Special lettering

Calligraphy

2010.03.08 21:17 tribute Calligraphy

/Calligraphy is a community for people interested in the art of beautiful writing. Whether you've been writing for decades or are looking to pick up the pen for the first time, we invite you to join us! Check out the wiki & beginner's guide: https://www.reddit.com/Calligraphy/wiki/beginners
[link]


2012.02.07 14:21 MikeTheStone /r/Scribes - A place for calligraphers

A place for calligraphers to engage with others in an atmosphere fostering constructive critique, sharing of ideas and techniques, and showcases of excellent artwork.
[link]


2024.06.02 20:02 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

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Wishlist
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  • 10 Second Ninja X
  • 11-11 Memories Retold
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  • Slain: Back from Hell
  • Slap City
  • Slash It
  • Slash It 2
  • Slash It Ultimate
  • Slay the Spire
  • Small World
  • Smart Factory Tycoon
  • Smile For Me
  • Smoke and Sacrifice
  • Smoke and Sacrifice
  • Smushi Come Home
  • Snail bob 2 tiny troubles
  • Sniper Elite 3
  • Sniper Elite 3 + Season Pass DLC
  • Sniper Elite 4 Deluxe Edition
  • Sniper Ghost Warrior 3 - Season Pass Edition
  • Sniper Ghost Warrior Contracts
  • Snooker 19
  • SONG OF HORROR COMPLETE EDITION
  • Songs of Conquest
  • Sonic Adventure 2
  • Sonic Adventure DX
  • Sonic and SEGA All Stars Racing
  • Sonic Generations Collection
  • Soulblight
  • Souldiers
  • SOULSTICE
  • Soundfall
  • Source of Madness
  • Spartan Fist
  • Spec Ops
  • Speed Limit
  • Spelunx and the Caves of Mr. Seudo
  • Spidersaurs
  • Spin Rush
  • Spirit Hunter: Death Mark
  • Spirit of the Island
  • Spirit of the North
  • Spring Bonus
  • Spyro Reignited Trilogy
  • Stairs
  • Star Trek Prodigy: Supernova
  • STAR WARS - Knights of the Old Republic
  • STAR WARS - The Force Unleashed Ultimate Sith Edition
  • Star Wolves
  • Starbound
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Still There
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategic Mind: Blitzkrieg
  • Strategic Mind: Fight for Freedom
  • Strategic Mind: Spectre of Communism
  • Strategic Mind: Spirit of Liberty
  • Strategy & Tactics: Wargame Collection
  • Streamer Life Simulator
  • Street Fighter 30th Anniversary Collection
  • Street Fighter V
  • Strider
  • Strikey Sisters
  • Struggling
  • Stubbs the Zombie in Rebel Without a Pulse
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • SWINE HD Remaster
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Taiji
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Talk to Strangers
  • Tallowmere
  • Talos Principle (Gold)
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • TERRAFORMERS
  • Terratech Deluxe Edition
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Addams Family: Mansion Mayhem
  • The Adventure Pals
  • The Amazing American Circus
  • The Ambassador: Fractured Timelines
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Beast inside
  • The Blackout Club
  • The Callisto Protocol™
  • The Chess Variants Club
  • The Citadel
  • The Colonists
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Elder Scrolls Online
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • The haunted island, A frog detective
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Knight Witch
  • The Last Campfire
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Occupation
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry
  • The Quarry deluxe
  • The Ramp
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Shapeshifting Detective
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • The Uncertain: Last Quiet Day
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tom Clancy's The Division™
  • Tom Clancy's The Division™ - Survival!
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Tower Unite
  • Trail Out
  • Trailblazers
  • Trailmakers
  • Trailmakers Deluxe Edition
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • TRANSFORMERS: BATTLEGROUNDS
  • Transport INC
  • Treasure Hunter Simulator
  • TRIBES OF MIDGARD
  • Trine 4: The Nightmare Prince
  • Trinity Fusion
  • Trollhunters: Defenders of Arcadia
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Underhero
  • Unexplored 2: The Wayfarer's Legacy
  • Unity of Command: Stalingrad Campaign
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire - The Masquerade: Shadows of New York
  • Vampire Survivors
  • Vane
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria 3
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wanted: Dead
  • Wargroove
  • Warhammer 40,000 Sanctus Reach - Complete Edition
  • Warhammer 40,000: Armageddon - Imperium Complete
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Warstone TD
  • Wasteland 3
  • Wayward
  • WE NEED TO GO DEEPER
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • Werewolf: The Apocalypse Heart of the Forest
  • West of Dead
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Worms Rumble
  • Worms Rumble + Legends Pack
  • Wrath: Aeon of Ruin
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yakuza: Like A Dragon
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
  • Zwei: The Arges adventure
  • Zwei: The ilvard insurrection
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to indiegameswap [link] [comments]


2024.06.02 20:02 calvin324hk [H] 1000+ Games / DLCs / VR Games [W] Paypal / Wishlist / Offers

