing on him too and something in his eyes seemed to be enjoying the closeness they were sharing.
“I want a taste.” Waldo said, kissing her before she could react and sliding his hand along her back. Lydia wanted to struggle but part of her had been aching for this for years and she did not put up a fight. After a moment she found she was kissing him back for a moment and just as she was about to pull away. He did first. Waldo had been wanting to kiss her since he had laid eyes on her and at least this time he was sure that was him. “Well, that was… special.” Waldo felt a memory tug at him in the back of his mind. One of a girl that looked just like this woman.
“Maybe, for you.” Lydia said, trying to hide how much she enjoyed it. Waldo released her hand and turned looking for Kna. Waldo watched Kna approach with the scales. Waldo quickly opened the tin, pulling out a bundle of five carefully wrapped gold coins before closing it again and placing the tin back in a pocket.
Waldo unwrapped the coins asking “What exchange rate can you offer on these?” Aer gave a quiet gasp at the sight of them. Waldo feared he had made a mistake. As kna set the scales on the table.
“You have gold?” Strisk asked. Kna seemed unphased as Kna placed the coins on one side of the scale and started to carefully weigh them.
“Just a little. For an emergency.” Waldo responded.
“That should be enough to live here for a month.” Strisk stated, watching Kna carefully.
“You underestimate my rates. This will buy you three weeks.” Kna stated, as the scales balanced.
“What? That is highway robbery!” Strisk said.
“I have to take them to a blacksmith to get them minted in local coinage, they will need to be paid. Or I will have to take them to a money changer, who will also take a cut.” Kna stated.
“What would that include?” Waldo said, realizing his hand had wandered from his leg and found Lydia hand grabbing it tightly. Waldo felt Lydia tense as Waldo grabbed her hand but noticed she did not pull away from the sudden contact.
“A room, hot bath every day, standard laundry service, the common breakfast, and dinner daily with one pint of house ale. You will have to pay for lunch if you come here to eat.” Kna said, listing from memory the services she included in her standard room offering.
“Sounds good to me.” Waldo said smiling and looking out the window confirming it was dark. “I assume we are in the middle of dinner?” Waldo asked, hopefully.
“Yes.” Kna answered.
“May I take dinner in my room? I would like to wash myself before bed. It has been a surprising day.” Waldo asked Kna.
“Yes! I will grab you a plate and show you to your room.” Lydia said, releasing Waldo hand and standing. Waldo let her hand go as she stood. Kna at Lydia with what Waldo expected was motherly concern. As Lydia turned away to get the room key and a plate of food.
“Is there running water in the room?” Waldo asked Kna.
“Yes, but I cannot recommend using it for anything other than bathing.” Kna said.
“It is fine I can purify water. Can I get this filled with water?” Waldo asked, holding out a metal canteen.
“Yes. Aer go fill this and bring it back.” Kna said, handing the canteen to Aer who quickly walked off. “Leave Strisk. I would have a word alone with this man.” Kna growled at Strisk looking angrily. Strisk knew better than to argue with Kna when she gave him this look.
“I’ll see you tomorrow, Waldo.” Strisk said standing to his whole sevenish feet of height stretching as he walked away. Waldo only now realized how small he was compared to Strisk.
“Indeed.” Waldo said to Strisk and turned back to Kna.
“I have never seen Lydia take to a man as she has to you. Have you cast a spell on her?” Kna asked Waldo. Waldo burst out laughing, taking a moment to control himself.
“I have no skill in that kind of magic. If you know how to test one for magic I would happily submit. I suspect I know why she has taken to me but there is nothing magical about it.” Waldo said, having gained control of the strange urge to laugh at magic.
“Why?” Kna asked, eyeing him coldly.
“Now why should I answer you?” Waldo asked. “What do you care for, of freed slaves? Or are you not her enslaver?” Kna drew back surprised.
“You said you knew nothing of this place?” Kna replied.
“I have never heard of this city in my life or this land, but I have eyes. Lydia is the only human here beside me. You are a gnoll and Strisk is one of the scaled people’s. I never been around any of them long enough to learn to tell them apart. Lydia clearly has some aversion to Strisk which seems to be unconscious on some level. That suggests it is not that she does not simply dislike him but something more than that. It is obvious to me that she does not belong here and would choose another home, but something prevents that. When I kissed her I ran my hand down her back. I felt the cursed marks of a whip. Is she a free woman or do you own her?” Waldo said, sliding his hand to the knife attached to his lower back.
“My people do not enslave others. She is free. I did not know she hated it here.” Kna said going from angry to crestfallen. “I did not know she had been a drake's slave.”
“You will say nothing of this. If you value your friendship with her. I did not say she hated it here. She works for you, which I expect is because you are not a drake and probably more than that. I get the sense she misses her people. How long has she been here?” Waldo replied, smoothing his voice.
“Several years.” Kna said, drifting in her own thoughts.
“If she hated you she would have left. You must make her feel safe in a dark place so she does not wander from your light.” Waldo said.
“All the more reason to not let her be abused.” Kna said, gauging Waldo.
“You misunderstand something. I will always respect Ma laska.” Waldo said, changing languages without thinking and looking to where Lydia stood talking to Aer as a memory flooded over him for a moment. Waldo felt the other part of him pushing forward for a moment. “Good help you have. Deftly slowing Lydia while we talk.”