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
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Wishlist
Region: NA (Canada)
Fees on buyer if any, currency is USD unless specified
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
  • 60 Parsecs
  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
  • 9 Years of Shadows
  • 911 Operator
  • A Game of Thrones: The Board Game
  • A Hat in Time
  • A Hole New World
  • A JUGGLER'S TALE
  • A Long Way Down
  • A PLAGUE TALE: INNOCENCE
  • A Robot Named Fight!
  • A Tale for Anna
  • A.I.M.2 Clan Wars
  • Abalon (Summoners Fate)
  • Above Snakes
  • ABZU
  • Ace Combat Assault Horizon Enhanced Edition
  • ADOM
  • Adore
  • Adventure Time: Pirates of the Enchiridion
  • Aeterna Noctis
  • AETHERIS
  • Agatha Christie Hercule Poirot The First Cases
  • AIdol
  • Airborne Kingdom
  • Alba: A Wildlife Adventure
  • Alder's Blood: Definitive Edition
  • Alfred Hitchcock - Vertigo
  • Alien Breed Trilogy
  • Aliens vs. Predator™ Collection
  • All-Star Fruit Racing
  • Almost There: The Platformer
  • American Fugitive
  • American Truck Simulator
  • Amerzone: The Explorer’s Legacy
  • AMID EVIL
  • Amnesia rebirth
  • Amnesia: The Dark Descent + Amnesia: A Machine for Pigs
  • Anomalous
  • Another World – 20th Anniversary Edition
  • Antigraviator
  • Anuchard
  • APICO
  • APICO
  • Aragami
  • Aragami 2
  • Arboria
  • Arcade Paradise
  • Arcade Paradise - Arcade Paradise EP
  • Arcade Spirits
  • Arkham Horror: Mother's Embrace
  • Armada 2526 Gold Edition
  • Army Men RTS
  • army of ruin
  • Arto
  • Ary and the Secret of Seasons
  • As Far as the Eye
  • Ascension to the Throne
  • Assemble With Care
  • Assetto Corsa Competizione
  • Assetto Corsa Ultimate Edition
  • Astebreed Definitive Edition
  • Astro Colony
  • Astronarch
  • Attack of the Earthlings
  • Automachef
  • Automobilista
  • Automobilista 2
  • AUTONAUTS
  • AUTONAUTS VS PIRATEBOTS
  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
  • AVICII Invector: Encore Edition
  • Awesomenauts All Nauts pack
  • Axiom Verge
  • Axiom Verge 2
  • Baba is you
  • Back 4 Blood
  • Back 4 blood (EU)
  • Backbone
  • Banners of Ruin
  • Bartlow's Dread Machine
  • Basement
  • Batbarian: Testament of the Primordials
  • Batman: Arkham Asylum Game of the Year Edition
  • Batman: Arkham Origins
  • Battle Royale Tycoon
  • Battlecruisers
  • Battlestar Galactica Deadlock
  • BATTLESTAR GALACTICA DEADLOCK SEASON ONE
  • Battlestar Galactica Deadlock: Complete
  • BATTLETECH MERCENARY COLLECTION
  • BATTLETECH Shadow Hawk Pack
  • BEAUTIFUL DESOLATION
  • Bee Simulator
  • BEFORE WE LEAVE
  • Beholder 2
  • Ben 10
  • Ben 10: Power Trip
  • Bendy and the Ink Machine™
  • Between the Stars
  • Beyond a Steel Sky
  • Beyond The Edge Of Owlsgard
  • BEYOND THE WIRE
  • Beyond: Two Souls
  • BIOMUTANT
  • Bionic Commando
  • BioShock: The Collection
  • BLACK BOOK
  • Black Moon Chronicles
  • Black Paradox
  • BLACK SKYLANDS
  • BLACKHOLE: Complete Edition
  • Blacksad: Under the Skin
  • Blade of Darkness
  • Blasphemous
  • Blazing Chrome
  • Blightbound
  • Blood And Zombies
  • Blood Rage: Digital Edition
  • Bloodstained: Ritual of the Night
  • Blue Fire
  • Bomber Crew
  • Boneless Zombie
  • Boomerang Fu
  • Borderlands 3
  • Borderlands 3 Super Deluxe
  • Borderlands 3 Super Deluxe Edition
  • Borderlands: The Handsome Collection
  • Bot Vice
  • Bounty of One
  • Brawlout
  • Breakout: Recharged
  • Breathedge
  • bridge constructor
  • Bridge constructor medieval
  • bridge constructor stunts
  • Broken Lines
  • Bug Fables: The Everlasting Sapling
  • BUILDER SIMULATOR
  • calico
  • Call of Duty® Modern Warfare 3™ (2011)
  • Call of Juarez: Gunslinger
  • Capitalism 2
  • Car Mechanic 2018
  • Car Mechanic Simulator 2015
  • Car Mechanic Simulator 2018
  • Cardboard Town
  • Castle Morihisa
  • castle storm
  • CastleStorm
  • Cat Cafe Manager
  • Catherine Classic
  • Caveblazers
  • Celeste
  • Centipede: Recharged
  • Cepheus Protocol
  • CHANGE: A Homeless Survival Experience
  • Charlie's Adventure
  • Chenso Club
  • Chernobylite: Enhanced Edition
  • Chess Ultra
  • Chicago 1930 : The Prohibition
  • Chivalry 2
  • Chop Goblins
  • Chorus
  • Chorus
  • Circuit Superstars
  • Cities Skylines + After Dark
  • Cities: Skylines
  • City of Beats
  • CivCity: Rome
  • Click and Slay
  • Cloud Gardens
  • Cloudpunk
  • Code Vein
  • Coffee Talk
  • Comedy Night
  • Command & Conquer Remastered (Origin)
  • Complete Dread X Collection
  • Conarium
  • Construction Simulator (2015) Deluxe Edition
  • Constructor Plus
  • Control
  • Cook, Serve, Delicious! 3
  • Cook, Serve, Delicious! 3?!
  • Cookie Cutter
  • cornucopia
  • Corridor Z
  • Cosmic Osmo and the Worlds Beyond the Mackerel
  • Cosmonautica
  • Crash Drive 2
  • Crash Drive 3
  • Creaks
  • Creepy Tale
  • Crookz the big heist
  • CROSSBOW: Bloodnight
  • Crush Your Enemies
  • Cube Runner
  • Cultist Simulator: Anthology Edition
  • Curse: The Eye of Isis
  • Cyber Ops
  • Cybercube
  • Danger Scavenger
  • Dark Deity
  • Dark Future
  • Darkwood
  • DARQ: Complete Edition
  • Day of the Tentacle Remastered
  • days of war definitive edition
  • DC League of Super-Pets: The Adventures of Krypto and Ace
  • DC's Justice League: Cosmic Chaos
  • Dead by Daylight
  • Dead Estate
  • Dead Rising 2
  • Deadly Days
  • Dear Esther: Landmark Edition
  • DEATH STRANDING DIRECTOR'S CUT
  • Death's Gambit
  • Deceased
  • DECEIVE INC.
  • Degrees of Separation
  • Deleveled
  • Delicious! Pretty Girls Mahjong Solitaire
  • Deliver Us The Moon
  • Demetrios - Deluxe Edition
  • Depraved
  • DESCENDERS
  • Desert Child
  • DESOLATE
  • Destiny 2: Beyond Light
  • DESTROYER: THE U-BOAT HUNTER
  • Detention
  • Devil May Cry HD Collection
  • Devilated
  • Dicey Dungeons
  • Dirt 5
  • dirt rally
  • Dirt Rally 2.0
  • Disaster Band
  • Disciples III: Reincarnation
  • Disjunction (GOG)
  • DISTRAINT 2
  • Distrust
  • DmC: Devil May Cry
  • Do Not Feed the Monkeys
  • Don't Be Afraid
  • Doomed Lands
  • Door Kickers: Action Squad
  • Doorways: Prelude
  • Downfall
  • Dragons Dogma Dark Arisen
  • Dragon's Dogma: Dark Arisen
  • Drake Hollow
  • Draugen
  • Draw Slasher
  • Drawful 2
  • Dreams in the Witch House
  • Dreamscaper
  • DreamWorks Dragons: Dawn of New Riders
  • DreamWorks Dragons: Legends of the Nine Realms
  • DRIFT21
  • Driftland: The Magic Revival
  • drive!drive!drive!
  • Drone Swarm
  • Due Process
  • Duke Nukem: Manhattan Project
  • Duke of Alpha Centauri
  • Dungeon Rushers
  • Dungeons 2
  • Dungeons 3
  • DUSK
  • Dusk Diver
  • Dust to the End
  • Dynopunk
  • Earth Defense Force 4.1 The Shadow of New Despair
  • Eastern Exorcist
  • Eastward
  • Effie
  • Eiyuden Chronicle: Rising
  • El Matador
  • Elderand
  • Elderborn
  • ELDEST SOULS
  • Electrician Simulator
  • Elemental Survivors
  • Elex
  • Elex II
  • Elite Dangerous
  • Embr
  • Empire: Total War - Definitive Edition
  • Empyrion - Galactic Survival
  • ENCASED: A SCI-FI POST-APOCALYPTIC RPG
  • Encodya (GOG)
  • Endless Space 2
  • Endless Space 2 - Digital Deluxe Edition
  • Endless Space® 2 - Digital Deluxe Edition
  • Endzone - A World Apart
  • Epistory - Typing Chronicles
  • Escape the backrooms
  • Eternal Threads
  • Etherborn
  • Europa Universalis IV
  • European Ship Simulator
  • Everdream Valley
  • Evil Genius 2: World Domination
  • Exorder
  • EXPEDITIONS: ROME
  • Explosionade
  • F1 2018
  • F1 2019 Anniversary Edition
  • F1 2020
  • F1 RACE STARS Complete Edition Include DLC
  • Fable Anniversary
  • Factory Town
  • Fallback uprising
  • Family Man
  • Family Mysteries 3: Criminal Mindset
  • Fantasy Blacksmith
  • FARMER'S DYNASTY
  • Farming Simulator 17
  • Farming Simulator 19
  • Fast & Furious: Spy Racers Rise of SH1FT3R
  • Fictorum
  • Field of Glory II
  • Fights in Tight Spaces
  • Filthy Animals Heist Simulator
  • Firefighting Simulator - The Squad
  • Fishing Adventure
  • Flashback
  • FLATLAND Vol.2
  • FlatOut
  • FLING TO THE FINISH
  • Floppy Knights
  • Fluffy Horde
  • FOBIA - ST. DINFNA HOTEL
  • For the King
  • Forgive me Father
  • Forts
  • Framed Collection
  • Fred3ric
  • Fresh Start Cleaning Simulator
  • Friends vs Friends
  • Frogun
  • From Space
  • From the Depths
  • Frostpunk: Game of the Year Edition
  • Frozenheim
  • Fun with Ragdolls: The Game
  • Funtasia
  • Fury Unleashed
  • Gamedec - Definitive Edition
  • Gang Beasts
  • GARAGE bad trip
  • Garden Story
  • Garfield Kart
  • GAS STATION SIMULATOR
  • Gelly Break Deluxe
  • Genesis Alpha One Deluxe Edition
  • Gevaudan
  • Ghost Song
  • Ghostrunner
  • Giana Sisters 2D
  • GIGA WRECKER
  • Gigantosaurus: Dino Kart
  • Glitch Busters: Stuck On You
  • Gloria Victis
  • Go Home Dinosaurs
  • Goat of Duty
  • Godlike Burger
  • Godstrike
  • Going Under
  • Golf Gang
  • Golf It!
  • Gone Home + Original Soundtrack
  • Good Knight
  • Gotham Knights
  • GREAK: MEMORIES OF AZUR
  • GREEDFALL
  • Gremlins, inc
  • grey goo
  • GRID - 2019
  • grid ultimate
  • GRIP: Combat Racing
  • Gungrave G.O.R.E
  • Guppy
  • Guts and glory
  • GYLT
  • Hacknet
  • Haegemonia: Legions of Iron
  • Hamilton's Great Adventure
  • Hammerting
  • Hammerwatch
  • Hands of Necromancy
  • Havsala: Into the Soul Palace
  • Headsnatchers
  • Heartwood Heroes
  • Heat Signature
  • Heaven's Vault
  • Helheim Hassle
  • Hell Let Loose
  • Hellblade: Senua's Sacrifice
  • Hellbound
  • Hellpoint
  • Hellslave
  • Hellstuck: Rage With Your Friends
  • Hero of the Kingdom III
  • Hero of the Kingdom: The Lost Tales 2
  • Heroes of Hammerwatch
  • Heros hour
  • Hexologic
  • Hidden & Dangerous 2: Courage Under Fire
  • Hidden & Dangerous: Action Pack
  • Hidden Deep
  • Hi-Fi Rush
  • High On Life
  • Hitman (2016) Game of the Year Edition
  • HITMAN 2 - Gold Edition
  • Hoa
  • Hob
  • Hollow Knight
  • Holy Potatoes! A Spy Story?!
  • Home Sweet Home
  • Home Sweet Home EP2
  • Homestead Arcana
  • Hood: Outlaws & Legends
  • Hoplegs
  • Hot Tin Roof: The Cat That Wore A Fedora
  • HOT WHEELS UNLEASHED ™
  • Hotel Transylvania 3: Monsters Overboard
  • Hotel Transylvania: Scary-Tale Adventures
  • Hotshot Racing
  • House Flipper
  • How to Survive 2
  • Hue
  • Human: Fall Flat
  • HUMANKIND DEFINITIVE EDITION
  • Hungry Flame
  • Hyper Knights
  • I am Bread
  • I Am Fish
  • I am not a Monster: First Contact
  • I Hate Running Backwards
  • ibb & obb Double Pack
  • ICBM
  • Ice Age Scrat's Nutty Adventure
  • Ice Age: Scrat's Nutty Adventure
  • Ice Lakes
  • Impostor Factory
  • IN SOUND MIND
  • Indivisible
  • INDUSTRIA
  • Infectonator 3: Apocalypse
  • Infinite Beyond The Mind
  • Injustice 2 Legendary Edition
  • Insane 2
  • INSOMNIA: The Ark
  • Internet Cafe Simulator
  • Internet Cafe Simulator 2
  • Interstellar Space: Genesis
  • Iris and the Giant
  • Iron Fisticle
  • Iron Harvest
  • Ittle Dew
  • Ittle Dew 2+
  • Jack Move
  • Jackbox party pack 2
  • Jackbox party pack 5
  • JANITOR BLEEDS
  • Joint Task Force
  • Jotun: Valhalla Edition
  • Journey For Elysium
  • Journey to the Savage Planet
  • JUMANJI: The Video Game
  • Jupiter Hell
  • Jurassic Park: The Game
  • Jurassic World Evolution
  • Jurassic World Evolution 2
  • JUST CAUSE 4: COMPLETE EDITION
  • Just Die Already
  • Kardboard Kings: Card Shop Simulator
  • Keep Talking and Nobody Explodes
  • Ken Follett's The Pillars of the Earth
  • Kentucky Route Zero - Season Pass Edition
  • Kerbal Space Program
  • Kill it with Fire
  • Killing Floor 2 Digital Deluxe Edition
  • Killing Room
  • Kingdom Two Crowns
  • Kingdom: New Lands
  • King's Bounty: Crossworlds
  • Knights of Pen & Paper 2
  • Knock-knock
  • Koi-Koi Japan [Hanafuda playing cards] *Koi-Koi Japan : UKIYOE tours Vol.1 DLC *Koi-Koi Japan : UKIYOE tours Vol.2 DLC *Koi-Koi Japan : UKIYOE tours Vol.3 DLC
  • Konung 2
  • KungFu Kickball
  • Labyrinthine
  • Lair of the Clockwork God
  • Laserlife
  • Last Kids on Earth and the Staff of Doom
  • LAST OASIS
  • Lawn Mowing Simulator
  • Layers of Fear: Masterpiece Edition
  • Lead and Gold: Gangs of the Wild West
  • Learn Japanese To Survive! Hiragana Battle
  • Learn Japanese To Survive! Katakana War
  • Learn Japanese to Survive! Trilogy
  • Legend of Keepers
  • LEGION TD 2 - MULTIPLAYER TOWER DEFENSE
  • LEGION TD 2 - MULTIPLAYER TOWER DEFENSE.
  • Leisure Suit Larry - Wet Dreams Don't Dry
  • Leisure Suit Larry 1-7
  • Lemnis Gate
  • Lemon Cake
  • lethal league blaze
  • Let's School
  • Levelhead
  • Liberated (GOG)
  • Life is Strange Complete Season (Episodes 1-5)
  • Light Fairytale Episode 1
  • Light Fairytale Episode 2
  • LIGHTMATTER
  • Little dragons cafe
  • Little Hope
  • Little Inner Monsters - Card Game
  • Little Misfortune
  • Little Nightmares
  • Little Nightmares Complete Edition
  • Livelock
  • Loop Hero
  • Loot River
  • Looterkings
  • Lornsword Winter Chronicle
  • Lost Castle
  • Love Letter
  • Lovecraft's Untold Stories
  • Lovely planet arcade
  • Lucius 2
  • Lucius 3
  • Ludus
  • Lumberhill
  • LunarLux
  • Lust for Darkness
  • Lust from Beyond: M Edition
  • Mad Experiments: Escape Room
  • Mad Max
  • Mafia Definitive Edition
  • Mafia iii
  • Mafia: Definitive Edition
  • Magenta Horizon
  • Mahjong Pretty Girls Battle
  • Mahjong Pretty Girls Battle : School Girls Edition
  • Maid of Sker
  • Mail Time
  • Maize
  • Maneater
  • Marooners
  • MARSUPILAMI - HOOBADVENTURE
  • Marvel's Avengers - The Definitive Edition
  • Mato Anomalies
  • Max Payne 3
  • Mechs & Mercs: Black Talons
  • Medieval II: Total War - Definitive Edition
  • Medieval: Total War Collection
  • MEEPLE STATION
  • Men of War
  • MERCHANT OF THE SKIES
  • METAL HELLSINGER
  • Metal Hellsinger
  • Metro Exodus
  • Metro last light
  • Metro: Last Light Redux
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-earth: Shadow of Mordor GOTY
  • Middle-Earth: Shadow of War Definitive Edition
  • MIDNIGHT PROTOCOL
  • Mighty Switch Force! Collection
  • Milky Way Prince - The Vampire Star
  • MIND SCANNERS
  • Ministry of Broadcast
  • Minute of Islands
  • Miscreated
  • Mists of Noyah
  • MKXL
  • Mob Factory
  • Mob Rule Classic
  • Monaco
  • Monster Hunter: Rise
  • Monster Slayers - Complete Edition
  • Monstrum
  • Monstrum 2
  • Moon Hunters
  • Moons of Madness
  • MORDHAU
  • Mordheim: City of the Damned
  • Mortal Kombat 11 Ultimate Edition
  • MORTAL KOMBAT XL
  • Mortal Shell
  • Motorcycle Mechanic Simulator 2021
  • Mr. Run and Jump
  • MudRunner
  • Murder Mystery Machine
  • My Big Sister
  • My Friend Peppa Pig
  • My Little Universe
  • My Lovely Wife
  • My Summer Adventure: Memories of Another Life
  • My Time At Portia
  • Mythforce
  • N++ (NPLUSPLUS)
  • Napoleon: Total War - Definitive Edition
  • NARUTO TO BORUTO: SHINOBI STRIKER
  • Necesse
  • NECROMUNDA: HIRED GUN
  • Necronator: Dead Wrong
  • NecroVisioN: Lost Company
  • NecroWorm
  • Neighbours back From Hell
  • Nelly Cootalot: Spoonbeaks Ahoy! HD
  • Neon Space
  • Neon Space 2
  • Neon Sundown
  • Nephise: Ascension
  • Neurodeck : Psychological Deckbuilder
  • Never Alone Arctic Collection (w/ Foxtales DLC and FREE Soundtrack)
  • Neverinth
  • Neverout
  • Neverwinter Nights: Complete Adventures
  • Newt One
  • Nexomon: Extinction
  • Nigate Tale
  • Nimbatus - The Space Drone Constructor
  • Nine Parchments
  • Nine Witches: Family Disruption
  • Nioh 2: The Complete Collection
  • No Straight Roads: Encore Edition
  • No Time to Relax
  • Nomad Survival
  • Nongunz: Doppelganger Edition
  • Noosphere
  • Northgard
  • Northmark: Hour of the Wolf
  • Nostradamus: The Last Prophecy
  • not the robots
  • Not Tonight
  • Nurse Love Addiction
  • Nurse Love Syndrome
  • Nusakana
  • Obduction
  • Obey Me
  • Observer: System Redux
  • Occultus - Mediterranean Cabal
  • Odallus: The Dark Call
  • Oddworld: New 'n' Tasty
  • One Finger Death Punch 2
  • One Hand Clapping
  • One More Island
  • One Step From Eden
  • One Step From Eden (Region locked)
  • Orbital Racer
  • Organs Please
  • Orwell: Ignorance is strength
  • Out of Reach: Treasure Royale
  • Out of Space
  • Overclocked: A History of Violence
  • Overcooked! 2 + Too Many Cooks + Surf 'n' Turf pack
  • Overlord: Ultimate Evil Collection
  • Overpass
  • Overruled
  • OZYMANDIAS: BRONZE AGE EMPIRE SIM
  • Pac-Man Museum +
  • Pan'Orama
  • Panty Party
  • Panzer Corps 2
  • Panzer Paladin
  • PARADISE LOST
  • Parkan 2
  • PARTISANS 1941
  • Passpartout 2: The Lost Artist
  • Path of Giants
  • Pathfinder: Wrath of the Righteous
  • Patron
  • Paw Patrol: On A Roll!
  • Paw Paw Paw
  • Paws of Coal
  • Peaky Blinders: Mastermind
  • PER ASPERA
  • PGA 2K21
  • Pharaonic
  • Pixplode
  • Pizza Connection 3
  • Plague tale
  • Planescape: Torment Enhanced Edition
  • Planet Alcatraz
  • PLANET ZOO
  • PlateUp!
  • Pogostuck: Rage With Your Friends
  • Poker Pretty Girls Battle: Texas Hold'em
  • Police Stories
  • Poly Island
  • Post Void
  • POSTAL 2
  • POSTAL 2: Paradise Lost DLC
  • POSTAL Redux
  • POSTAL: Brain Damaged - Connoisseur Edition
  • Power Rangers: Battle for the Grid
  • Prank Call
  • Prehistoric Kingdom
  • Pretty Girls Mahjong Solitaire
  • Pretty Girls Panic!
  • Prey
  • Primal Carnage: Extinction
  • Princess Kaguya: Legend of the Moon Warrior
  • Pro Cycling Manager 2020
  • Prodeus
  • Project CARS - GOTY Edition
  • Project Warlock
  • Project Wingman (EU)
  • PROJECT WINTER
  • Propnight
  • Pseudoregalia
  • PULSAR: The Lost Colony
  • qomp
  • Quadrilateral Cowboy
  • Quake II
  • Quake II
  • Quantum Break
  • Quern - Undying Thoughts
  • Radio Commander
  • RAGE
  • RAILROAD CORPORATION
  • Railroad Tycoon 3
  • Railroad Tycoon II Platinum
  • Railway Empire
  • Rain World
  • Rayon Riddles - Rise of the Goblin King
  • Re: Legend
  • REBEL COPS
  • Rebel Galaxy
  • Rebel Galaxy Outlaw
  • Recipe For Disaster
  • Red Faction Guerrilla Re-Mars-tered
  • Red Faction: Armageddon
  • Red Riding Hood - Star Crossed Lovers
  • Red Ronin
  • RED SOLSTICE 2: SURVIVORS
  • Redout Complete Bundle
  • Redout: Enhanced Edition
  • Redout: Enhanced Edition + DLC pack
  • Regular Human Basketball
  • REKT! High Octane Stunts
  • Relicta
  • REMNANT: FROM THE ASHES - COMPLETE EDITION
  • Republique
  • Rescue Party: Live!
  • Resident Evil 0 HD REMASTER
  • Resident Evil 5 Gold Edition
  • Resident Evil 7 Biohazard
  • Resident Evil Revelations
  • Resort Boss: Golf
  • Retimed
  • RETROWAVE
  • rFactor 2
  • RiME
  • Ring of Pain
  • Rise of Industry + 2130 DLC
  • Rise of the Slime
  • Rising Storm 2: Vietnam + 2 DLCs
  • River City Girls
  • River City Ransom: Underground
  • Roarr! Jurassic Edition
  • Roboquest
  • Robot Squad Simulator 2017
  • Rogue : Genesia
  • ROGUE HEROES: RUINS OF TASOS
  • ROGUE LORDS
  • Rogue Stormers
  • rollercoaster tycoon 2
  • ROTASTIC
  • Roundguard
  • ROUNDS
  • RUNNING WITH RIFLES
  • Rustler
  • Ryse: Son of Rome
  • S.W.I.N.E. HD Remaster
  • Sailing Era
  • Saint Row
  • SAINTS ROW
  • Saints Row IV
  • Saints Row The Third
  • Saints Row: Gat Out of Hell
  • Saints Row: The Third Remastered
  • Sam and Max Devil's Playhouse
  • SAMUDRA
  • Sands of Aura
  • Sands of Salzaar
  • Saturday Morning RPG
  • Scarlet Tower
  • Scars Above
  • Scorn
  • SCP: 5K
  • SCUM
  • SEARCH PARTY: Director's Cut
  • Second Extinction
  • Secret Government
  • Serious Sam 3 Bonus Content DLC, Serious Sam 3: Jewel of the Nile, and Serious Sam 3: BFE
  • SEUM speedrunners from hell
  • SEUM: Speedrunners from Hell
  • Severed Steel
  • Shadow Tactics: Aiko's Choice
  • Shadowgate
  • Shadows Awakening
  • SHADOWS: AWAKENING
  • Shape of the World
  • She Sees Red - Interactive Movie
  • Shenmue I & II
  • SHENZHEN I/O
  • Shift Happens
  • Shing!
  • Shining Resonance Refrain
  • Shoppe Keep 2
  • Shoppe Keep 2 - Business and Agriculture RPG Simulation
  • Shotgun King: The Final Checkmate
  • Sid Meier's Civilization VI
  • Sid Meier's Railroads!
  • Sifu Deluxe Edition Upgrade Bundle (EPIC)
  • Silver Chains
  • SimCity 4 Deluxe Edition
  • Sinking Island
  • SINNER: Sacrifice for Redemption
  • Siralim Ultimate
  • Size Matters
  • Skautfold Chapters 1-4
  • Skullgirls 2nd Encore
  • Slain: Back from Hell
  • Slap City
  • Slash It
  • Slash It 2
  • Slash It Ultimate
  • Slay the Spire
  • Small World
  • Smart Factory Tycoon
  • Smile For Me
  • Smoke and Sacrifice
  • Smoke and Sacrifice
  • Smushi Come Home
  • Snail bob 2 tiny troubles
  • Sniper Elite 3
  • Sniper Elite 3 + Season Pass DLC
  • Sniper Elite 4 Deluxe Edition
  • Sniper Ghost Warrior 3 - Season Pass Edition
  • Sniper Ghost Warrior Contracts
  • Snooker 19
  • SONG OF HORROR COMPLETE EDITION
  • Songs of Conquest
  • Sonic Adventure 2
  • Sonic Adventure DX
  • Sonic and SEGA All Stars Racing
  • Sonic Generations Collection
  • Soulblight
  • Souldiers
  • SOULSTICE
  • Soundfall
  • Source of Madness
  • Spartan Fist
  • Spec Ops
  • Speed Limit
  • Spelunx and the Caves of Mr. Seudo
  • Spidersaurs
  • Spin Rush
  • Spirit Hunter: Death Mark
  • Spirit of the Island
  • Spirit of the North
  • Spring Bonus
  • Spyro Reignited Trilogy
  • Stairs
  • Star Trek Prodigy: Supernova
  • STAR WARS - Knights of the Old Republic
  • STAR WARS - The Force Unleashed Ultimate Sith Edition
  • Star Wolves
  • Starbound
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Still There
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategic Mind: Blitzkrieg
  • Strategic Mind: Fight for Freedom
  • Strategic Mind: Spectre of Communism
  • Strategic Mind: Spirit of Liberty
  • Strategy & Tactics: Wargame Collection
  • Streamer Life Simulator
  • Street Fighter 30th Anniversary Collection
  • Street Fighter V
  • Strider
  • Strikey Sisters
  • Struggling
  • Stubbs the Zombie in Rebel Without a Pulse
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • SWINE HD Remaster
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Taiji
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Talk to Strangers
  • Tallowmere
  • Talos Principle (Gold)
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • TERRAFORMERS
  • Terratech Deluxe Edition
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Addams Family: Mansion Mayhem
  • The Adventure Pals
  • The Amazing American Circus
  • The Ambassador: Fractured Timelines
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Beast inside
  • The Blackout Club
  • The Callisto Protocol™
  • The Chess Variants Club
  • The Citadel
  • The Colonists
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Elder Scrolls Online
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • The haunted island, A frog detective
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Knight Witch
  • The Last Campfire
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Occupation
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry
  • The Quarry deluxe
  • The Ramp
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Shapeshifting Detective
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • The Uncertain: Last Quiet Day
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tom Clancy's The Division™
  • Tom Clancy's The Division™ - Survival!
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Tower Unite
  • Trail Out
  • Trailblazers
  • Trailmakers
  • Trailmakers Deluxe Edition
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • TRANSFORMERS: BATTLEGROUNDS
  • Transport INC
  • Treasure Hunter Simulator
  • TRIBES OF MIDGARD
  • Trine 4: The Nightmare Prince
  • Trinity Fusion
  • Trollhunters: Defenders of Arcadia
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Underhero
  • Unexplored 2: The Wayfarer's Legacy
  • Unity of Command: Stalingrad Campaign
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire - The Masquerade: Shadows of New York
  • Vampire Survivors
  • Vane
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria 3
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wanted: Dead
  • Wargroove
  • Warhammer 40,000 Sanctus Reach - Complete Edition
  • Warhammer 40,000: Armageddon - Imperium Complete
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Warstone TD
  • Wasteland 3
  • Wayward
  • WE NEED TO GO DEEPER
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • Werewolf: The Apocalypse Heart of the Forest
  • West of Dead
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Worms Rumble
  • Worms Rumble + Legends Pack
  • Wrath: Aeon of Ruin
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yakuza: Like A Dragon
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
  • Zwei: The Arges adventure
  • Zwei: The ilvard insurrection
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
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2024.06.02 19:45 Opposite-Mark5346 Final Fantasy 14 Reveals New Information About Dawntrail Raid and Field Operation

Final Fantasy 14 recently updated its Dawntrail special site with new details about the Arcadion raid, as well as a name for the location of the Field Operation – Shades’ Triangle. This information has given Final Fantasy 14 Final Fantasy 14 recently updated its Dawntrail special site with new details about the Arcadion raid, as well as a name for the location of the Field Operation – Shades’ Triangle. This information has given Final Fantasy 14 fans a first look at what to expect in Dawntrail’s group content.
During Final Fantasy 14’s Fan Festivals, the critically-acclaimed MMORPG showed off The Arcadion, the eight-man endgame raid coming in Dawntrail. However, beyond a single screenshot featuring a cyberpunk skyline seemingly set in Final Fantasy 14’s new Solution Nine city, little was known about it.
RELATED

Final Fantasy 14 Gives Update on Payment Issues

As Final Fantasy 14 players continue experiencing payment issues with certain cards, Square Enix gives a follow-up on the situation.
Now, Final Fantasy 14 has given players a little more information about The Arcadion. According to some new text on the Final Fantasy 14 special site, The Arcadion is “a grand spectacle unlike any other,” where “the realm’s greatest fighters” risk their lives in an arena before a cheering crowd. From the look and sound of it, Final Fantasy 14: Dawntrail’s raid will be some sort of life-or-death tournament, likely located in or near Solution Nine.

FF14: Dawntrail Raid and Field Operation Descriptions

The special site update also revealed the first details about the upcoming Field Operation FF14 director and producer Naoki Yoshida previously confirmed for after Dawntrail. The description referenced a location called Shades’ Triangle – a nautical region known for being especially deadly to sailors who attempt to reach the mythical isle at its center. On the map of Etheirys, the location of Shades’ Triangle off the coast of Tural is similar to that of the Bermuda Triangle of the Americas, so it seems the new Field Operation is a reference to the real-life urban legend.
There is one more Life Letter from the Producer scheduled before the release of Dawntrail. Currently planned for June 14 – exactly two weeks before Final Fantasy 14 begins early access for Dawntrail. Yoshida has teased the first bosses, arenas, and music for raids in similar pre-expansion Live Letters, so players may see the same for The Arcadion in a few weeks. Information about the Field Operation may come later, as it is currently expected to be released in one of the Dawntrail content patches, rather than the expansion itself.
Either way, fans are excited to learn more about both of these group activities. While the Omega raid series came close, Final Fantasy 14 players haven’t had an actual anime-style tournament arc yet, so many can’t wait to find out what it will entail. The Bermuda Triangle is also a popular urban legend, so discovering what mysteries await within FF14's version will be an exciting adventure. Either way, it seems like Final Fantasy 14 fans have a lot to look forward to in Dawntrail.fans a first look at what to expect in Dawntrail’s group content.
During Final Fantasy 14’s Fan Festivals, the critically-acclaimed MMORPG showed off The Arcadion, the eight-man endgame raid coming in Dawntrail. However, beyond a single screenshot featuring a cyberpunk skyline seemingly set in Final Fantasy 14’s new Solution Nine city, little was known about it.
submitted by Opposite-Mark5346 to u/Opposite-Mark5346 [link] [comments]


2024.06.02 19:37 SparkyNest [H] River City Girls + Doom 64 +140 Steam Games [W] Want List or Paypal (from 0.80$ each)

    REP
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IGSRep +120 trades confirmed
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Payment through Paypal (USD) using Good & Services option. Not accepting other type of payment (bitcoin, Venmo, etc). If you want to pay using F&F option fees are on your own (I'm from EU).
     
Press Ctrl + F to search games in the list
   
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SPECIAL PACK This 12 games for 1$
  • Dock Clock
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5$ * Earth Defense Force 4.1 The Shadow of New Despair + a ton of DLC * DLC list here
   
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OFFER Buy 5 games of the this list for 3$
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submitted by SparkyNest to SteamGameSwap [link] [comments]


2024.06.02 19:37 SparkyNest [H] River City Girls + Doom 64 +140 Steam Games [W] Want List or Paypal (from 0.80$ each)

    REP
Steam profile
IGSRep +120 trades confirmed
SGS Flair +237 trades confirmed
GameTradeREP +24 trades confirmed
       
Payment through Paypal (USD) using Good & Services option. Not accepting other type of payment (bitcoin, Venmo, etc). If you want to pay using F&F option fees are on your own (I'm from EU).
     
Press Ctrl + F to search games in the list
   
  Want List
  • Huntdown
  • We Were Here Forever
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
 
   
   
SPECIAL PACK This 12 games for 1$
  • Dock Clock
  • Random Access Murder
  • Contaiment
  • imagine me
  • Western Press Mk Cans II Character DLC
  • Western Press
  • Gravity Badgers
  • Spirits
  • The Great Jitters: Pudding Panic
  • Galcon Fusion
  • Symphony
  • Nightsky
5$ * Earth Defense Force 4.1 The Shadow of New Despair + a ton of DLC * DLC list here
   
10$
Game deslisted from Steam
   
0.80$ each one
OFFER Buy 5 games of the this list for 3$
OFFER Buy 10 games of the this list for 4$
   
   
1.75$
   
submitted by SparkyNest to indiegameswap [link] [comments]


2024.06.02 19:21 Old-Counter-693 My ExGf told me to let her heal and not contact her again but congratulates me in social media a week later. I'm confused.

Why do I keep receiving mixed messages from her?
If your ex says to stop contacting them, why would they then find a way to get your attention soon after?
Is liking/high fiving your ex on social media the same as "contacting" them? Wouldn't that be a breach of "no contact"?
I broke NC twice over the course of four months by text/voice message. Two months in and one month after the first one. As the dumpee, I shouldn't have contacted her. Still, despite my moment of weakness, she responded soon after, we connected great and was always respectful of each other.
My first break in NC ( asked how she was and that I miss her; not proud moment for me) but resulted in her replying back to me quickly. I didn't respond because I was shoked she responded, honestly. She messaged me again that night. I respond. Resulted in her unloading all her feelings of missing me and loving me. We talk late into the night. We send loving letters to each other. This lasts one week, I manage to get a date arranged and she suddenly retreats and says she feels like she's stringing me along. Can't do this. We meet f2f and say goodbye. Mixed messages from her still. Touchy and lots of kisses from her. She says she is going to block me. I say good bye, but feel confused.
She texts me 2 days later: I can't stop thinking of you. I receive a letter 3 days later from her with photographs of us and that I'll always be special in her heart. I think she doesn't want me to forget about her. Still, I don't respond.
NC for a month.
2nd NC break- I message concerned about her well-being ( deadly flooding in her town). I had my reasons, and I still cared about her. My mistake? I still wasn't completely over her. She responds all is fine, etc. I tell her "great, take care". But she contacts me again that night. Asks to talk. Deja vu. Loves me. Misses me so much. Likes my message asking if she was ok. Came across respecting her boundaries as I said "take care". We talk a lot more and it turns into 2 weeks of contact, love, 2 dates, intimacy, and sex. Then she suddenly goes cold. I'm able to get her to open up without putting pressure on her. It was successful and she helped me understand she's struggling with self-esteem issues, self worth and depression. But one week later, she goes cold and She again tells me she sees no future, and wants us to stop. She lays blame on me for contacting her over the last few months and that she hasn't been allowed to fully heal. I feel TERRIBLE! Tells me to please not contact her, but I can send her letters sometime in the future. Says she loves me and goodbye.
One week later, she congratulates me on an achievement I made on a social media app which we are still together on (I am on her membership plan). I don't respond, and feel upset. It hits me this happened after my 1st failed NC. Despite her saying she would block me, she interacts with me over the next couple of weeks on the App congratulating me, etc. I delete my membership with her, finally. She still follows me on Instagram. I unfollowed her weeks ago.
Why did she congratulate me?? I thought she wanted me to leave her alone? It didn't help me heal either when she told me how much she loves me and random "I love you's" throughout the week from her. She's not the only one hurting! I don't doubt that she feels GUILT for having to end the relationship and break my heart in the process. Why tell me to stop contacting her but she leaves all these doors open? And I learn after the 2nd failed NC that her other Ex's still contact her from time to time (she tells them to stop, but never blocks).
I feel bad for her telling me I'm not allowing her to heal and that she wants to have good memories of me. I feel like I screwed all that up and she'll only have the bad break-up memories. I dunno. We were never mean or disrespectful during the post break-up. I think both of us were too vulnerable and didn't have strong enough boundaries. We still enjoy each other's company I think.
Extra Info: She's 23F, together one yr and broke up with me due to no longer seeing a future because of an age difference that her family wouldn't accept. I've been in denial because I convinced myself her family and friends not only took a toll on her, but she made the decision for them/ because of them. She told me she wanted to bring me home to her Family but couldn't because they reject me (despite not meeting me). But I have to accept the fact that she's still an adult and it was her DECISION to end our relationship.
While I am afraid I came across as needy with initiating the contact(but I never, ever begged or pleaded), I feel we both contributed to our struggles of letting go with her leading me on and her mixed messages.
I just think she believes that if I never contacted her in the first place, none of this would have happened.
submitted by Old-Counter-693 to ExNoContact [link] [comments]


2024.06.02 19:11 godgame98 What the fuck just happened to me

At about 3:30AM, I try to fall asleep, which should have been easy as i was very sleep deprived, but for some reason I hadn't been incredibly tired
I lay there tossing and turning, never getting comfortable or managing to keep my eyes shut as far as I can remember, yet somehow I had the most horrifying dream I have ever had in my life
I remember thinking of theses horrible things, and that a particular group of entities (definitely not human or anything that actually exists) was responsible for it. I saw myself as one of them, thinking of how fun it is to do these things, I don't remember what they were but I knew they were horrible and terrifying experiences for humans that were inflicted by these entities, I also knew that these entities found it funny and enjoyable, similar to how an immature kid would find it funny to ding dong ditch someone's house, this was not yet a dream, but rather a thought process that ran by me as I layed there
I'm seeing static-like flashes of color (not uncommon when I fall asleep normally) as I drift off, but I did not remember that part until well after the whole thing, this is likely my recollection of the moment when I finally got comfortable and tired enough to fall asleep
I was now in a dream, and almost instantly there were flashing images and vague "video clips" shown to me, I don't remember all of the details, but I knew they were definitely related to these entities and the events caused by them, at this point I had felt as though I was a human again, yet still found these events to be amusing. I had thought of my skin being removed from my body to be used as a disguise, though this was not paired with an image or "video" although there were still images flashing past me at the time, I saw this landscape made entirely of random letters or numbers, I'm not sure because I couldn't understand them whatsoever, and it looked entirely unrecognizable. I don't know how I knew it was a landscape, because I don't remember and destinct shapes that would differentiate it from a room or something, but I knew it was a landscape, i guess that could be an assumption due to the lack of walls, but that logic isn't followed later. The next thing I can remember in detail was the pictures and videos stopping, and I was in a room with my friend (we'll call him John) smoking a Cannabis Vape pen (note that during the time of this experience I was in the process of getting clean from cannabis for a drug test)
I had already taken plenty of puffs off of the device, although I didn't remember actually doing so, I knew I did. The flashing images prior had registered to me as hitting the vape pen, since I just hit a vape pen and I just saw flashing images, that must be what hitting the vape is. In the room with me was John as his younger self, standing clearly in the light, John at his current age, sitting in a chair half way into the darkness, but still mostly visible, a shadowy figure was sitting in a chair, closer to me than John (current age) and yet had no recognizable features due to the lack of visibility (he was under more light than either version of John, and yet was the least visible). There was also this stand in character, just a generic male human being who had nothing special about him, he was sitting in a chair under full light. Younger John has told me to hit the vape pen again and reached out to hand it to me (I don't know how he had it, i was holding it before he offered to let me hit it) and I said "I can't." Young John asked "Why?" and Older John said "Because he just got a job" (this doesn't make sense as that wouldn't stop me from smoking normally, since cannabis is legal in my place of residence). This is when I had noticed that there were 2 johns, but I kept my confusion to myself. At some point during this strange smoke session I had established that we had all taken a hallucinogenic drug of some sort, although I don't remember what details told me this. I had been made aware of this through conversation but I hadn't known what the drug was, and just assumed it was LSD (I have never used LSD, although I have a little experience with Psilocybin)
I had been awake somehow (or maybe dreaming of being awake) and had a thought that my laptop was just going to suddenly make loud noises, and delusionaly thought "if that happens I'll just scream for help"
After that the flashing images returned, this time accompanied by these weird garbled and somewhat static-like sounds that sounded similar to the sound system used on older video game consoles like the Gameboy, another landscape made of text, somehow unique from the previous one yet again having no identifying shapes. One image lasted particularly long and was shown to me after I had again though about the removal of my skin, it was still funny to me although this time I could feel it happening, a slice down the front half of my body and then the skin stretching to fit whatever was climbing inside of it, this had not felt painful, but very uncomfortable. The image I saw during this moment was a tall woman standing behind a bar, Hispanic with darker hair and gray eyes. The image was zooming in closer to her face. At first I had known it was a woman, then as I got closer I noticed that I couldn't tell what gender it was, then I started to notice that it wasn't human looking at all. It was at the time I noticed the that it wasn't human when the stretching sensation started, although I am not sure when exactly the slice that separated my skin was.
After that I had woken up, still not realizing that I had fell asleep, and no memory of the images or the strange smoke session with John at first, all I remembered was the image of the strange lady and the stretching sensation. I had realized that I was experiencing the start of a nightmare and didn't think to much of it, I just opened my door so some light from the living room tv could come into my room and so I knew I could make a noise loud enough to wake my parents if absolutely necessary. And after opening the door I had started regaining memory of the experience in part, starting from the end. Until I remembered the full dream state of the smoke session, I had thought that I hadn't yet fell asleep, and that I was only drifting out when these images occurred, once I did remember, I was immediately horrified. I checked the time and noticed that it was 4:30AM, an hour had passed even though I genuinely believed I was only laying there for 15 minutes at the most. From that point up until about 5:20AM when I decided to start typing this, I had been in an intense panic attack, I've experienced panic this intense before but it wasn't very often, although panic attacks in general are frequent for me, particularly at night.
I considered waking up my parents, but due to my lack of balance because of how shocking that occurrence was, and the fact that I knew I could manage the anxiety on my own, I just decided to sit there and cry for a while, sitting there just saying "what the fuck?"
It is now 5:51AM, I need some sleep for my shift at 4pm tomorrow (technically today but I say tomorrow because I haven't slept yet) so I'm going to go back to sleep, which should be a little easier than before because I actually feel tired now. I still see small spots of colors flashing around me, but not intensely, and not atypical of sleep deprived hallucinations in their earliest manifestation.
Update: I went to the bathroom before attempting to go back to sleep, in there I noticed that all of the muscles in and around my stomach were incredibly sore, I must have been incredibly tense for an extended period of time during the dream, I vomited up a small amount of stomach acid even though there should have been food from around 11PM that should have been there. After walking out of the bathroom I felt as though I was nowhere near tired enough to go to sleep, but I am currently ready to pass out as I type this, so I'm gonna go to sleep for real now, the time is 6:02AM
submitted by godgame98 to Weird_dreams [link] [comments]


2024.06.02 19:05 LawyerVet36 Here's Where It Begins - all in one spot...