“What is ma laska?” Kna asked. Waldo hesitated, surprised by Kna's words, then realized he had called Lydia by accident. Waldo knew what it meant somehow but decided he better not translate it directly.
“A woman’s right.” Waldo said, choosing a lie over the truth. “Or at least that is a close enough translation in this context.”
“So that is another language?” Kna asked.
“Yes, one from my a place long ago.” Waldo answered. “Have we not strayed topics at this point?”
“I think I have made myself clear and you have made yourself clear now.” Kna said, glancing at Aer and making a low growl. “I will let Lydia make herself clear as she chooses. Now that I do not think you will take something Lydia does not freely offer.”
“Have you accepted her as your cub?” Waldo asked, turning to look at Kna.
“I ha... “ Kna stopped herself, looking surprised at Waldo.
“I see it in your eyes, witness it in your fur, and hear it in your voice. She is a daughter in your house. Does she know or do you keep it a secret from all but those who know how to see?” Waldo asked, calmly moving past Kna’s surprise.
“You said.” Kna started to accuse trying to remember his words.
“I have not seen another race in so long. I cannot tell the scaled races apart. However, I ran with a pack for six years. I was a brother to a gnoll, and son to his parents. I sat at their table and went on their hunts. I sang the rights and washed in their bath. I was once an adopted son, which fills me with pride. If you are not a slaver then I would call you friend.” Waldo said quickly as Lydia approached. Just as he finished speaking he gave a quiet howl in the gnoll tongue he had learned many years ago living on the plains of Halcyon long before the war that had landed him here. Aer stopped mid-step and stared at Waldo as the gnolls in the room turned looking at the grimy human who had named himself to the room in gnollish. Kna openly stared surprised Waldo had been named and knew the proper introduction for himself in a public place. Lydia was confused as to her it appeared Waldo was growling threateningly at Kna. Suddenly, the room responded with a quite gnollish welcome that made Lydia jump. Aer gently placed her hand on Lydia’s shoulder.
“They are greeting Waldo in our tongue.” Aer explained to Lydia, seeing she did not know what was happening in the room.
“He speaks gnollish?” Lydia said surprised.
“I guess.” Aer said, pulling her hand back and moving forward again.
“Why did you not say something before?” Kna asked, Waldo as Lydia and Aer walked up. Aer set his canteen on the table.
“It was not the time. All things have a place and now was this things place.” Waldo responded.
“You are a strange human, but I am comforted and feel as if there is nothing to fear.” Kna said to Waldo then turned to Lydia. “Lydia, you may do as you will the rest of the night and I will not interfere.”
“Thank you. May we call this the end of my shift then.” Lydia asked, feeling a little excited. Aer turned moving around the room with the other staff in the inn.
“Away with you before I find a need for your aid in tending to my customers. Who I have ignored, too long.” Kna said quickly moving away to help her staff tend to tables. Waldo picked up his pack and canteen.
“Lead on, Ma laska.” Waldo said, nodding to Lydia.
“Ma laska?” Lydia questioned not saying it quite right.
“Sorry, my lady. Old habits.” Waldo said, lying again feeling unsure as to why he felt like he was fighting to stay in control. Lydia raised an eyebrow questioningly but led on. Waldo followed her up the stairs to the second floor and down a hallway lined with six doors. She stopped in front of the door and placed a brass coin over the lock which clicked and the door swung open. Led him into a good sided room with an all wood floor and completely open. A large bed was on one side of the room, a table with two chairs by the door. Space at the foot of the bed. There was space between the bed and a bathtub with a toilet near the back wall with a screen by the toilet and a sink between the tub and toilet. The room was lit by glowing stones fixed to the walls Waldo saw what appeared to be a control for the glowing stones by the door before the table and chairs. There were towels by the sink. Lydia set the plate on the table and the brass coin next to it. Waldo set his bag at the foot of the bed and started to strip away his body armor until he heard the door shut causing him to turn. Waldo smiled seeing Lyida had not left.
“Would you like help?” Lydia asked, slowly walking to him with a gaze that excited Waldo. The kiss he had stolen had aroused something in Lydia and the urges she had been pushing back had rushed forward.
“I can manage. I am just removing some outer layers. They are deceptively heavy.” Waldo responded.
“Please allow me. I want to.” Lydia said, stepping next to him quickly. Waldo allowed her to help him, carefully guiding her hands to the straps holding the armor in place and allowing their fingers to get tangled. “You seem to be intentionally making this difficult.” Lydia accused, after it took almost a full minute to unhook one strap.
“Does it bother you?” Waldo asked, playfully nudging her and Lydia realized he was enjoying the delay.
“Your food will get cold…” Lydia said, blushing as she started to enjoy the fumbling of their hands and his contact.
“Hot or cold it is still food. However, this moment... is all its own.” Waldo said, dragging out her helping him remove his outer layers, which took another five or more minutes. After which, they sat across from each other as he ate his dinner. Lydia studied him as he ate.
“Have we met before?” Lydia asked, feeling at ease in his presence.
“After a manner…I believe so but not for more than a lifetime.” Waldo responded. “Do you believe in reincarnation?”
“Reincarnation?” Lydia asked not being familiar with the word.
“My people believe when you die a piece of you, what we would call a soul, starts a new life.” Waldo explained.
“I am not much for religion. In my homeland, they said the gods are dead. The Drakes of Xalas seem to think there are gods and people have souls. Most of the gnolls of Grofeas say there are no gods but there is a temple to the gnoll god in Protham and I believe the high priestess is the wife of the city's guard captain.” Lydia replied.