If you came here from AITAH then you've possibly already read this... if not, this is the story of what unfolded after my Great Uncle Joe passed away, and what has turned into a crazy few days - and maybe a story that will continue for years to come.
A couple of days ago, my Joe passed away at the age of 92. The best way to describe Joe was “eccentric.” He was reclusive and very private, living on what I assume was the last little piece of our family’s property (my great-grandfather had amassed a large amount of land that had been sold off over the decades after his death). A lot of people thought he was a hermit, but I never saw him like that. To me, he was the most compassionate person I knew. He was wise, caring, and honestly the only person in the family that ever spent serious quality time with me.
Joe had always been the odd man out in our family. He was the youngest of three brothers – Alex, (who I’m named after) died in the Korean war and my grandfather Robert passed away when I was still in high school. My family never bothered to pay attention to Joe; he was never invited to family events. In fact, I think he was ignored because he lived a simple life in a shotgun house on what I guess was the last piece of land that my Great Grandfather (GG) had owned. I got the feeling that no one wanted to bother him, thinking he’d just cause them trouble or maybe ask them for money, but I spent a lot of time with him, and we shared many conversations about life, legacy, and the things that truly matter – he never appeared to need anything and certainly never asked me for money.
Now, a bit more backstory on the family. We’ve been in this area for generations, and there's a strong sense of unearned privilege among many of my relatives. Like I said earlier, my GG owned a lot of land, around 60,000 acres to be exact. It was fertile farmland, tracts of timber, and stretched into the mountains where he had leased out select areas for mining, and some of the most beautiful lakes and riverfront in the state. When he died, each of the brothers inherited 30,000 acres from their parents (1/2 to each surviving son of the 60,000 total acres of timberland, mining leases, and game land my GG owned). Our grandfather, like his brothers, sold off his share over the years. He lived large and was married three times, having children with each wife. By the time he died, he had sold off about half his land, and his children (including my father) each received a nice cash inheritance and split the remaining land among them equally.
This should have been plenty for most people to retire comfortably, but not for my family. Each of the children, my dad included, then sold off their land to fund their standard of living until finally there was nothing left. There was a lot of resentment among the uncles and aunts and particularly among the cousins who experienced different upbringings—some of whom had little to no memory of their grandfather and even less knowledge of the legacy my family had been gifted, and squandered. Joe was the only one that seemed to care about the family’s legacy and wanted to preserve some record of it. He would sit with me for hours telling stories. When I came back from Afghanistan and was slowly recovering from my injuries he came and saw me every day. He’d share stories and I’d write them down – I’ve got a heck of a collection to share with my children one day, if I’m ever lucky enough to meet the right lady.
From a young age, I was captivated by Joe's stories about his oldest brother, who died in the Korean War. There was an 18-year age difference between them, so they didn’t share many adventures, but Joe idolized his brother as a hero. Those stories inspired me deeply, and I was the only one in the family who chose to serve in the military. Joe was my biggest supporter during my service and, later, when I was injured and medically retired before I turned 30. After my recovery, Joe encouraged me to pursue a career that would make a difference. Ultimately, I decided to go back to college and attend law school. The two years of law school were a nice distraction from the physical and mental pain I brought back with me from the war, and I ultimately became an attorney advocating for veterans. Now I have a small practice in town and focus most of my efforts on pro-bono work (I’m comfortable on the few paying cases I take at a time and my military retirement). I live and work in a cool old space on our town’s main street that I lucked into at a super cheap rent.
This morning I got a call from my great-uncle’s attorney (who was also one of his only friends). I know him professionally, and he’s a good man – he feeds me the occasional client that’s not right for his firm, and we’ve got a good working relationship. He said that Joe had instructed him to prepare me to be ready to deal with some family drama after his will was read. He said Joe wanted me to know he loved me, that he had confidence that I’d do the right thing, and that he was sorry that I was the only one he could trust to handle “things” appropriately. Cryptic, right? Well, that was pretty much normal for Joe! Damn, I’m going to miss him, but I guess I already said that.
Joe always implied that I was the only one in the family that ever showed him any concern and that he’d never forget it, but we never talked about money or anything else; it wasn’t important to either of us. I think Joe made me realize how much more important it was to be a good man than a rich man and that nothing else ever really mattered. The rest of my family definitely doesn’t see it like this.
Like I said, Joe was the black sheep because he didn’t fit into the mold of privilege and entitlement. Most of the family didn’t treat him with the respect he deserved, and they really missed out on getting to know an amazing person. I will say though that Joe had a sharp wit and wasn’t shy about sharing his opinions of how my father and his siblings had treated the family’s legacy. There’s a part of me that thinks Joe might have set things up to mess with those who ignored him and didn’t honor their heritage and ancestors.
I’m not sure what to expect to come from this, but Joe was eccentric, not delusional – if he said that he was getting ready to deal me some “family drama” to deal with then I believe him, but honestly I can’t figure what it would be. Joe was a simple guy – he never worked that I knew of, and the times I asked him what he did for a living, he’d just tell me that he had my great-grandfather to thank for a nice life. I assume he’s referring to the land he sold off, giving him the means to just hunt, fish, raise his dogs (I’ll have to tell you about them sometime), and spend time with me. Maybe Joe managed to hold onto some cash and was going to make a big deal about what he was doing with it? I suppose some of the family might get spun up about that given the fact there is not much left from what my GG passed on?
I’ll know more tomorrow. The will is supposed to be read on Friday, and I’ll update you then. Maybe I’m worried about nothing, but I feel like I’m about to be in a battle, and I haven’t felt like this since Kabul. I know this isn’t an AITA post yet, but I guess I’m wondering if AIGTBTA – Am I Going To Be The Asshole?
*** MINI-UPDATE **\*
I've had several more calls from extended family asking if I knew anything and I still don't have anything concrete to share but it sounds like everyone over the age of 18 has been asked to come to the reading, that's a little unusual in my opinion but then again I don't know how long ago Joe wrote this will. By my count there could be up to 15 people there tomorrow.
I went to Joe's place to pick up his dog's stuff early this morning (he's living with me now) and as much as I'd have liked to nose around to try and figure out what's going on I have too much respect for him to do that (plus it's not my stuff). There was a stack of bound journals (he's the one that had me start journaling) and other documents on the dining table. Joe had set a note on top asking for them to be delivered to his attorney in the event he passed. I think he knew he wasn't coming back and set them out there so they wouldn't be overlooked when the family came in after he died. He was very concerned that a lot of family history was going to be forgotten when he died. I'll make sure that doesn't happen.
One thing did stick out as strange - the other reason I went by was to pick up his mail so I could drop it at his attorney's office this afternoon before the meeting tomorrow - lucky I did since he left that pile of stuff. Obviously I didn't open any mail, but I can say that it's not what I expected. He spent several days in the hospital before he died and I hadn't been back to his house since he went in, so I knew there would be about a week's worth of mail piled up. I figured it would be mostly bills and junk but several of the letters looked like checks from corporations, including a couple I'm personally familiar with. Maybe he did have more going on than I thought, but honestly it just wasn't ever something we talked about.
Last quick thing and nothing to do with the AITAH thing- only sharing because I'm actually personally excited about something that happened and this is taking the place of my journaling for a couple of day. About a month ago my high-school sweetheart moved back to town to take a position with the local hospital. She used to come to Joe's with me when we were in high school and Joe let us take his brother's car to go to Prom. He really liked her and she always said she enjoyed spending time with him too.
She was a year behind me in school. We tried to keep seeing each other after I enlisted but that almost never works out. After graduation she went to college, then medical school, and did her residency on the West Coast. She rarely came back and I was gone for so long we totally lost touch. It's been over decade since we've actually seen each other, although I did hear from her a couple times after I was injured. Back then she was just starting her residency and between her schedule, the time difference, and my rehab we never really got could find the time to really reconnect.
Yesterday she called me to tell me how sorry she was to hear he had passed and we're planning on meeting for drinks tonight to catch up - hopefully tonight. I really needed something to look forward to and this definitely qualifies!
*** (NOT SO) MINI-UPDATE 2 **\*
Ok, I didn't think I'd be updating again until have the reading tomorrow morning at 10:30, but things are heating up a little already. In addition to the random calls from cousins who knew that Joe and I were close as well as from my siblings, I’ve gotten three phone calls today from the "previous generation".
First call was from my Aunt Debbie, she’s the youngest of my dad’s brothers and sisters and always has been a lot to deal with. She married a nice guy but always is complaining about money, wanting to travel more, buy a nicer home, etc. After my grandfather passed away she spent the money he left her on who-knows-what and within 10 years had sold off all of the land she had inherited. Unfortunately she was selling off land when the market was down during the recession, so what would have probably been worth well over $30,000,000 today she sold for less than a third of that. That’s still a lot of money but it seems like she’s burned through a lot of it already (or given it to her kids). Anyway – she called me to tell me that she knows I’m the only one with a key to Joe’s place and she wanted me to meet her there and let her in this afternoon. I told her I was already busy today and she got a little annoyed and told me not to forget to bring it with me to the reading tomorrow. She said they want to clear the house out ASAP because she's going to develop the land into homesites and needs to get things rolling. This was news to me but I just ignored her and told her I’d see her tomorrow. For reference, I know for a fact that despite living within 30 minutes of Joe she hadn’t spoken to him in over a DECADE!
The next call I got was from my father’s current wife, Jessica. She’s 20 years younger than he is and is the only wife he didn’t have kids with (thank God, and no, I don't care if she reads this). Anyway – my dad’s wife called me and said she knew how much Joe / Alex’s car meant to me and told me that if I wanted to buy it she’d try to give me the first shot at it. I just thanked her and got off the phone. This woman has literally never even met Joe.
Finally, I just got off the phone with my dad. He called me about 30 minutes after his wife did. This is the first time I’ve heard from him since Joe died. My Dad is actually closer to Joe’s age than Joe was to Alex’s. Joe was 14 when my dad was born, like me he was so much younger than his brothers that there was almost a generational gap between them. Joe was probably more like an older brother than a young uncle and for a while they were really close but something happened (no one ever told me what) and there was a falling out.
My dad has a big personality – he’s lived a pretty extravagant life and for despite being nearly 80 years old (yeah, he was over 60 before I got out of high school) he’s still the “big man” when he goes into a room. He was my Grandfather’s oldest son so he’s always taken on the lead role at family events. Like his sisters and brother he sold off his land too, although I know he sold it off in smaller pieces and over a longer period of time. He basically used it as bank account and selling it off was his version of making a withdrawal. I assume he’s set for the rest of his life and I know my brothers and sister are expecting an inheritance when he dies. In fact - they speak pretty openly about it.
My Dad's call was a welcome change after the calls from Debbie and Jessica. My dad actually sounded pretty reserved and a little down. The first thing he did was apologize to me for Jessica’s call. He told me she had no right to do that and she had no say in anything that was going to happen with Joe’s property - or his one day for that matter. Evidently he tore her a new one after walking in on the tail-end of her conversation with me. He told me that he knew I was the only one in the family that spent time with Joe and that regardless of what happens at reading tomorrow he was going to give me anything Joe left him – if he left him anything at all. He told me that he appreciated how much I had done for Joe and that he had regrets about how their relationship had soured. I’ve literally never heard him talk like that before and it honestly has me a little emotional. It sucks that he has to live with those regrets when a 30 minute drive was all it would have taken to start fixing a relationship.
Finally – he told me that he didn’t really know for sure but he suspected tomorrow might hold some surprises. He told me that he’d be there to back me up no matter what happened and that I wasn’t going to be alone. I asked him if he knew something but he promised me he didn’t know anything for sure and that he would have told me if he did. He said he'd just always had suspicions about "some things" and that depending on how things unfolded he didn’t want to see any more relationships go the way his and Joe’s had, or the way Joe and my grandfather’s had.
I told him about the call from Debbie and he said she was way out of line and to not worry about it, that he'd be giving her a call immediately after he got off the phone with me. He also told me that I shouldn’t let anyone else in Joe’s house, that I was the only one Joe gave a key to for a reason and that no one had any business going in there until after the will was read.
Obviously I wasn’t planning on letting anyone in but this was possibly the most supportive call I’ve ever had with my father and I just appreciated that he was planning on standing up for me. My brothers, sister, and cousins (I’ve got 2 brothers, 1 sister and 8 cousins) all got used to a certain way of life from their parents but frankly none of them have been able to maintain it on their own and most of them are pretty petty about it. Their parents aren't much better, despite having had the benefit of a generous inheritance.
I’ve got to stop by the attorney’s office at 4:30 and then I’m meeting Samantha (Sam) for drinks and maybe dinner if we both have time. If you want to hear about that let me know, otherwise I’ll just stick to the family stuff.
*** up-DATE **\*
It’s late – I don’t know if I’ll get all this out but I wanted to write it down before I forgot.
First, Joe’s attorney looks worn out. He didn’t share much when I dropped everything off, just thanked me and we chatted for a few minutes. He did say that he hoped I was going to get a good night’s rest, that tomorrow was going to be long. He also asked how many clients I was working with right now, which was odd, we rarely talk about caseloads. I told him I was just handling some contract work and a few family estate planning matters (ironic, right?). He just nodded and said “Good.” I could tell he wanted to say more but he just shook my hand and said he’d see me in the morning.
Drinks with Sam turned into dinner and then dinner turned into an after-dinner drink before we both had to get home since it’s a “school night”. Seeing her was like stepping back in time... I don’t know about her, but for me all the feelings that I thought were just a high school crush came rushing back as soon as I sat down with her. I know I might just be feeling a little bit stressed by what’s going on and maybe she’s just a welcome relief from a bad week, but I’ll take it for now. She’s done everything she said she would in high school – stayed focused in college and medical school, did her surgical residency in under six years and then her cardiothoracic fellowship. She literally just finished and moved back here as soon as she was done. Evidently she received a full scholarship from a foundation associated with the hospital on the condition she return to provide surgical support to the community for 5 years after she finished her fellowship. We’ve got a fantastic hospital but I guess it’s always a challenge to recruit talented surgeons. I told her about my practice and the veteran advocacy work I do. I told her I didn’t plan on getting rich doing it but that I enjoyed being home and that the connection I felt to the land here just keeps growing stronger.
We talked a lot about Joe. She surprised me when she told me that she kept in touch with him even after we stopped seeing each other. She’d call him once a month or so to see how he was doing and she had evidently visited him when he was in the hospital during his last few days. He never told me that she stayed in touch – in fact we never spoke much about her at all. I hadn’t seen her in ten years and frankly didn’t think she’d ever come back from the West Coast. I’m starting to think that Joe kept a lot of secrets.
I told her about the reading of the will tomorrow and the phone calls I’d gotten today she got visibly upset when I mentioned the comment about the car and I think she almost cried when I told her my aunt wanted to tear down Joe’s house and divide the land up for a bunch of houses.
Then she reminded me about Joe’s plans for a house… I had completely forgotten that back when she and I would go over there regularly he had pulled out these extensive plans for a large home that he said was designed to be built on the slope of the valley, overlooking the river below that fronts the property. It was intended to be a family home, but without a family he never saw the point of living anywhere other than his house.
He had done the designs himself, drawing every architectural detail, making landscaping plans, even identified the site. He was quite an artist and had put so much of himself into those plans. I can’t believe she remembered them but she said she always wanted to see that cabin in person and couldn’t bare the thought that someone would chop up the beautiful property just to put in a bunch of McMansions for the crowd coming out from the city for the weekend and summers. I told her I was going to do everything I could to prevent that from happening but that I didn’t know how it was going to turn out.
For a while I forgot about tomorrow and we just got caught up on what we’d been doing. She let me share what I wanted to and never pried for more information. We ended up holding hands across the table, which somehow felt incredibly intimate. When it was time to go I walked her to her car and opened her door for her. She turned to me and we hugged for what seemed like a full minute before she sat down and I closed the door. She rolled the window down and told me she wanted me to call her right after the will is read and that if I needed her to she’d be there if things got unpleasant.
So that’s it – kind of a perfect way to end the day. I wanted to get this out before I went to bed, it’s helping me keep my head clear. Next update will be after the will is read.
NOPE: I was literally about to hit post on this and my phone dinged with a text from Sam. I’ll just put it here exactly as I got it: “Tonight made me feel like life interrupted something special 18 years ago. Let's not let it interrupt us again.” I guess it wasn’t just me.
I think whatever happens tomorrow I’ll be fine. Next update will be after the will is read. Thanks for all the comments - honestly this is very cathartic - even the ugly ones.
*** UPDATE-ISH **\*
Ok - this morning has been crazy. There is too much to unpack here all at once and I'm supposed to go back in with Joe's attorneys in a few minutes. The family is mostly gone (I asked my dad to stay) and the firm is bringing in lunch shortly so we can keep working through the details.
Honestly, I don't know what to think. I know I promised an update and I'll try to get one out today, but more happened this morning than I can even think about getting down on paper. I haven't processed most of it myself and this afternoon sounds like it's going to be more of the same.
Some of you were right, and yes, there was drama. Also - I know I'm not going to be the asshole but I can already tell not everyone is going to feel the same way.
Side note - Sam called me this morning and told me not to let the property go no matter what. She even offered to help me pay for it while I figured things out. I've got a lot to talk to her about. I know I need to get to know the adult Sam and she needs to get to know me but for now it's good to have someone to talk to since I can't talk to Joe.
*** Update : Reading of the Will Part 1 - The Letter **\*
This day has been ridiculous. I'm sad, angry, honored, and humbled all at once, and processing that is harder than I thought it would be. I'm waiting on Sam to get done at the hospital – she’ll call me on the way here. I've got a lot to talk to her about and I haven’t told her anything yet. Let me first say that I'm not comfortable sharing the full details on everything going on right now but I won't hold back on the people side of things. I’m also going to have to break this up into a couple of posts I’m sure… sorry this is long but this is just how I journal.
As I mentioned already, the day started really well. Samantha called me first thing this morning - I didn't text her back last night because it was so late and I was really tired. I also wanted time to think about "us" (if there can even be an us already?) before I spoke with her again. I'm not a rash person. I've never been someone to rush into anything and frankly I've not had a serious relationship since Sam and I broke up. I've had a series of girlfriends, some that I loved in many ways, but no one that, in hindsight, I was "in love with".
Between trying to juggle school and the service, two deployments, and then the transition back to civilian life, I just wasn't that interested. Now that I'm back home and have settled in to a life and a sort-of career I've been ready to find someone but frankly I just haven't met anyone who I connect with on a level deeper than just shared interests.
When I woke up this morning I knew that something was different. Despite everything going, on my first thoughts weren't about the reading today, or losing Joe, they were about Sam. As much as I loved that feeling I know it's time to be cautious. I don't want to hurt Sam or frankly, to get hurt.
When she called I wasn't sure what she was going to say but I was honestly a little worried that we wouldn't be on the same page - I shouldn't have been. She told me she didn't want me to freak out about what she said, but that she also meant every word. She wanted me to understand that she isn’t into games, that she’s serious about seeing if the older versions of us are everything we’re both looking for. She wants to pick up where we left off 18 years ago but take it slowly, and get to know each other again. It sounds like we’re on the exact same page, so I guess I’m going steady with my high school girlfriend?
She also wanted me to not worry about the property – she offered to help me buy it if I needed to come up with the money quickly and that no matter what happened between us she didn’t want to see it broken up – that Joe meant too much to both of us to let that happen.
As kind as that was I went ahead called our local bank this morning to ask about getting a loan quickly if I needed one. The loan officer put me on hold when I explained the situation and the potential need to move quickly. He came back and said he had asked the bank president if there was any way they could help. He had been assured that there would be no issue securing any financing necessary. He asked the loan officer to pass along his condolences about Joe, he evidently had known him for a long time, and said that he was looking forward to meeting me soon.
This left me feeling much more comfortable going into the meeting with my family but nothing could have prepared me for the rest of the day. Now, if I’m being completely honest I really did feel like there was a good chance that Joe would leave the house and car to me simply because he didn’t have a relationship with anyone else in the family, I just didn’t want to make assumption and I didn’t feel like I was entitled to anything simply because of my relationship with Joe.
When I got to the firm’s offices I was shown in to their largest conference room. I was surprised to see several people there other than Joe’s attorney. My father was the only other person there when I arrived, he and the attorney were having a quiet conversation in at the head of the table but stopped when I walked in. Since I’m going to mention him frequently let’s just call Joe’s Attorney JA. JA introduced me to everyone in the room, which included a stenographer, an associate attorney, a gentleman he just referred to as an assistant brought in for the reading stood at the back of the room by the doors.
Now, readings themselves are a little uncommon these days, but still done on occasion (I typically do one or two a year), however I’ve never had anyone else in the room with me and thought this was very strange. I guess I must have been looking at JA with a funny expression because he just raised an eyebrow and shrugged. At about that time people started trickling in until 10:30 rolled around and JA stood and asked everyone to be seated. He then nodded to the gentleman that had been standing in the back who went to the doors where he closed and locked them.
In all there were 9 of us in the room, me, my father, his younger brother and oldest sister, my sister Sarah. Four of my cousins showed up, including my youngest, Emily who was one of the few people that I enjoyed seeing at family events. She’s creative and smart – she just graduated from high school and is getting ready to go to college. I was surprised that she came but I had spent a lot of time telling her about Joe over the last couple of years and had been hoping they’d get a chance to know each other now that she was older.
JA started speaking, thanking everyone for coming and sharing how much he was going to miss Joe, that he was more than a client, he was his oldest friend and he was glad to see at least a few family members come. About 10 minutes after 10:30 someone tried the door and found it locked. They started banging on it and the gentleman in the back quickly moved to open it and step outside. I could see my oldest brother and Aunt Debbie try to push in as he opened the door, only to be firmly moved back as he stepped outside to speak to them. JA stood quietly for a moment and everyone could hear raised voices coming through the heavy oak doors. I heard my brother say something to the effect of “this is bullshit” and Debbie started shrieking before it sounded like both of them were abruptly cut off. A moment later the doors re-opened and the gentleman came back in. Debbie and my brother were gone.
JA paused another moment and then carried on. He explained that Joe had instructed him to ensure that no one join after the meeting began – he told us he was now going to read a letter from Joe, this is a slightly edited copy of the letter he wrote that JA read from:
Thank you to those that showed up, since most of you never bothered to show up while I was alive I wasn’t sure you’d come today! Those that didn’t come, or couldn’t be bothered to on time aren’t missing anything since they aren’t going to be getting anything now anyway.
For the rest of you, thank you, no matter what your motivation was you at least showed up. I’ve left instructions for each of you to receive $100,000 as my final gift to the family. There are not stipulations and no conditions, have fun, do good, use it as your heart tells you. To those grand-nieces and nephews that are under the age of 18 and were not invited, I gift each of them $100,000, which will be held in trust until their 25th birthday.
(It was at this point that I knew something was up – Joe had just given away over a million dollars to people just for showing up on time. If everyone that had been invited had shown up it would have been over 2 million dollars – that was honestly more than I thought his entire estate would be worth.)
Family is important, something that has been lost of too many of you. Some of you got caught up the trappings that came from other people’s hard work, took for granted the efforts of your ancestors and squandered their gifts - and that’s what an inheritance is, a gift, not a right. You prioritized having fun over protecting the legacy so you could pass it on to the next generation.
Only one of you chose to put others before himself. Only one of you has shown respect and appreciation for the gifts of the land, the community that we live in, and the people that came before him, just as his namesake did.
Robert, I hope you’re here for this, we didn’t always agree, and I have so much regret about how our relationship went the wrong way, the fight with your father about his decisions and behavior, shouldn’t have become our fight as well. I want you to know how much I appreciate you bringing Alex into this family, for honoring my brother by passing on his name to him, and for allowing me to have a relationship with him. You’ll never know what that meant to me. I want you to know that I love you like a brother and wish I had tried harder to bridge the divide created by my relationship with your father while we still had time.
(I've never seen my father look so emotional. It was difficult to see the sadness in his eyes but I felt like I also saw pride. Watching him made me start to get emotional as well and I struggled to put my attention back on the reading)
With regard to the bulk of my estate, I leave all my possessions, the land, the house and its contents along with my investments and holdings to Alex. Alex, it will take time for you to go through everything and familiarize yourself with what this means. We’ve been planning this for almost 20 years, your training as a lawyer will be very helpful but pay attention to the advisors we’ve assembled. There will be decisions that must be made. I’ve asked (JA) to give you my journals, along with some thoughts I wanted to save just for you. Please read them and don’t feel like you’re intruding, they’re all that is left of me and I hope they’ll help guide you, my mistakes don’t have to be yours. Someday you may also want to share them with family, they are yours to do with as you wish, these too are part of my legacy.
Now, to the rest of the family, I know that you’ve sold off the land that my father left my brother and me. I know this because I’ve spent the last 50 years secretly buying up every acre you wanted to sell, or buying it back if I didn’t find out in time. I’ve preserved what you were willing to destroy and built on it. I know that most of you have very little left to pass on to your children. So, to you, my family, I leave a chance at a new legacy. I have established a family trust to be overseen and directed by Alex. The trust has been funded with $XX million dollars. It will be up to Alex to decide how the funds are used but he is to appoint a family board of advisors to help preserve our legacy.
Finally, I have established a community foundation, tasked with the mission of helping preserve the way of life that has made this valley special for hundreds of years. I’ve directed $XX million from the estate to create the initial fund but expect that others in the community will add to it. I’ve entrusted the responsibility to oversee this fund to Alex and a select group of community leaders. The others have already agreed to help and contribute, and I hope Alex will honor my wishes that he oversee the fund.
Alex, our family has been part of this valley for over 150 years. For all it has given to us it is now our responsibility to help sustain it and protect it. I know I can count on you to do everything you can to carry on this family’s legacy but beyond that, what I truly hope is that you don’t have to do it alone, as I did. You will always have my love, thank you for giving me yours.
JA looked up from the paper and for a heartbeat the silence was deafening, then the shouting began.
I’ve got to stop here – Sam is on her way and we have a lot to talk about. I was with the attorneys until 4pm. After all the drama unfolded (thank God my dad was there, and that Debbie didn’t show up on time) I still had to spend several hours with the attorneys. I’ll spend the weekend with the journals but I’m sure I’ll be hearing from family all weekend too. I might have to turn my phone off.
Part 2 will probably be tomorrow – I’m hoping to just decompress with Sam tonight. I need a break. Thank you everyone for the well wishes and the good thoughts.
submitted by LawyerVet36 to InTheValley [link] [comments]