“Xalas? Grofeas?” Waldo asked, suspecting these are countries.
“Neakar, a large city in the Xalas empire. It even has a palace for the emperor. I don’t think it is the capital of the Xalas empire but I might be wrong. The Grofeas plains are ruled by the gnoll tribes. There are not very many cities on the Grofeas plains and Xalas has tentative peace with the plains gnolls that largely control Grofeas. Protham is the first city in the Grofeas plains after leaving the Xalas empire. Mostly, the Drakes have mined the Grofeas plains of all they are interested in so they leave them alone.” Lydia explained.
“What is your home land called?” Waldo asked.
“Northumbria, but last I heard it fell to the drakes in the war. I was captured before the Northumbrian king fell. The Teaniel Empire is the last human hold out against the drakes and if it falls the drakes will effectively rule the continent of Atios. Not that they bother much with the Grofeas plains.” Lydia explained.
“Ah, so you stay because there is no easy human stronghold to flee to?” Waldo questioned.
“I am trying to save up to go to Ibrix but that is a long boat ride off after traveling to the only gnoll port city because I refuse to go back into the Xalas empire. Only problem is Grofeas port city is three hundred leagues to the south east of here. The roads are less than safe and each year there are only about three caravans that make the trek. If I were to cross alone it is unlikely I would make it. The cost of going from here to Ibrix are a little more than a year's wage working here.” Lydia explained sadly.
“How many humans reside in Protham?” Waldo asked.
“Twelve. All women. Eight are too old for the trek and two are too young to go alone.” Lydia said.
“All former slaves of the drakes I assume.” Waldo said.
“What?” Lydia said surprised.
“I worked interrogations. I learned to read what was left unspoken. You have nothing to fear from me. Slavery is the evilest form of commerce.” Waldo said, kneeling by his chair with his back to Lydia and bearing it. Lydia saw thin white scars from wounds that had healed and been reopened only to heal again over and over again. Lydia was speechless. After a moment Waldo covered himself and sat down facing her.
“How did you know?” Lydia questioned. Waldo slid his chair close to her so they were a breath apart. Lydia stared at him waiting for an answer when he kissed her. This time she felt his hand running down her back touching her hidden marks. Waldo pulled back from the kiss after a moment.
“Slavers tend to have the same tricks. They leave the same marks on one's body and some people's souls.” Waldo said quietly as he sat a breaths distance from Lydia’s face. The moment stretched as shared history passed between them and without a word spoken they had shared secrets too dark to udder in the quiet of the room then there was a roar of cheers from the commons breaking the spell that dark secrets of shared history had woven for a moment.
“I hope we can talk more.” Lydia said, after a moment now that the spell was broken. Lydia stood now that her head had cleared. Lydia was not sure what she would do if she stayed and questioned what she wanted.
“Will you stay?” Waldo asked, gently touching Lydia’s hand. Lydia did not pull away. Standing Lydia moved to the door. She intended to open the door and leave but she grabbed the night lock turning the knob. Waldo was not sure what he expected but he would not stop her from leaving. Waldo heard the door lock click into place, Lydia took a few steps toward the bath and moved her hair to one side exposing the ties along her back. Waldo stood and moved to her beginning to untie her dress. Once he was done. Lydia let the dress fall to the floor. Time stretched and shortened all at once and before he knew it exhaustion took them as they lay on the bed together. Lydia snuggled up to him and in a moment her breathing was even and gentle. Waldo knew she had fallen asleep in that moment of respite. Waldo watched her for a moment only to realize how tired he was and started to doze off but just as he heard a voice speak in his mind.
“Class gained Soldier, Level one. Skill gained, find allegiance.”
“Cancel! Reject!” Waldo whispered, angrily not wanting to wake Lydia.
“Class and level canceled.”
Waldo was fully awake now. Realizing he is on a game world, Waldo frowned. He considered this for a moment. Waldo had heard of these but never been on one. Now the injury made more sense. He had died on Halcyon. Waldo wondered if Jonah even cared that he had died. Waldo took a moment to consider the implications of being on a gaming world. There would be no intergalactic armada base here. Waldo knew the gaming worlds had been cut off, largely due to proximity. All the gaming worlds were the opposite side of the galaxy. The armada was still a thousand years of growth away. Waldo now knew with certainty there was no simple way back. As he considered this he realized there might be a way. Waldo thought about it for a few minutes as the idea grew in his mind and realized he truly did not want to go back. “I am a God.” Waldo thought to himself, Waldo felt something rush to the front of his mind, something that believed it or he was a god.
“Class gained God, level one. Skill gained, anoint worshiper. Quest assigned, claim domain.”
Waldo smiled, surprised it was that simple. Waldo considered trying to cancel it but part of him said if he was going to stay here he might as well be a god. Thinking he could do anything as a god. Another part said it was a bad idea and it would not be easy. Waldo wondered why he was feeling so conflicted about everything and why he did not feel like he was in perfect control. Then he wondered if the gods were dead on this world, would he be the only god around, and if so what domain he should claim. Waldo slowly drifted to sleep with these conflicting thoughts.
submitted by arrow-bane to Universe712 [link] [comments]


2024.06.02 17:06 MusicianBusy3500 Help using multimeter on washing machine components (Whirlpool WTW5600SQ0)

I am trying to check this washer for a short circuit or blown fuse, but I am not sure how to do this systematically. If anyone can take a look and advise how best to get started or point me to a good YouTube video I'd greatly appreciate it. I have tried searching myself, and there are lots of tutorials but I haven't found any especially helpful yet.
Here is the wiring I am working with:
https://imgur.com/CIHJcop
I also have the wiring diagram but it is hard to read as a novice.
submitted by MusicianBusy3500 to appliancerepair [link] [comments]


2024.06.02 16:52 KirstyWhithamART Gallbladder op bile duct tear

Hey. I’m 9 week post op. I had my gallbladder removed and to my horror woke up 6 hrs later getting wheeled to an ambulance to another hospital. A drainage bag had been placed into my liver and I was in allot of pain. This was over the Easter period so I had to wait days until the MRI machine was back open. This was days of torture. My bag burst a few times during my stay and not one nurse seemed to know how to change the bag. My MRI came back that I had a torn bile duct and they couldn’t actually see where the issue was… and depending on how much bile was coming out they hoped it would heal itself without having to have a stent put in. Moving on a few days later I was discharged as my bloods came back fine and didn’t require a stent l and was sent on my way home with a bag to wear to care for myself for a week. A week goes by and there was still active bile coming out. My surgeon however decided to still remove the bag a week later and this was the most painful thing. Ever since the bag has been removed I’ve not been able to keep anything inside my tummy and feel like absolute garbage. I feel sick and tired and overall just plain crap. I was in the out of hours hospital today hoping for some help. But I feel like I’ve just been left to deal with this myself. This is more time off I am having to miss at work and quite frankly feel like I can’t go out as I’m always worried if there is a toilet there by. My side also doesn’t feel right and I feel I need another scan or something. Has anyone else been in this position? I can’t seem to find anyone in the same boat as me and feel completely alone
submitted by KirstyWhithamART to gallbladders [link] [comments]


2024.06.02 16:46 Im-really-tired-7596 My older coworker tried something with me when I was drunk and I don't know what to do

This is my first post here! Also English is not my first language :)
Also, this will be a long post.
So I (f22) moved in August of last year to a new country to study my masters degree. Recently, since March, I started working at this company as a student assistant. In this company there is one other guy (m30), let's call him B, who is from the same country of origin as me. So, naturally, we hit it off well from the beginning. We haven't really talked that much nor seen each other much, as I work only 15 hours and he is a full time employee who has to be off-site quite a bit (he is an engineer), but every time we talked, it was amicable and easy. We once went for a drink after work (nothing crazy, I just drank some juice and he had some beer in a park to enjoy the sun). But that was it. He knows I have a boyfriend here in the country with me. But basically we just got along because we are the only people at the office from our home country. I really liked him and wanted to be friends with him.
2 days ago (on Friday) there was this event at the office, and because the event ended early, some coworkers suggested going out for drinks, so our boss said we could go to his house. So about 10 of us went. B has a car, so he took me and another guy from the office to our boss's house. There, we had some drinks and I got a little bit drunk. He drank a couple of beers as well but he was much sober as he had to drive. At the beginning of the "thing" at our boss's place I asked B if he could give me a lift to the nearest station (which was a good 30 minutes walk otherwise), and he naturally said yes. Then as time went by I forgot but when it was around 10 pm he told me he was going to leave and he would give me a lift home. I told him not to worry and to just drop me off at some train station near by, bc I had left my bike at the station close to my house and I wanted to pick it up. B was also going to drop another coworker off, but this guy ended up deciding to stay, so it was just him and I in his car. I was a little drunk so I was enjoying the car ride and the easy chatting with him that I only realized he was taking me to my house when we were around the corner (he knew more or less where I live bc the time we went to have some drinks we passed close by and I mentioned that I live in that area, though I wasn't expecting him to remember it).
So we get to my house (actually just a dorm room in a student accommodation) (I live alone, my BF lives in another student accommodation an hour away) and he asked if he could use my toilet to pee. I had completely forgotten that there is a toilet on the ground floor for guests so I took B to my room so he could use the toilet. While he was in the toilet I tried quickly tidying up my room bc it was a mess (I'm in the middle of exam session lol). He got out of the toilet and we chatted a bit.
I sat down while we were talking. B (who was still standing up) then pointed at some flowers I have in my room and I mentioned that they were a gift from my BF. And then he started walking towards me making eye contact and he tried to stand in-between my legs and touch/grab my thighs. So I got extremely uncomfortable and closed my legs and stood up and made some stupid random comment I don't remember now. He then said something about leaving and I said I would walk him to the door and he said good. I was basically panicking bc it all felt so weird and I was walking super fast. Before he got into his car we said goodbye and he tried hugging me so I quickly moved and said "bye" and basically run away. Now I can't stop thinking about it. After B left I called my BF crying and he came to my place to stay with me. But now it's been 2 days and I can't stop thinking about the whole situation.
I'm scared about going to work on Monday and seeing B and not knowing what will happen. I don't want to report B to HR bc it would be a hassle and I don't want drama bc I like my job and the company. But my BF thinks I should talk with my manager (who is an older woman) and at least ask for advise. But I'm scared she will judge me. I'm also worried about how B is going to act. Is he going to ignore me? Act as if nothing happened? Ask forgiveness? What if he spreads rumors? What if he threatens me not to say anything? I'm just a student assistant, like what am I supposed to do? I feel like a mess and I get randomly scared of cars when I'm outside and if I listen to a song about s3x, I start thinking about B and get all anxious again. I also cry randomly. And I feel guilty and stupid for not having noticed his advances and for maybe having led him on bc I was nice? I don't know I also just want to forget about everything bc this feels like so much to deal with but I'm scared he will spread rumors about me. Help please
submitted by Im-really-tired-7596 to Advice [link] [comments]


2024.06.02 16:43 Chemical_Count5054 It’s actually working

It’s actually working
I’m new to composting and thought I’d done some stuff wrong like throwing in whole potato’s, bananas, sticks and things when I really should have chopped them up and I should probably have shredded the cardboard and paper bags up rather than just ripping them into chunks but it’s working and I can’t believe how nice it smells.
Since I’ve had the compost bin I have added browns: cardboard -the non shiny stuff so pizza boxes Amazon boxes, disposable plates, paper bags, toilet roll tubes, Guinea pig bedding which is wood shavings, hay and newspaper and I ripped the newspapers into strips, broken up wooden forks from takeaways, dead flowers and the water.
Greens: grass cuttings, weeds, left over kitchen scraps no meat or dairy though. And I’ve watered it with 2 buckets of water a week and turned. This picture was just taken after being added to and turned.
Now I’m no expert but I’m happy with what’s happening in there, there are still a huge amount of ants but I’m leaving them to do their thing as they don’t seem to be harming the process. Seriously I can’t believe how good it smells in there and there aren’t any flies.
submitted by Chemical_Count5054 to composting [link] [comments]


2024.06.02 16:41 Calliigula How do I keep myself safe?