2024.06.02 18:59 crackfan666 Michael Cera School Shooting Movie Pitch from r/milliondollarextreme (2018)

Michael Cera is walking down the hall of his school when a school shooting starts...
He and some of his classmates find a room to hide in.
While they're all hiding, crouched behind desks (listening to the screams and gun shots outside), Cera sees a girl among them that he has a crush on, "hot girl #1",
She starts looking over in his direction.
She makes a hand motion for him to come over towards her.
So Michael Cera smiles nervously and starts moving over.
But then as he does, another hot girl (hot girl #2) crawls past him, and he realizes that it was actually HER that hot girl #1 was summoning.
They both glare at him as a result of seeing his mistake.
hot girl 1 (whispering): "ugh, GROSS! like i would EVER want to hide from a shooter with YOU!"
hot girl 2 (whispering): "um...AWK-waaaaarrrrrrrrrrrd...."
but then the shooter walks into their room and shoots the hot girls first. their heads explode.
the shooter kills everyone else in the classroom too, except michael cera.
the shooter instead walks over to michael cera, like a zombie.
michael cera just sits there like a dear (not a typo) in the headlights, screaming.
but then the shooter just shoots himself in the head instead.
the shooter's body falls onto michael cera, who is now too scared to even screem.
meanwhile, outside, the police department is hiding.
gay officer: "i don't want to go in there, sherriff. he has a GUN! what if he SHOT it at us!? it's TOO SCARY."
sherriff: "don't worry, we're not goin in. i got special orders..."
the sherriff then makes the "sshhh" gesture with his finger on his mouth.
but then michael cera comes out, holding the gun away from himself, like it's a used condom, when he finds the cops hiding behind a corner.
michael cera: "um, ...hello?"
gay officer screams bloody murder and bolts outta there.
sherriff (looking at Cera): "what the hell are you doin son?"
michael cera: "uh, i don't know what's going on. there was a shooter, he had this gun. please take it before it gets into the wrong hands."
sherriff (points his gun at Cera and cocks it): "i don't think so.."
michael cera: "...wait, what?"
but then the news cameras are on the scene, and they can see the two of them
so the sherriff lowers his weapon and says: "you're under arrest for the Maple Park School Shootingtm "
michael cera: "the what?"
sherriff puts cuffs on him and says: "it's what they're gonna call this event here today."
michael cera: "but i didn't... ok. fine."
michael cera goes to jail, pleading all the while that he didn't do anything.
he sees scary faces of big-ass gorilla-lookin niggas, in the jail cells that he passes by.
the guard tells him that his attourney will be with him soon, that he should try to just get a good nights sleep, cause he's gonna have a long day tomorrow.
we cut to a montage of news coverage of the shooting.
classmates that never actually met michael cera (don't even get his name right) are now on tv claiming that they did everything they could to make him feel accepted, but say that there was nothing they could do beceuse he was always just a twisted, fucked-up psycho.
these classmates also take this oppourtunity to plug their movie-review youtube channels, diy cooking instagrams, and celebrity-parody twitter accounts.
the next morning, michael cera is given a big bin of mail that he's recieved already, and is told that his lawyer is arriving now.
michael cera reads a letter from the bin while he waits.
we only see Cera's shocked reaction to the first letter, while his lawyer(played by Matthew Mcconahay) comes in.
lawyer: "hi there, Michael, I'm your lawyer Matt. Before we get started, is there any questions you might have?"
michael cera: "yeah, how am i getting mail for this already? this just happened yesterday..."
lawyer: "yeah, but it happened yesterday MORNING. so there was plenty of time for some people to see you on the news and write letters before the mail went out for the day. this is just the batch of letters that made the cutoff."
michael cera: "wow."
lawyer: "yeah. it's a lot. you'll get used to it."
michael cera: "uh, i noticed a lot of these are love letters. from girls. in fact it seems like all of them are."
lawyer: "right, well i wouldn't worry about that. i deal with a lot of mass shooting, terrorist attack, and serial killing cases. the accused man always get a whole forest's worth of letters from nubile young women begging for him to fertalize their ovaries and defile them in every concievable way. it's something to do with the primal effect of a man asserting dominance through a public violent act or something. Oh and by the way, under this state's laws, the accused are also given full access to conjucal visit privilages no matter the crime, so a lot of men like you have that option available when they feel inclined and they usually do. Anyway, if we can get started on where you were during the events of the crime scene, i can try to--"
but we see that michael cera is not listening anymore.
we cut to a montage of michael cera plowing one groupie after another, in a trailer, to the tune of Hallelujah played by leonard cohen.
we cut to a news clip, telling us that the case will soon go to trial.
we cut to michael cera meeting with his lawyer again.
lawyer: "michael, listen to me, we have all the evidence in the world that you're innocent. if you just give me permission to plead that way, we can get you off the hook!"
lawyer is rubbing his head like he has a headache, as a result of dealing with Cera. he opens up his bottle of asprin to get a quick pill for himself while he listens to Cera's response.
michael cera: "yeah, maybe. i just dunno..."
lawyer: "if you don't give me permission, then i'll just have to do it without your permission. i will not lose this case just because you're too scared to fight back!"
but just then, another lawyer (a Men-In-Black lookin chick), we'll call her "lawyer 2" steps in.
lawyer 2: "michael cera, i'm so sorry to hear about the passing of your lawyer, but I want to let you know that as your NEW lawyer, i-- oh shit, you're still here."
lawyer: "yeah I'm still here, what the hell are you talking about?"
lawyer 2: "oh, nevermind. i'll see myself out."
...
lawyer: "anyway, as i was saying..."
lawyer takes his pill, then starts foaming at the mouth, with some kind of chemical gas fumes spilling out, he then keels over.
lawyer 2 pops back in.
lawyer 2: "ok, you remember my shpeil from earlier, right? i don't have to repeat that?"
michael cera: "is he ok?"
lawyer 2: "no, i'm afraid it appears he's had a heart attack."
michael cera: "THAT'S what a heart attack looks like?!"
lawyer 2: "i know, it's not like in the movies at all, is it?
lawyer 2 pushes lawyer 1's body out of the seat so that she can sit there instead.
lawyer 2: Anywho, i've taken the time to look over your case and i must say it's not good news. i'm afraid we don't have much of a chance on this one, i'm gonna reccomend you plead guilty."
michael cera: "...oh...ok!
Michael cera now has tattoos on his face and body, and wears a doo rag.
he is now open about his phony role in shooting. He looks straight at us, the audience, and says "i don't give a CRAP anymore."
As a result, one day, he is in a conjucal visit trailer with a fan, and he tells her "before we get started, i just want to make sure if it's ok if we only do it in the missionary position? everything else feels too kinky for me", just like he always does, but the new girl ISN'T interested in fucking him at ALL.
She's an undercover reporter for Alex Jones' Infowars network. she wants info for their war on the official msm narrative about the shooting.
So he tells her that he's willing to testify the real story in court.
But time is running out. Fights are escalating in the prison, and it looks like they may soon turn into a full blown riot.
But then, once the undercover reporter leaves, some secret agents show up and introduce themselves to michael cera as Agent Zog (male) and Agent Henderson (female).
Agent Zog: "we can offer you protection. and in exchange, not only will you not testify, you'll give a new detailed confession with new motives added from this list so that the media can demonize people on the outside who have the same goals as your stated goals.
Agent Zog hands Cera the list.
Agent Zog: "just remember, if you refuse to cooperate, we can just have you eliminated.
michael cera: "wait.. so you guys really were behind the shooting?!
but just as they're talking the riot erupts into a full-on jail break.
while agent zog is distracted by this, michael cera grabs his gun from him and shoots him to death.
michael cera: "framing someone for murder ISN'T NICE!"
michael cera looks around for an escape. but agent henderson just saw him commit a brutally violent act...
agent henderson: "oh michael..." <3 <3 <3
henderson starts stripping off her clothes and chasing down michael cera.
michael cera: "aw geez, what the heck?"
agent henderson (buck naked): "take me now! i want your seed inside me!"
michael cera: "i don't have time for this!"
michael cera tries to keep moving, but agent henderson climbs on to him and ravages him.
michael cera: "ugh! FINE!"
meanwhile, in a helicopter above...
sniper: "wow. he's plowin' henderson."
agent 3: "nice"
agent 4: "yeah, not bad"
sniper: "tell me about it!"
...
agent 3: "you can take the shot now."
sniper takes the shot. michael cera's head explodes.
agent 3 (looking over to agent 4): "and uh, have someone send a car to pick up henderson, i guess."
agent 4: "roger, that's a wrap."
Directed by Stephen Speilberg.
submitted by crackfan666 to rspod [link] [comments]


2024.06.02 18:37 AquaticArroww New SBG fan Opinion

Hellow. you might know me as the dude who says "Baiden" and "Caiden" from that one guys post where they say "letter" stands for " "
Its nothing special. i just love this fandom and the webtoon, Hoping red takes their time with the hiatus and probably release the next episode sooner or later. think its in next week if i am correct?
Opinion: I really like the pacing of the webtoon and the story, honestly the backstory between the two cousins (Aiden and ben) was very surprising. thats not to say the other 4 arent interesting (I am looking at you logan without one..). But dude.. the fact that (SPOILER ALERT) >! MR THOMAS was apart of them !< was insane.. honestly i thought "???" was >! a phantom or was also apart of the 12AM phantom world experience !< just for "???" to do that.. Anyways i really liked the webtoon and will patiently wait for the new chapters.
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2024.06.02 18:05 TacitCrying Budgeting for a future monthly expense

I'm in a situation where I received a letter telling me there will be a special levy for my apartment starting 1 July for the duration of 6 or 12 months (we can choose the time frame, and the cost adjusts).
Normally, for a known monthly bill, you'd choose to create a target of 'set aside another $x' which is recommended for bills.
It being June now, I wanted to already set aside some money so I have to budget less for the first month it kicks in. If I go to next month (July) and set up a monthly target with the amount I need each month, the money set aside today in June will be 'ignored'. YNAB won't consider that I already have some money in the category, and just ask me to fund the full amount in July anyway.
The only way I can see this working is if I 'break' the targets somewhat and set it up as a 'refill this category every month' instead of a 'set aside another $x' that is usually meant for bills. Is this the way to go in this situation just because I'm adding money to the category a month before the bills officially start? It feels a bit wrong to have a bills category with a target type not usually recommended for bills. And if it is the way, then I guess the next question would be why not all categories are just the 'refill' type in the first place? What advantage does the other one have over the 'refill' one?
submitted by TacitCrying to ynab [link] [comments]


2024.06.02 18:00 harinedzumi_art Gao Wei-lo.

Gao Wei-lo.
[report of the Swamp Army's Military Council]
Gao Wei-lo was born in the Ou province [Middle Empire], on the territory of the famous Luu Shaa Mountain Chain. Ethnically, Wei-lo inherits the blood of Ei-si-chan [dead-eyed frogs], Youdo-ma [toxic frogs] and Wahg-chughyo [newts] He was the fourth cub in the family [2 elder brothers, 1 elder sister] Gao family was engaged in timber extraction [pines] and grain cultivation [for making bread vodka] From his grandmother, the cub received the baby name Lo-mun [fallen star]
Despite having a large family, Lo-mun's grandmother played a crucial role in his upbringing. Being an examplary honest and wise female, she had never worshipped the Imperial Cult. Instead, she practiced the Tan-Ja [Celestial Shamanism] Unfortunately, after the death of Lo-mun's grandfather [Lo-mun was 5 months old at the time], the family gradually alienated the grandmother and accepted the Imperial Cult. Only Lo-mun remained faithful to her and inherited her religion. Therefore, grandmother focused on her youngest grandson. They walked a lot in the mountains, Lo-mun's grandmother told him many fairy tales and legends.
At the age of 1, Lo-mun already had a sharp mind, was agile and fast. At the same time, grandmother raised Lo-mun to be brave, confident and have his own opinion. Due to this, the cub started having problems early. At the age of 1.5, Lo-mun was not accepted to public school because he incorrectly answered the question of what the greatness of the God-Emperor is [Lo-mun answered that an Emperor could not be a God, and a God could not be an Emperor] The family blamed the grandmother for this.
Lo-mun's grandfather's friend took over his education. He was a retired military instructor. Therefore, he taught Lo-mun literacy, the basics of mathematics, physical culture, paw fight, wrestling and using of weapons. By the age of 2.5, Lo-mun's teacher told him that he had a significant talent in military affairs. Lo-mun became obsessed with the idea of entering the Military Academy. However, in order to be admitted to the exams, it was required to first take provincial tests. Lo-mun's grandmother was against the idea, but he didn't listen to her.
At the age of 3, Lo-mun passed the provincial tests with flying colors. Immediately after that, the local Wall invited Lo-mun to accept the Imperial Cult. Lo-mun refused, and in response, the Wall launched a case of Heresy against him. Lo-mun's grandmother died soon after. Despite the family's protests, Lo-mun and his teacher buried her in full accordance with Tan-Ja tradition.
Thanks to pressure from Lo-mun's teacher's friends, the Wall dropped the charges. At the age of 3.5, Lo-mun moved to the provincial garrison, where he studied for exams under the supervision of his teacher and teacher's friends. At the age of 4, Lo-mun returned to his native land twice to honor the memory of his grandmother and grandfather. His family [except his sister] greeted him coldly. During the same period of time, Lo-mun had a quarrel with his father over an adult name. Father insisted on the [Imperial] name Bo-xiu [glory of unity], but before Lo-mun's grandmother died, she bequeathed him the [traditional] name Wei-lo [guiding star] Lo-mun disobeyed his father and followed his grandmother's will. His father immediately rejected him. Wei-lo left home forever and returned to the provincial garrison.
At the age of 4.8, Wei-lo easily passed the exams and entered the Military Academy. At first, Wei-lo was trained as a Fire Warrior, but after 12 punishments for disobedience in 4 months [related to violating the rules of the Imperial Cult], he was transferred and studied at the Rapid Response Infantry department. Wei-lo studied melee combat, shooting, the use of special weapons, conducting in loose formation, countering raids and cooperating with artillery units. Due to his specialty, Wei-lo did not undergo ideological [Imperial Cult] training. Wei-lo graduated with honors every year of his studies, took 2 additional training courses with the Vanguard squads.
When Wei-lo was 7.5 years old [final year of the Academy], his sister came to visit him. Soon, the Academy received a letter from the Gao family rejecting her. Wei-lo rented her a hut in the garrison at the Academy, his sister lived on his scholarship money. They have developed a very close relationship. His sister converted back to the Tan-Ja and changed her [Imperial] name to Kyo-hui [returned flower]
Two months before Wei-lo's graduation, the Middle Empire invaded the Swampland. Wei-lo was transferred from the Academy straight to the front. At first Wei-lo served in the 5th Artillery brigade [counter-assault guard team] Thanks to his exemplary actions, Wei-lo went for a promotion. And due to the high casualties, his career developed rapidly [guard team leader - counter-assault junior guard commander - counter-assault senior guard commander] However, the brigade's military officials blocked Wei-lo's further promotion [the reason was racism]
Soon Wei-lo was [fake] accused of insubordination, stripped of his position and transferred to the 4th Fire Division [support brigade] During the battles in the Uh Fuwen Great Swamp and the Gwu mushroom fields, Wei-lo showed the highest military intelligence and got a rapid promotion again. He rose to the supreme commander of the support brigade. At the same time, the feedback of the command and colleagues about him was mixed. Some praised him for his initiative, intelligence, determination and superior skills. Others openly accused of ideological promiscuity, fraternization with soldiers and baseness of origin.
During the 1st battle in the Fushiga Forest, the Empire began forming new assault units. Based on feedback, Wei-lo was selected as the commander of a separate, 46th trench brigade. Initially, 46th brigade was formed from veterans and volunteers of other units [mainly ethnic minorities] Under Wei-lo's command, the 46th trench brigade participated in the 1st and 2nd battles in the Fushiga Forest. The brigade made a significant contribution to the Imperial offensive [our Council honestly recognized the 46th brigade as one of the most dangerous units of the Pacification Army]
During the 2nd battle in the Fushiga Forest, Wei-lo was hit by sniper fire. Wei-lo's soldiers showed obvious gratitude and took him to the healers' camp as soon as possible. However, due to the negligent attitude of the healers and servants [an attempted murder is suspected], internal inflammation began, and Wei-lo soon fell ill with a black fever.
Wei-lo was ill for almost 5 months. Despite the complete non-interference of the healers, he managed to recover. When Wei-lo returned to the army, he found that during his illness he had been stripped of his rank, and the 46th trench brigade was transferred to the commander Tou A-xiu [previously led the destroyed 14th Infantry Division] Due to incompetent management, the 46th brigade suffered huge casualties and was knocked out of previously captured Sectors.
Gao Wei-lo took this news as a betrayal of the Empire. He submitted a report on voluntary dismissal without payment of a military pension. The Military Administration refused him, Wei-lo received only a month's leave. This month was supposed to be spent with his sister, who was sent to the front according to the Gift to the Honest decree. It became the last straw of Wei-lo's patience [he realized that this was a direct compulsion to continue the service] It was then that Gao Wei-lo made the only right decision.
With the help of his friends from the Vanguard and the support brigades [Wei-lo doesn't give their names for their safety reasons], Wei-lo secretly freed his sister, crossed the neutral land with her and few soldiers loyal to him in [relatively safe] Sector Two-Six and surrendered to the 11th Intelligence Brigade of the Swamp Army. Wei-lo's only demands were the safety of his sister and friends and his immediate return to the front, but already as part of the Assault Battalion of the Swamp Army [as proof of loyalty, Wei-lo provided the head of a military official, later identified as Xu Lo-ma, 6th rank mong-lao]
After interrogations and consideration of his track record, Wei-lo's demands were satisfied. By personal decree of the Head of the Military Council [Ching Guh] Gao Wei-lo took the position of junior headnewt of the 4th hundred of the Assault Battalion. Soon [after the death of headnewt Wangh-goh Chugh-tsung] Wei-lo became a headnewt. Under his command, the 4th hundred took part in the 3rd battle in the Fushiga Forest. Thanks to Wei-lo's wise command, the 4th hundred captured sectors Four-Two, Four-Three and Four-Eleven, making an invaluable contribution to the breakthrough of the front.
Feedback from commanders, headnewts and soldiers about Wei-lo is unequivocally positive. Based on the feedback, Gao Wei-lo was included in the lists of Returning Swamp Heroes [currently a citizen of the Swampland] A week before the end of warfare, Gao Wei-lo was assigned to the high award [bronze crocodile claw] and included in the field command of the Assault Battalion.
To the sorrow of our honest Nation and the shame of the Swamp Council, after the end of warfare, Gao Wei-lo was lawlessly accused of war crimes committed against the Swampland. Based on this report and other irrefutable documents, we deny Wei-lo's involvement in any war crimes and remind the Council of his contribution to our common victory over evil. It was only because of the heartlessness of incompetent officials that Gao Wei-lo and his sister had to flee to the U Chagh Great Swamp! Hear us out and make the right decision as the Returning Hero made! Drop the charges, return Wei-lo's fame, position and awards, and his sister - honor and happiness! Stop and admit the Truth before it's too late! [the seals of all Military Council members are attached to the report]
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2024.06.02 17:52 SterlingServices Damn! Heidi Wilke Taylor passed away May 23, 2024 at age 49. Fuck cancer.