Long time lurker here (36yo). I have gone low contact and no contact with my family in the past. I've been the family scapegoat since I was born.
I grew up in an abusive household where my needs were not being met. I wouldn't be taken to the doctor if I was unwell and I was taught to fear such individuals. I have a neurodevelopmental condition which means I used to stammer, stutter, make odd noises and repeat the same things over and over. I would be physically hit or beat up for the slightest hint of emotion or display of these traits. My earliest memory was being 3yo and being screamed at to the point of meltdown by my mother that I was "A bad person and to pack my stuff up because I was going to be taken to jail." She would put her hand over my mouth if I laughed, cried or made any noise. I must have told my kindergarten teachers of the abuse because every day I went out I was told, "What is said in this house stays in this house." All my school reports, birthday certificates and documents are hidden from me. I'm not allowed access to these.
I would be served a singular burger with a few chips for my dinner and wear clothes which needed replaced but they "couldn't afford" which caused bullying in school. I wasn't allowed to bath or shower regularly because I would take too long and "their work is more important than your school" so I would bathe once a week. I have issues with passing stools and if my parents were needing the toilet they would batter on the door, force me to stop whatever I was doing and get out. If i didn't get out I'd be called derogatory names and the threat of physical violence was always there because they were unpredictable.
I would be called derogatory names by parents, fat by other family members and my other sibling was the golden child, they were allowed to bite me, throw things at me and as they got older they would engage in substance misuse which wouldn't get as severe consequences. The last time I was hit was when I was sixteen unprovoked for no reason. I was held down on my bed with my mother wrapping her thighs around me attacking and hitting me and when I started hyperventilating I got it even worse because I was faking it. When it became clear they realised I was old enough to press charges they started taking away my internet access. I was always accused of looking to start an argument. They didn't sign any of my funding to do further education because they didn't want me to go to college and be independent. I would self fund instead.
Eventually I went into a homeless place to escape the abuse. They tried to get me to come back home, they tried to throw money at me and when it didn't work they threatened to come and take my stuff out of the accomodation because they saw my belongings as their property.
Years on and I have my own place closed to them and because they cannot get away with the physical abuse anymore it's largely mental. My sibling depends on them for handouts of money and cigarettes even though they are working and own their own place. I am dependent on social security for my disability and this means I was able to return to education where I'm training to be a healthcare worker through disability support. I have been becoming more independent, taking small day trips and it's clear they are jealous and want to keep me unwell and become dependent on them by falsely claiming I'm not disabled to target my financial security. I don't ask or get money off them.
It came to a head when my sibling is claiming they are mentally unwell and using this to prove I am not disabled. The family have told me they are fed up of me, that my own mental health is the reason why they are all struggling and they are not taking any personal responsibility for their own life stresses.
After witnessing my family targeting an older man, covering up the evidence and openly stating they are going to put mental pressure on him and make his "end days a living hell". I blocked all contact, walked out of their house, told them I won't be spoken like this anymore and I reported them to the police. The police have assured me that I can make a report about the historical abuse I have had growing up and that they are there to support me through making that report.
I have been falling behind in assignments. I may lose my place at college which is what they want too. I am considering moving out of the country for my own safety as my sibling is now posting publicity on social media that they want to unalivw themselves because I have blocked the whole family and they know some rough types but it means losing my place to train to become a healthcare worker.
I guess I'm just looking for some advice and support. I am terrified. I have even ordered a DNA test because the abuse has been that extensive that I don't believe I am theor biological child. It doesn't help that my sibling says they have no baby pictures of me gaslighting me to think I'm adopted.
Should I relocate and try to get a place at another training institute when I am safe? Should I come forward and make a report to the police about the historical abuse? What if I'm not believed? How do I go about the possibility of fake welfare concerns if I do disappear? (They don't care enough to check on me but they would likely do this maliciously down the line) How do I deal with the public posts on social media? What should I do if my family ever approach me? I have made it clear I never want to speak to or see them again.
submitted by Calliigula to EstrangedAdultKids [link] [comments]


2024.06.02 16:07 The_Newromancer I wish I never went to the bathroom...

It has been over a week since I last left the apartment. I was meant to return to work the other day, but have been avoiding my boss’ calls. She’s out there now, watching me. I can see her through the window. She’ll leave soon, but then she’ll be back tomorrow. If not tomorrow, then the day after that. Same time. Same place. Always watching.
It started in the bathroom of a McDonald’s just down the road from where I work. It had been a long shift and I had to stay behind two hours as a coworker called in sick. My legs were tired from standing all day and my eyes were drooping from exhaustion.
I washed my hands at the sink. The mirror reflected my awful features. Bags under the eyes. Acne scarring on my face. I felt icky.
“What are you doing here?”
A woman called from behind me. I flicked my hands in the sink to quickly dry them as I turned to face her.
“Excuse me,” she continued, “What are you doing in here?”
In front of me was a 40 something year old woman. Blonde hair and wearing sunglasses indoors. She looked furious.
“Just washing my hands,” I said.
“You’re a man,” she said.
“I’m not…”
“What are you doing in the female bathroom you freak?” she raised her voice over mine.
“I’m just using the toilet...”
The woman pulled out her phone and, presumably, started recording me, “This pervert is in the ladies bathroom checking on women.”
I lifted my hand up to block my face from the camera and walked brusquely out into the restaurant. I could hear the woman’s heavy footfalls trail behind me.
“Look at this groomer walking off now he’s been called out,” she said.
I walked up to the front counter. No doubt she was there too. A member of staff was standing there putting an order together.
“Hey,” I leaned over, “Can you stop her?”
“Oh yeah! Call the cops! We’ll see what they have to say when they arrive!” she said behind me.
“Sorry ma’am?” the staff member said, “What’s going on here?”
“I don’t know,” I said, “I’m just trying to use the bathroom and she’s harassing me.”
“Go on! Call them! They’ll kick this freak out!”
“Ma’am,” the worker said to her, “I’m going to have to ask you to stop or leave.”
“Stop what?” she said, “I’m just calling out this pedophile so they’ll stop creeping on little girls!”
The worker sighed, “I’ll just call the cops.”
“Yeah, they’ll get this sicko out of here!” she said.
I sighed, “You know what, I’ll just go.”
“Are you sure, ma’am?” the worker said.
“Ma’am?” the woman said, “That’s a dude!”
“Yeah, I just needed the toilet anyway,” I said, “I don’t want to make a fuss.”
“Run away!” she said, “Run away like the freak you are!”
Apart from the shouting woman, the place was completely silent as every bystander watched the situation unfold. I pulled my hoodie over my head and walked out the building as fast as I could. She followed.
I walked across the McDonald’s parking lot over to the supermarket next to me where I parked my car. The entire time, the heckler followed me, her phone still up and recording. I tried to ignore her as she kept screaming absurd shit over and over.
It didn’t take long to make it back to the car. I jumped in and locked the door. The woman pulled the handle as soon as it clicked. Luckily, she was too slow. My hands choked the wheel as the adrenaline started to fade. I didn’t realize how fast my heart was beating until it began to slow. She stood outside the window still filming and shouting her obscenities as I got control of my breathing.
After a minute, I started the car and reversed out of the space. She followed still recording from the window. Once on the road, I put it into drive and sped out of the parking lot. I saw her standing in the rear view mirror, phone in hand. Still screaming.
A day later, the experience still left a mark on me. I dreamed about it overnight. Her face was vivid in my mind. All day I was filled with regret that I didn’t let the police take care of it and hopefully get the woman taken away. Everything I didn’t say to her floated in my head.
I noticed it first when I took my dog out for a walk. A banged up blue Chevrolet. Must have been from the 70s. The paint was peeling, replaced with rust. I didn’t get a good look in from across the street. The glare from the sun was too strong. But it left an impression on me. I’d never seen a vehicle so distinct on this street before.
Throughout the day, I kept looking out the window. The car was still there. Down the road. I couldn’t make out any features from the distance, but there was someone sitting in the driver’s seat. It was freaking me out. I closed all the blinds in my apartment and tried to put it out of my mind for the time being.
I was working the next day. It was at a cafe franchise in the same complex as the McDonald’s. Most of my shift was spent making coffee and wiping down tables. The same old shit every day. Customers ranged from okay to horrible. I was just happy to get a paycheck.
We closed later than most cafes at around 10pm, though we were usually out of there by 10:45pm. I noticed it when mopping the front of house. It wasn’t so easy to see in the dark of night, but there was a blue Chevrolet—same model, same rusted coat—in the parking lot just outside the store. Again, I couldn’t see the person sitting in the driver’s seat, so I wandered out back and checked the cameras. Also not good enough, even when zoomed in.
My coworker kept asking if I was okay. Even though he tried to hide it, he was clearly annoyed that I was slowing down the close for no reason. I got on with mopping, but kept my eye on the parking lot. By the time we got out, the car was gone.
It was back outside the apartment the next day. The car would arrive at around 10am and leave at 9pm. A few times throughout the day, it would leave and then come back an hour or so later. I could see the person sitting there for hours and hours. But I didn’t want to confront them out of fear of what they might do.
When I went in for my next shift, my coworkers were all staring at me. I greeted them with a good afternoon, but everyone returned it with a harsh glare. As I was stuffing my bag into a locker in the back office, the store phone began ringing. My other coworker in the back quickly shuffled out of there, ignoring the ringing. After a couple of seconds, it stopped.
I closed the locker and put the key into my trouser pocket. The phone began ringing again. No one from front came out back. It was company policy that the phone must be picked up, but I wasn’t to start my shift for another five minutes. I sat down at the office, and listened to it ring until it eventually stopped.
10 seconds hadn’t passed before the phone started to ring again. I picked it up. “No CallerID” was displayed on the screen.
“You’ve reached…”
“Who is this?” a woman’s voice commanded on the other end.
“This is…”
“Is this Amy?”
I was shocked into silence for a moment, “How do you know me?”
“What’s your real name?”
“What?”
“You need to stop playing dress up, it doesn’t suit you well.”
“Who is this?”
I looked at the monitor and saw the blue Chevrolet parked outside.
“Is that you following me?” I asked.
“Stop pretending to be a woman then I’ll leave you alone.”
She hung-up.
I watched the Chevrolet pull out of the space and exit the parking lot on the monitor. I didn’t see her again all day.
When I got home after closing, a notification appeared from Facebook Messenger. It was a random account—no photo, fake name—requesting to DM me. I opened their request:
"Hey,
You don’t know me, but I’ve been following this random page for a while. A handful of people are sharing your photos and private information around. Sorry you had to find out this way."
They attached screenshots of posts from this group. All of them had my photos, ripped from my Facebook and Instagram accounts, posted along with disparaging comments and personal information. One of the posts even shared my address and work place. Some screenshots of comments showed people taking glee in the idea of hurting me. All of them made fun of how I looked. Picking apart all my insecurities one-by-one.
He’s too tall
Look at those big hands
Why is he caked in makeup in every photo?
The anonymous account linked the group, but it was private.
I called in sick the next day and took everything I had seen to the police. I told a detective about the Chevrolet, the online posts, the woman in the McDonalds. Everything. I printed off the screenshots, I gave them the link to the account, I noted the reg number of the car. All the detective did was assure me everything was going to be okay and made a report. Although the lack of immediate action was concerning.
I got home two hours later. The car was parked up on the same spot it had occupied for days. I called the police then, wanting to make sure a tangible incident report was made, hopefully creating a paper trail if it ever escalated. However, before the cops could arrive, the car was gone. They somehow knew the police were coming. I made my report to the officers and they scolded me for wasting their time before driving off.
When I got into work the next day, my manager pulled me aside before I started my shift. He sat me down next to him in the office.
“We’ve been getting reports,” he said, “From employees here and head office of someone harassing everyone? And they keep naming you. I just want to make sure everything’s okay and know if I can do anything to help.”
“What?” I was taken aback, “What about the head office.”
“Well,” he said, “HR have been getting floods of calls from No CallerID numbers and emails spammed to them. It’s clear they’re getting put into spam databases and stuff. We’ve had to turn the phone off here because people keep calling at all hours of the day. Head office have made reports to the police but they’re still investigating and want to make sure we give you the proper support.”
My heart sank. Everyone in the store had heard the women’s rants. Even the middle management that know of me through the paperwork they receive. All of them know the embarrassing comments some random woman made about me. All of them knew I was being stalked.
The surveillance monitors were open on the desk. I looked up at them and saw the blue Chevrolet was in the parking lot. Something broke.
I got up and walked out the door. My manager called after me, though I can’t recall his words. There was a sizable chunk of concrete broken off the sidewalk just outside. I took it in my hand and made for the car.
I got a close look at the driver. The same blonde, 40 something woman that had harassed me in the McDonald’s. She saw me coming and immediately started the ignition and drove for the exit.
“Leave me the fuck alone!” I screamed.
I arced my hand. The concrete left my palm and flew towards the Chevrolet. It missed the roof by a few inches and kept flying until it hit a black BMW parked behind it. The concrete broke in half as it left a massive crack on the windscreen.
I fell to the floor. The emotions had finally hit me as the adrenaline wore off. I began crying and didn’t stop for an hour.
The police came. When the customer eventually came back to their car from the supermarket, he was pissed. Luckily the two officers were able to keep things relatively calm. My manager spoke for me as I sat in the cafe. The two officers came in and informed me that he wasn’t pressing charges so long as I covered the damages. Even though I had little money to my name, I agreed.
My manager then told me to take a couple days off and said he was there if I needed help. All my coworkers stared at me in complete shock as I left the cafe. None of them said a word.
I drove home by myself. Even though he needed it, I decided not to take my dog for a walk. I didn’t want to be outside by myself at that moment. Instead, I made a cup of coffee and sat by the window. The blue Chevrolet is parked down the street.
Always watching.
submitted by The_Newromancer to nosleep [link] [comments]