Damn! Heidi Wilke Taylor passed away May 23, 2024 at age 49. Radiant with kindness and embracing of the eccentric, Heidi-Ho’s passionate drive to care for others spoke to her sincere selfless nature in all aspects of her life. That drive was so motivating that she changed careers and enrolled in nursing school in 2018 … just in time for COVID. She became an operating room nurse with an elite team here in Charlotte, NC.
Heidi was known as “Slippy” to her namesake trivia team of 15 years, as well as to countless pool players. Her eponymous line of billiards products were emblazoned with her goofiest face, an accidental candid shot so terribly unflattering that there was only one thing to do: share it with the world!
A testament to Heidi’s love of helping others, she was an organ donor. However, like so many plans she had for the future, that was suddenly derailed as a result of cancer. (Fuck cancer!) Struck down in her prime, Heidi’s diagnosis in September of 2022 of stage IV intrahepatic cholangiocarcinoma came a day after running 18 miles, as she was training for her next marathon. However, she was able to posthumously “enroll” at the Congdon School of Health Sciences at High Point University, where she’ll help teach a new crop of healthcare workers. Her family encourages those who knew Heidi to become organ- or whole-body donors in her memory.
It should be noted that the family has had another, and more recent, loss. Heidi’s mother, Betty Lutz Wilke, died peacefully May 27, 2024.
As you know first-hand, everyone who met Heidi loved her and her infectious laugh. To celebrate Heidi — and the mutual fortune we all shared by knowing her — you are invited to “HeidiFest” at her house on June 23, 2024. In lieu of “thoughts and prayers,” we’d appreciate it if you joined us to enjoy “stories and smiles.” Please come meet Heidi’s family, and get to know Heidi from different perspectives. That being said, Heidi would never want you to feel like you have to do anything, so suit yourself! Go find all of the details at HeidiFest.org.
In honor of such a wonderful person, we have launched the Heidi Wilke Taylor Nursing Scholarship Fund, a not-for-profit corporation organized in the State of North Carolina. In lieu of flowers, please consider donating to the Fund or helping to launch it in other ways so we can help fix the nursing shortage, get potential students the tools they need, and fund other creative initiatives that Heidi would want to support. The overall goal is to continue, and to amplify, all of the kindness and goodness that Heidi has brought to the world, at such a scale appropriate for this unique, special person. To participate through donation or action, please visit HeidiFest.org.
There are so many people, hundreds in fact, to thank for all the care, love, support, generosity, kindness, and help we’ve received since September of 2022. There’s no way to list them all here (you’ll get to meet a bunch of ‘em at HeidiFest!). Still, we must thank all of Heidi’s friends with “Run For Your Life” who absolutely knocked it out of the park early on with their amazing kindness and generosity, setting the tone for everything that came afterwards. Heidi’s coworkers at Sanger Heart and Vascular Institute immeasurably showed their love and support for one of their newest teammates. Heidi’s former officemates at Sterling have kept the wheels on the wagon, allowing her spouse unlimited ability to spend time with her. Thank you, Heidi’s teachers at CPCC, for facing the instructional challenges during COVID, allowing Heidi to pursue her discovered-late-in-life dream of becoming a nurse. Frankly not very many family, friends, and neighbors knew of Heidi’s condition; she did not want to burden anyone with the knowledge unnecessarily. If you are just now learning, you now also know why, and thank you. All of the healthcare workers involved in Heidi’s care (lab techs, phlebotomists, sonographers, radiographers, and so on) deserve recognition and have our appreciation.
Thank you, Heidi’s doctors, for dedicating your lives, with great sacrifice, for the benefit of all your patients. Those letters before and after your name were earned, as was the right to be listed here by name. At both Atrium Health and Roswell Park Comprehensive Cancer Center, Heidi had direct care from Drs. Corso, Crane, Fountzilas, Hagen, Haggstrom, Iannitti, Kennard, Krishnamurthy, Nannapaneni, Puzanov, Rodman, Simpson, Tango, and Wynne, plus countless others behind the scenes.
Truly deserving of special recognition, of course, are the nurses and supporters who provided healthcare to Heidi. The known names of “Heidi’s Heroes” are Allison, Bethany, Caitlyn, Carleen, Carolyn, Faith, Genna, Jessica, Kathy, Kayla, Kenya, Kristen, La, La’Terra, Marioly, Marissa, Michelle, Rachel, Sarah, Sophie, Vicky, and Whitney.
To learn more about Heidi, HeidiFest, the Heidi Wilke Taylor Nursing Scholarship Fund, or to get updates on upcoming events, go to HeidiFest.org. Or don’t; Heidi wouldn’t want to tell you what to do!
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2024.06.02 16:52 Iceler69 The Conflict Between Us: Winterjou Chapter 1

The Conflict Between Us: Winterjou Chapter 1
Chapter 1
Kinkajou POV(Royal Pavilion/Rainforest Kingdom 12:00 pm June 30th)
Kinkajou was hopping through the trees hastily. She had received a message from a fellow rainwing requesting her presence at the newly constructed Raining Pavillion.
Kinkajou was quite annoyed that a fellow rainwing dared to wake her up during her sun time. However, the messenger insisted that it was urgent. And Kinkajou knew better than to disobey Glory's orders. So she casually made her way through the trees like an orangutan.
When she arrived at the Pavillion she noticed the large line of RainWings and Nightwings on the rainforest floor in front of the pavilion. Since Glory requested her presence immediately she skipped the line and directly flew up to the Pavillion.
Queen Glory was sitting on her Rich mahogany throne wearing her signature flower crown.
"Ah Kinkajou you got here sooner than I thought you would," Glory said.
"Your majesty," Kinkajou said, as she bowed formally in front of the Rainwing Queen.
"Quit the formal talk Kinkajou, we've been friends long enough for you to stop bowing," Glory said, as she stood up and walked over to Kinkajou.
Kinkajou laughed and quickly turned out of her bow and walked forward to greet her royal friend.
"So, what can I do for you?" Kinkajou asked the Queen.
"Kinkajou, I have an assignment for you." Glory said.
Kinkajou's eyes lit up. "Of course, what can I do for you?" Kinkajou asked.
Glory sighed and flicked her tail. "I need you to go undercover at the newly constructed Jade Mountain Academy." Glory said.
Kinkajou looked at Glory with interest. Undercover? Why on earth would she need me to do that? Pyrriah's at peace, plus I don't think the other tribes would appreciate a spy at the very controversial multi-tribal school. Kinkajou thought.
"Your Majesty, your request is very odd. I do not understand why you would need me to go undercover there?" Kinkajou asked.
Even though Kinkajou and Glory were good friends, she knew if she was going to question her Queen she had to be as respectful as possible.
Glory started to walk away from Kinkajou. Kinkajou also started walking, so that the Queen and Kinkajou were walking side by side.
"You probably already know that five dragonets from every tribe will be attending the Academy." Glory paused then continued. "I'm concerned about the beef between the Nightwings and Icewings." Glory said, jumping right to the point.
Kinkajou looked with interest. "Beef? What kind of beef?" Kinkajou asked.
Glory sighed. "The feudal kind, the nightwings and icewings have a very bad rivalry between them. I don't know all of the details, but I know it goes back thousands of years." Glory explained.
Kinkajous eyes widened. "Thousands of years?! How can 2 tribes hold a grudge against each other for that long?!" Kinkajou asked, shocked.
Glory sighed. "I don't know, however I've been told the two tribes have always had a 'kill on sight' mindset, so I'm very concerned how they will act around each other." Glory said.
Kinkajou took a deep breath. "So why do you need me to go undercover there? If this is between the Nightwings and Icewings, why does a Rainwing need to go undercover there? " Kinkajou asked.
Glory tilted her head. "Did you forget that I'm also the Queen of the Nightwings?" Glory asked, surprised.
Kinkajou squeaked in surprise. "I actually did for a second there." Kinkajou admitted.
"Well since I'm Queen of the nightwings, it's my priority to keep them safe. And because you have experience with going undercover. That's why I've assigned you to go undercover at the Academy." Glory explained.
Kinkajou sighed. "So what do I do there? Send you letters every week, saying everything is good and dandy?" Kinkajou asked, dipping into sarcasm, at the end of her sentence.
Glory laughed. "Well, yes and keep a special eye on two specific targets." Glory said.
Kinkajou tilted her head. "What targets?" Kinkajou asked, curious.
Glory had a serious look on her face. "About a week ago, I received confirmation that two Icewing Royal members will be attending the academy. At first I thought they were sending members of their royalty to show that they are committed to the school and the overall peace of Pyrrhia. However, then I found out that one of the Royal members they were sending was Princess Icicle." Glory explained.
Kinkajou listened with interest. "So why is This Princess Icicle so Important?" Kinkajou asked.
Glory glared at Kinkajou, telling her to take this seriously.
Kinkajou nodded, understanding Glory's message.
"Princess Icicle was the royal responsible for the invasion of Mudsdale, and the mass execution of Mudsdale." Glory said dimly.
Kinkajou's eyes widened in horror.
"When the Icewings invaded the town of Mudsdale. The Mudwings fought hard to protect the town, but they were ultimately driven out by the Icewings. However, it didn't stop there, a lot of the local townspeople aided the Mudwing soldiers in fighting off the Icewings. Once the Mudwing army was driven back... Icicle ordered a mass execution of the entire town of Mudsdale. Over a hundred innocent lives were lost, due to her ruthlessness." Glory explained.
"And she's my age!?" Kinkajou asked, horrified.
Glory nodded. "Princess Icicle is only a teenager." Glory said.
Kinkajou took a breath. "What about the other Royal?" Kinkajou asked.
Glory relaxed. "The other Royal is Prince Winter, Icicle's brother. From what I've been told he has no military record and is not an extreme threat. However, don't underestimate him, he is still a threat due to his relationship with his sister." Glory said.
Kinkajou rolled her wing joints. Great so I'm going undercover to spy on a psychopath and her brother. What could go wrong? Kinkajou thought to herself.
"Anything else I need to know?" Kinkajou asked.
Glory stopped walking, Kinkajou stopped as well.
"Nothing else, information wise. I just need you to write to me every week, to inform me of your status. You will also have access to military backup, just send a letter regarding it and my troops will be there in 5 hours tops." Glory said.
Kinkajou grinned mischievously.
Glory saw Kinkajous grin and sighed. "Yes, you can do your little behavioral cover." Glory groaned.
Kinkajou looked elated."Thank you!" Kinkajou said, before she hugged the Queen.
When Kinkajou goes undercover, she always acts in a very childish manner to throw off her targets. Since most dragons haven't been around RainWings much, most would assume that this is normal RainWing behavior.
Glory sighed. "I'm regretting this already." Glory groaned.
Kinkajou laughed. "Oh come on, has my act ever failed?" Kinkajou asked jokingly.
"No, but it makes us RainWings look like absolute idiots." Glory groaned.
Kinkajou smirked. "That's the idea, they never expect me to be a spy. They always assume the quiet ones are the spies." Kinkajou said.
Glory sighed. "Just don't blow your cover and I won't have a problem." Glory said.
Kinkajou stood at attention and gave a playful solute.
Glory rolled her eyes. "You will leave in two days tops, I've already informed the Dragonets of Destiny not to interfere." Glory said.
That surprised Kinkajou. "Wait, you told them that I was going undercover? What did they say?" Kinkajou asked, curious.
"Starflight and Clay understood and thought it was a good idea. Sunny disapproved of it, and I had to fight with Tsunami about it; However, in the end I managed to convince her." Glory said, before walking to her throne and sitting down.
Kinkajou walked in front of the throne to face Glory.
The throne was made of dried woven vines. The woven vines were a light brown color, indicating that they were dried and dead. The exterior of the throne was decorated with many different types of flowers.
Glory sighed, as she squirmed in order to get comfortable on her throne. "You are dismissed Kinkajou." Glory said.
Kinkajou bowed to the Queen. She then walked to the edge of the Pavillion before jumping off into a glide to the rainforest floor.
A few RainWings stared at Kinkajou, as she walked at a normal pace, through the Rainforest floor.
Kinkajou sighed. Why do I have a feeling that this mission will go very wrong, Kinkajou thought to herself.
Kinkajou POV (Jade Mountain Academy 7:00 am July 1st)
Kinkajou was flying in the crisp, chilly morning winds as she flew through the Rocky, and jagged cliffs that made up the Jade Mountain Range. Kinkajou was flying with nine other dragonets, four RainWings and five nightwings. They had been flying for a couple of hours, so they were exhausted. 
"How much further?" A Nightwing groaned. The Nightwing's altitude dropped a little.
Kinkajou turned her head to him. "We are about five minutes away. I know you're tired Bigtail." Kinkajou said.
"You have no idea." Bigtail said, as he recovered his altitude.
Kinkajou and the other Dragonets flew for a few more minutes before they came across the biggest mountain they'd seen so far.
"That must be Jade Mountain." Coconut said, eyeing the mountain in awe.
Kinkajou looked at Coconut with amusement. "Wow really? I didn't notice the giant mountain in front of me." Kinkajou said, sarcastically.
Coconut rolled his eyes. "Don't get cocky, just because you're close to the Queen, doesn't give you the right to talk down to the rest of us." Coconut said.
Kinkajou growled at him. "I'm not being cocky, and stop saying that I am." Kinkajou said, glaring at the male Rainwing.
Coconut rolled his eyes as he flew away from Kinkajou.
Kinkajou saw a bright light coming from a cave somewhat halfway up Jade Mountain. She could also see dragons flying in and out of the cave mouth.
"Guys, land there!" Kinkajou yelled to the other dragonets.
The other dragonets heard her call and slowed their speed so they could land in the cave.
Kinkajou also lowered her speed, and descended gracefully onto the cold rocky cave floor.
There were dragons from all the different tribes here. However, there were no Icewings present.
There are no Icewings here yet. Should I be concerned? Kinkajou asked herself, as she walked through the crowd of dragons.
She saw 2 Nightwings with emerald eyes talking to each other. One of them was considerably larger than the other. They also both looked female, mother and daughter perhaps. Kinkajou knew better than to start a conversation that didn't need to be started. So she just continued to walk into the cave mouth.
Kinkajou spotted a familiar Nightwing handing out scrolls to students. The Nightwing looked at Kinkajou, before her eyes narrowed at her. 
It was clear to Kinkajou that she was aware of her current situation.
"Hello Kinkajou." Fatespeaker said awkwardly.
Now it was definitely clear that Fatespeaker knew that she was here to spy for Glory.
Here goes nothing. Kinkajou thought to herself, before giggling like a child.
"Hello! Fatespeaker it's so good to see you again!" Kinkajou said elated.
Fatespeaker laughed. "It's good to see you too, Kinkajou." Fatespeaker said.
Kinkajou laughed. "Were you trying to rhyme there?" Kinkajou asked jokingly.
Fatespeaker laughed. "I didn't realize I did until you told me." Fatespeaker said.
Fatespeaker handed Kinkajou a scroll. Kinkajou opened the scroll, then tilted her head. She then looked up at Fatespeaker with a confused look. "What's this for?" Kinkajou asked, holding the scroll out to her.
Fatespeaker smiled. "It's a map of the whole academy. I circled your winglets cave, so you could find it, take any bed you want." Fatespeaker said.
Kinkajou looked down. "I'm sorry but I can't read well." Kinkajou said, slightly ashamed.
Fatespeaker looked shocked. "What, really? I thought you could read becuase you are a sp- '' Fatespeaker said before Kinkajou used her tail to cover Fatespeaker's mouth.
Kinkajou hugged Fatespeaker with her wings suddenly, causing the Nightwing to squeak. "You almost blew my cover, you baboon." Kinkajou whispered into Fatespeakers ear.
Fatespeaker whined. "I'm sorry," Fatespeaker whispered softly.
"Just please don't let it happen again." Kinkajou whispered before breaking the hug.
Kinkajou faked a laugh. "It's great to see you, Fatespeaker. I hope we can talk again some time." Kinkajou said, trying to cover herself.
Fatespeaker faked a smile. "You too Kinkajou." Fatespeaker said, although less enthusiastic.
Kinkajou walked away from Fatespeaker. She unrolled the scroll, Fatespeaker gave her and tried to interrupt it. Ok, so I have to take a left here, pass by 4 caves and then my cave will be the fifth on the right. Kinkajou thought to herself.
The cave halls were expertly hallowed out so it could accommodate multiple dragons walking side by side. There were torches hanging from the topside of the walls.
Kinkajou walked by a cave mouth that led to an extremely large room with at least a dozen dragons in it. There was a sign, right outside the cave mouth probably telling what this spacious room was.
Kinkajou tried her best to interpret the sign. Goat space? Chicken dungeon? Food center? Oh prey center?! Kinkajou thought to herself.
Kinkajou decided to take a detour and walked into the prey center. She saw many different carcasses of animals and tons of dragons eating said carcasses. However the thing that really caught her eye was the group of Icewings huddled in the corner talking to each other.
Kinkajou looked at Icewings. Icewings! Perfect, one of my targets is bound to be in that group of freezing bodies, should I try and talk to them, or should I keep my distance, they may find it suspicious if a lone Rainwing is staring at them the entire time... I'll just go talk to them, what's the worst that could happen? Kinkajou thought to herself.
Kinkajou approached the group Icewings. A few of them noticed her approach and glared at her.
"Hello! I've never seen Icewings before you guys are so sparkly! Tell me what you guys eat to get that sparkly." Kinkajou said in her elated tone.
By now all of the Icewings were glaring at Kinkajou. Well, they sure have lovely eyes. Kinkajou thought to herself.
One of the Icewings stepped forward and growled at Kinkajou. "Get lost Rainwing!" An Icewing male shouted.
Kinkajou walked closer. "I don't mean any trouble, I simply want to know more about you guys, I've read a lot story's about Icewings, I'm just fascinated, nothing more." Kinkajou said.
Kinkajou continued to walk closer until the male Icewings tackled her to the ground.
"I warned you Rainwing. Now leave before I show you how cool my claws are." The Icewing said.
Kinkajou squeaked. "I don't w-want any trouble sir... I-I was just curious, was it really n-necessary to t-t-tackle me to the ground?" Kinkajou asked, pretending to be scared.
Another Icewing walked over to Kinkajou and the male Icewing on top of her. "Changbai, cease and desist, get off of the Rainwing at once." Another male Icewing called.
The Icewing on top of her turned his head to face the other Icewing. "I don't take orders from you Winter." Changbai said.
Winter as in Prince Winter?! He's my other target. Well I found one, now where's the other? Kinkajou thought to herself.
Another Icewing stepped forward. "You're right, he's not, but I Am. Now get off of the Rainwing." A female Icewing shouted.
Changbai grumbled. "As you wish, princess." Changbai said, as he got off of Kinkajou.
Kinkajou felt the weight of the Icewing recede as he got off of her.
Kinkajou stood up and stretched her wings. "Thank you, so much your majesty!" Kinkajou said, wagging her tail like a hatchling.
Icicle growled. "I didn't do it for you, now keep your voice down before I rip out your vocal cords." Icicle snarled.
Kinkajou nodded fearfully. "Right, sorry I get very carried away sometimes." Kinkajou said.
Icicle rolled her eyes as she turned away from Kinkajou. While turning Icicle hit Kinkajou in the face with her sharp tail. Creating a small cut.
Kinkajou squeaked. "Ow, could you please be careful with your tail, that thing is quite dangerous, it just cut my face." Kinkajou said, rubbing the small amounts of blood off of the wound.
Icicle growled and turned back to Kinkajou with a glare. "You don't tell me what to do Rainwing, now be quiet before I cut off one of your wings." Icicle said.
Kinkajou turned her scales to a dark blue, and began to fake cry. "I-I just wanted, to know more about y-you guys that's it." Kinkajou said, forcing the tears to roll down her face.
Kinkajou hoped that the Icewings would view her as weak, that would give her extra cover from being discovered.
All of the Icewings except Prince Winter looked with disgust. "Is she crying? Are you seriously that pathetic?" A female Icewing asked.
Icicle growled and stepped closer to Kinkajou. "Well, if you want to know something about us, let's start with this. Crying is seen as a sign of weakness in the Ice Kingdom. Icewings also don't associate themselves with inferior tribes such as yourself. Take that into consideration, or don't, I couldn't care less." Icicle said, as she flicked her tail indicating for the other Icewings to follow her.
Winter looked at Kinkajou before turning around and following Icicle.
Kinkajou simply just watched them as they walked out of the prey center. Well, that could not have gone any worse. Kinkajou thought.
Read more here
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2024.06.02 16:43 Reasonable_Injury121 Chivalry Is On Life Support, Chapter Thirty-Five (part one)