2024.06.02 15:43 avyne0pj Massachusetts Roommate Abandoned Belongings and Landlord Refuses to Change Locks After His Lease Ends

Hi! Bit of a long story but I'll condense as much as possible. I appreciate any and all input!
I have lived in an apartment complex in MA for 3 1/2 years. I have had a roommate, we'll call him E, the entire time. He has been useless in all things apartment related from the very beginning. He didn't contribute to the search, I had to front the deposits, He brought 0 furniture or household items with him other than three cast iron skillets. He hasn't cleaned, provided any form of shared goods (toilet paper, salt/pepper, cleaning supplies etc). He was not actually on our lease, as he had no credit history at the time of signing. His stepdad co-signed for him and E was listed as an occupant rather than a leasee. We almost lost the apartment because he does everything last minute and didn't get his step-dad to sign until the day before it was due. He has done this every single time we have resigned since then. (Pointing out that I can't afford to live on my own so I stayed with him as he is evil that I know as opposed to someone random who could have been worse lol)
When our lease renewal came around in SeptembeOctober 2023, I told him I would not be resigning a full years with him as my partner had the potential of moving and I would like to go with her. Skipping all of the unnecessary details, his step dad and I resigned a 6 month lease that ended on 5/31/24. Since resigning that lease, he has been to the apartment probably 4 times total, he hasn't stayed a single night. In March, we received our next renewal for another 6 months and I told him that I would not be resigning with him, and that my partner was going to be moving in since he wasn't actually even living here. He gave me a half believable story about staying with his parents since he works so far away (our apartment is 10-15 additional minutes). Since then, he has given me the silent treatment. I've asked him three times if we could discuss how we are going to split the items that we bought together. I sent him, and his stepdad, an itemized list of everything with current prices (or receipts from when we bought it in 2020 for the ones I could find) as a fourth try. Not a single response. Everything that I have sent to E has been texted as well as emailed and his step dad has been CC'ed. Important note, this entire time his step dad also hasn't said anything to me, but he did sign an addendum removing himself and E.
While all of this was going on, our complex emailed us (E, his stepdad, and I) saying that we were behind on rent. I verified with her that I have been paying my half. She sent me receipts showing that E hasn't paid his rent since March. It also shows that the entire time we have lived together, E has been chronically late on payments and has had multiple payments come back insufficient. Mildly infuriating, but not the current problem. I spoke with our complex about the situation and they have sent follow up emails. They reassured me that since I am not leaving, our shared account is not closing. The amount owed on his side can sit on the account until I leave, then it will go to collections and affect both his step dad and I.
It is now 6/2 and he has made 0 effort to come get his belongings, even though his lease ended two days ago so he no longer has a right to the apartment. The current active lease has myself and my partner on it, beginning on 6/1. My complex told me that in order to change our locks (since he still has keys), that I would need to go to the police and file for a "No Trespass Order". Yesterday, I went to our local police department to ask for a no trespass and what my rights are in regards to his items, as we are on a limited timeframe to get my partner moved in before she her current lease ends. I also wanted to ask about how we should handle his deposit, as my original message to E and his step dad stated that my partner would pay him directly for his half of the deposit one his belongings were removed.
The officer told me that since I don't own the property, I actually can't apply for a no trespass and that the complex will have to do it. He said the need to send E a letter stating they are filing against him, via certified mail. Then E must sign it and send it back so that can take it to the police department?? He won't even respond to a text, no way in hell he will sign a paper like that and mail it back. The officer told me that since his lease is up, his items are considered abandoned and that I can do with them what I want. I texted him (as well as emailed him and his step dad) yesterday and told he his has between 8-5pm today to come get his items or I will be removing them. I also told him that since his items are not removed, and he is still behind on rent, that he will not be receiving his deposit back and my partner will pay it directly to the complex to go toward his past due amount owed. Unsurprisingly, I received no response. It is now almost 10:00 am, he is not here. I am planning on selling his items (he has some good stuff) to pay for his rent.
I guess my main questions are:
  1. Under Massachusetts tenant law, isn't my complex supposed to change our locks when requested? All I can find online is that landlords are required by law if their tenant is being stalked, abused, ect.
  2. Will it come back on me if I sell his items and he shows up later this week to claim them?
  3. Will it come back on me if I do not return him his deposit?
Thanks for reading and any advice you may have!
Editing to add: E's mom is a police officer (I believe a chief?). His step dad is also a police officer himself, and moonlights as a lawyer....
submitted by avyne0pj to legaladvice [link] [comments]


2024.06.02 15:17 Capable_Property_414 My Top Templates for Effective Prompting new OpenAI model ChatGPT 4o.

Hey everyone!
Since OpenAI dropped GPT-4o, it’s been nothing short of a game-changer for anyone knee-deep in natural language processing. This update has seriously upped the game, offering capabilities that I found to be both exciting and incredibly useful, especially for us devs and content creators.
For those of you who thrive on the nitty-gritty: GPT-4 can handle up to 25,000 words of input and supports multiple languages. It’s been tested on professional exams like the SAT and GRE with scores that rival human performance. Plus, it can now interpret and generate from both text and images, which is pretty wild.
Enhanced Prompt Templates for ChatGPT-4o
To make the most out of ChatGPT-4o's advanced understanding and output capabilities, here are 10 detailed prompt templates designed for more complex and specific applications:
  1. Comprehensive Market Analysis:"Conduct a detailed market analysis for [industry/product] focusing on emerging trends, key competitors, and consumer behavior changes over the past year. Provide a SWOT analysis and predict future market movements based on current data."
  2. In-depth Legal Case Review:"Review the case of [case name] focusing on the implications of [specific legal principle or law]. Summarize the arguments presented by both sides, the final ruling, and its impact on future legal precedents in this area."
  3. Advanced Technical Explanation:"Explain the underlying technology of quantum computing, including the principles of qubit operation, quantum entanglement, and superposition. Discuss its potential applications and current limitations in the field of cybersecurity."
  4. Complex Software Development Task:"Outline a plan to develop a software application that integrates AI for predictive analytics in the [specific industry, e.g., healthcare, finance]. Detail the architectural design, the algorithms to be used, and data flow diagrams."
  5. Multifaceted Business Strategy Formulation:"Develop a comprehensive business strategy for a startup in the [specific sector] that is looking to expand into [target market]. Include market entry strategy, product differentiation, and a digital marketing plan with key performance indicators."
  6. Elaborate Scientific Research Proposal:"Draft a research proposal to investigate the effects of [specific environmental factor] on [specific species or ecological system]. Include hypothesis, research methodology, expected results, and potential implications for conservation efforts."
  7. Detailed Historical Analysis:"Provide a detailed historical analysis of the impact of [historical event] on [specific country or region]. Discuss the socio-economic and political changes that occurred as a result and how they have shaped current policies."
  8. Complex Problem Solving in Engineering:"Describe a step-by-step approach to designing a sustainable water purification system for a small island community using renewable energy sources. Include diagrams, required materials, and estimated energy consumption."
  9. Sophisticated Literary Critique:"Perform a detailed critique of [specific book or author], focusing on the use of symbolism and thematic development through the narrative. Compare this work with another literature piece from the same genre to highlight stylistic differences."
  10. Advanced Programming Challenge:"Generate a complete code in [specific programming language] for a system that automates real-time data collection and analysis from IoT devices. Include error handling, data security measures, and API integration for scalability."
These templates are designed to prompt responses that utilize GPT-4o’s enhanced capabilities for handling complex inputs and generating detailed, coherent, and contextually accurate outputs. Each template can be adapted to fit specific requirements and scenarios, offering a robust foundation for advanced interaction with the AI.
If you need a more curated list or are looking for specific templates across a variety of applications, head over to PromptZone for a comprehensive collection of prompts. This resource is designed to help you dive even deeper into the possibilities with GPT-4o, enhancing your productivity and creativity in any project you undertake.
submitted by Capable_Property_414 to PromptEngineering [link] [comments]


2024.06.02 15:15 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DungeonMasters [link] [comments]


2024.06.02 15:14 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DMToolkit [link] [comments]


2024.06.02 15:14 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DungeonsAndDragons [link] [comments]


2024.06.02 15:13 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
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