This chapter was too long to post as one, so I’m dividing into two parts. Apologies for it being a bit disjointed.
On Thursday morning, after Luke left early for work and Brooke went for a run, I removed from Brooke’s closet the the gossamer jacket I had worn to the Ren fair and put it into the trunk of my Prius along with the canvas shoes and white tights that had completed my humiliating “Little Foot Page” costume. I dared not disappoint Anna a second time.
Fortunately, I didn’t have any punishment writing lines to complete after I cleaned her and Paul’s apartment on Tuesday. Brooke didn’t force me to wear any new feminine accessory that day. She was so fond of the choker that it had become an almost regular part of my daily attire.
As she kissed me goodbye that morning before I left for campus, she fingered the choker and my neck, saying, “I like this on you. Maybe I’ll order another one with a subtle little ring on it.”
I often couldn’t tell when Brooke was joking or not.
“You mean something where someone could attach a leash? Like a slave collar? Please, Brooke. This is bad enough.”
“No, it wouldn’t have to stick out like that. I said ‘subtle,’ didn’t I? The ring could be flat against your neck. That style is very common. It’s sexy. But I do think we can get you a proper collar to wear at home. I’m thinking leather with silver studs and a nice ring in the front. That one will definitely stick out. Luke and I will look for something on-line.”
Again, was she joking or not? She gave me her full, dimpled smile as she spoke, but that didn’t tell me conclusively one way or another. Nevertheless, her smile, her touch and the nature of the conversation all conspired to cause my liberated cock to grow hard in the lace panties I was wearing under my khakis. I was hoping she wouldn’t notice, so she wouldn’t lock me back up; several hours later, I was wishing that she had noticed.
Except for regular cleanings, and one or two supervised, humiliating releases, I had been locked up pretty consistently over the previous 2 1/2 months. Therefore, I truly enjoyed my freedom most of that Thursday. I had an almost incessant erection, fortunately mostly concealed by my khakis (which were looser than most of the pants I was permitted to wear), even while waiting in line to get Neil’s coffee and while walking across campus in a light snow to bring it to his office. The phrase “microaggressions” had become trendy on college campuses such as mine, referring to insensitive comments people make that are discriminatory or insulting, often even without intending to be. As I knocked on the door to Neil’s office, I thought to myself how I was being subjected not to microaggesions at my college, but rather to microhumiliations. Such as fetching Neil’s coffee.
“Come in,” said Neil, through the door.
Remarkably, seated in the one chair across from Neil’s desk was Paul Betz. Yet again! Alarming and suspicious. Or was I simply being paranoid? Neither of them made any effort to get up from their seats.
I was holding the cup of coffee in a paper bag. Feeling like an idiot, I placed the bag on Neil’s desk.
“Thanks for the coffee, pal,” Neil said, as he removed the cup from the bag. “It’s a bit cold.”
“Sorry, it’s snowing out there,” I replied, absurdly, as if it was even remotely somehow my fault that his coffee wasn’t hot.
“No worries. I’ll warm it up in my microwave. Paul and I were just discussing some swimming techniques. Paul’s team has a big meet this weekend. Is it okay if I catch up with you later?”
Paul looked up at me with an arrogant smirk. I thought to myself: how much strategy could there possibly be to discuss? You jump in the pool and you swim.
“Of course,” I said. “I’ll talk to you later.”
And just like that, I was dismissed. The coffee boy had delivered the coffee and was no longer needed. Why should I care about suffering this microhumiliation in front of Paul, who a few hours later would be subjecting me to any number of macro humiliations? Simply because he was gaining even greater knowledge about me, the nature of my relationships with others in my social circle and the breadth of my submission. Knowledge is power. More knowledge about me, more power over me. Nothing good could possibly come of it.
Paul was his usual arrogant self in class that afternoon, and it was clear that he, Anna and Kelly were all in exaggeratedly good moods, no doubt savoring the thought of interacting with me under radically different circumstances only a few hours later.
Anna was wearing black tights, a short, plaid skirt and black ankle boots. She propped her feet up on the desk in front of her next to Paul’s and said, “Oh, look how dirty my boots are from all the puddles of slush.”
Paul added, “Mine too. Fortunately, our shoeshine boy will be visiting later.”
Kelly sitting two seats to their left, giggled and said, “The cold weather makes me ravenous. What’s for dinner tonight, Anna?”
Anna grinned and answered, “Beef stroganoff. Our shoeshine boy is also an excellent cook, supposedly. A real Renaissance boy.”
“Not a Medieval boy?”, said Kelly. She and Anna both laughed.
Scanning the room, I didn’t believe the other students were picking up on all of the innuendo (or, if they were, I didn’t think they understood what it meant). Nevertheless, one serious female student, not part of Kelly’s clique, looked at me as if to say, “Why are you letting these clowns do and say whatever they want? Why don’t you take control of your classroom?” How I longed to do just that, to put the three of them in their place with some witty remark, as I would have done in the past. The pain of Paul’s spanking on Tuesday still fresh in my mind (if not on my bottom), however, I bit my tongue and timidly began my lecture.
After class, I went to the grocery store to purchase all of the ingredients for Anna’s prescribed menu of beef stroganoff, Italian green beans, and a starter spinach salad with warm bacon dressing (she had even directed me to her preferred recipes on-line — I had tested the salad and dressing on Brooke, with positive reviews). I also purchased the two bottles of not inexpensive red wine specified by Paul.
When I arrived at their condo, holding multiple grocery bags, my nemesis doorman was lying in wait for me, like a snarky Cerberus dressed as a bellhop. My underworld was eleven flights up, however.
“I’m going to apartment 11B. Paul Betz.”
“I have to announce you. Who should I say is calling?”
“The cook. Please tell him the cook is here.”
He spoke into the intercom phone, smirking at me, “Mr. Betz. Someone calling himself the cook is here to visit you. Although I’m pretty sure it’s the same guy who announced himself as the maid on Tuesday. May I send him up?”
Still holding the phone, he then addressed me: “Mr. Betz said they are expecting the maid, not the cook. What should I tell him?”
I sighed. “Please tell him the maid is here.”
“Mr. Betz. He is now no longer pretending to be a cook, but has announced himself as the maid. Very good, sir, I’ll send him right up then.” He put down the phone, his expression more smug by the second, and said, “You may now go up. The elevator…”
I interrupted him. “I know perfectly well where the elevator is, thank you.”
He stopped smirking to glare at me with annoyance for a moment, before resuming his smirk as I entered the elevator with my shopping bags.
When I got to their door, I got down on my knees and waited. Behind the door, I heard talking and sporadic laughter. They only kept me waiting about five minutes that day, and fortunately I was spared any encounters with Paul’s and Anna’s neighbors. It was during those five minutes on my knees, staring down at my cock pushing out my khakis, that I came to the belated realization that it probably wasn’t a good thing to be free of my chastity cage in the circumstances in which I then found myself. As I continued to wait, a sense of panic began to set in, which paradoxically only increased my arousal.
When the door finally opened, I was greeted by Kelly. I was eye level with her short, blue skirt. I looked down at her sheer stocking-encased legs and black, strap-on heels before looking up at her grinning face. She had been wearing jeans in class, but had obviously dressed up for the exciting occasion of being served dinner by her submissive professor. I have not really described Kelly’s appearance much before now, other than to say that she is attractive. Kelly has shoulder length, thick, brown hair and sort of a button nose. She is slender, but not as tall as Anna or Brooke. I would describe her more as cute than truly beautiful like the other two. However, by “cute,“ I don’t want to suggest that Kelly isn’t sexy. She is, but more in a teasing, playful way than the regal Anna. Sometimes it’s those cute, playful ones that you really have to watch out for, I was to learn.
Generally speaking, it occurred to me that, on the cusp of turning 40, I was surrounded by – and subservient to – a number of meaningfully younger people, most of whom were well above average in the looks department. There are a lot of overweight Americans – more in Ohio than in the Northeast, I thought (I’m sure Neil would have said that observation was still further evidence of my elitism) – including a lot of overweight students on my campus. For whatever reason, however, I was this bookish, unathletic guy now surrounded by athletes (Luke, Paul, Anna, Kevin, and even my one contemporary in terms of age, Neil), or fitness freaks (Brooke) or the generally attractive people who they chose to associate with (like Kelly, Laura, and Brooke’s estranged friend, Michelle). Growing up, my social circle tended to consist of the less attractive – the geeks, the nerds, the social outcasts. So, being surrounded by the cool, beautiful people was new for me, and exciting. So much toned, taut young flesh. Of course, I was not, nor am not now, their equal. Not even close. I’m their servant, their lackey, their toy. But that’s part of what makes the dynamic so exciting, so arousing. For me, certainly. But also for most of them, I believe (Brooke excepted; I am confident that there is a lot more depth to our relationship with each other, than to our relationships with all the others).
As I looked up at Kelly, these thoughts running through my head, I consoled myself that at least I wasn’t being subjugated, teased and tormented by physically repulsive people. Remembering Brooke’s advice to go with the flow, I tried to tell myself to be grateful for small favors.
“Hi, Professor Rollins!“, said Kelly, brightly.
“Hi, Kelly,” I sheepishly replied.
“Oh, come now, professor. We’re not in class now. I think the proper way to address me here is Miss Kelly, don’t you agree?”
“Yes, Miss Kelly, of course.”
“You may enter,” she said. Seeing Paul behind her, I remembered to shuffle on my knees into the apartment, bags in either hand.
Paul said, ”What time do you need to be home tonight, Rollins? Where are Luke and Brooke?”
“Thursday night they almost always go out, sir. If you recall, that’s why we picked Thursday evenings for me to…to come here. Luke is taking Brooke out to dinner tonight at a restaurant near his house. The earliest they’ll be home, I think, is around 10:30, unless they decide to spend the night at Luke’s. I’d like to be home by 10, just to be on the safe side, sir, if possible,” I replied.
Kelly said to Paul, “I like the ‘sirs.’ I see that you’ve been training him well.“
“You may leave at 10. That means we have you for 5 hours. Put the food away and then get dressed,” ordered Paul. Anna and Kelly’s boyfriend, Archer, were sitting on the couch in the living room.
“Wait a minute,” said Anna. “Did you bring your Ren fair costume this time?”
“Yes, Princess Anna.”
“‘Princess?’ I really like that. Call me ‘Princess,’ too,” Kelly said to me, giggling.
“Yes, Princess Kelly,” I replied.
Smiling with delight, Kelly asked Archer, “Do you wish him to address you as Prince Archer?”
Archer, who I later learned was Paul’s teammate on the college swimming team, said, “No, he can just call me ‘sir’.”
“You’re no fun,” said Kelly.
“Put on your Little Foot Page costume, professor,” said Anna.
“Hold on,” said Paul. “If he’s serving us dinner, shouldn’t he be dressed as a waitress? Or as a maid? What about the pink uniform Chrissy wears? That’s sort of a waitress maid hybrid,” Paul explained to Archer.
“Or what about the Hooters uniform?”, asked Archer.
“But the Little Foot Page uniform is so cute!”, said Kelly.
Anna said, “Well, everybody seems to have an opinion. The only way to settle this democratically is through a vote. Let’s all write down our top choice on a scrap of paper and toss it into my baseball cap. There are three options and four votes, so there will be a clear winner.”
“I think he should model each uniform first, so we can make an informed decision,” said Archer.
“Great idea, Archer! Who doesn’t love a little, impromptu fashion show? Kelly, please tear up four pieces of paper and get a pen while I show our dear professor where we keep Chrissy’s uniforms,” said Anna.
I listened to this rather extraordinary conversation while still kneeling in the entrance hall. I had managed to will my erection down, at least partially, so had escaped detection for the moment. Obviously, this was only a temporary victory, however.
After being permitted to stand, I first put away the food and then followed Anna upstairs into the dungeon. She opened a closet and pulled out two plastic bags that she draped over the spanking bench.
“Here are the other two uniforms you will model for us. I want you to start with the waitress uniform. Make sure you wear the black stockings and the heels with the dress. And the cap. There are hairpins in the bag you can use to make sure that it doesn’t fall off your head. Once you’re dressed, we’ll be waiting for you in the living room. I expect you to walk the length of the living room, stand before us, curtsy, do a slow 360, face us again and curtsy a second time. Then walk back up here, put on the Hooter’s uniform, and repeat the same steps. Remember to put on the flesh colored pantyhose; they’re what really make the Hooters uniform, don’t you think?”
I had never darkened the doors of a Hooters before, but nodded my ascent.
“Well, the pantyhose along with the white socks and sneakers. You didn’t bring those, did you?”
“No, princess. Besides the shoes I’m wearing, I only brought the canvas shoes I wore to the Ren fair. As you commanded, princess.”
“All the more reason the Hooters uniform just won’t cut it tonight. But we have to humor Archer, don’t we? So, wear your canvas shoes with it. You’ll look preposterous, but that’s the point, I suppose. Right?”
“Yes, princess.”
“You’ll finish with your Little Foot Page uniform. The same steps. That’s my top choice, so make sure that you really sell that one. I’ll be watching closely. If you fail to do any of the steps I just told you, or don’t do any of them satisfactorily, I’ll ask Paul and/or Archer to take you over their knees and spank you, hard, 10 times for each mistake. Do you understand?”
“Yes, Princess Anna.”
She left me in the dungeon to change. Paul’s description of the first uniform was accurate. Imagine a pink maid’s uniform, with a V-neck, black collar, black buttons and a black apron. It came with a matching cap, pink with black trim. After putting on the dress, I rolled the sheer, black stockings up my legs and smoothed out the skirt, my fully erect cock still concealed for the time being beneath it. The short skirt only came down to my mid thigh. I then put on the heels and the cap, fumbling with the hairpins, and regarded myself in the mirror. I was dressed like a fetishized waitress in a retro diner. Could I look any more ridiculous? As I practiced curtsying a few times in front of the mirror, I answered my own rhetorical question.
Worried about keeping my students and Archer waiting, I descended the stairs and followed Anna’s instructions, listening to the strange sound of my heels clicking on the hardwood floor of the living room.
As I curtsied before the four of them relaxing on the couch, Kelly giggled with glee and Paul said, “Now that’s an appropriate uniform for dinner service.”
“It is, yes, but we see Chrissy in it all the time. A little variety is nice,” Anna replied.
As I went through my steps, I watched Anna hold the same little book they had used to record my shortcomings in cleaning – my demerits as they called them – and make notes in it with a pen. That couldn’t be a good thing, I thought to myself, although I was quite certain that I was following her instructions to a T.
After I did my 360° turn, I did a brief second curtsy, as Anna had ordered, but she stopped me as I was turning around to go back upstairs.
“Wait, professor maid. Curtsy to us again, but this time make it a deep curtsy. I want to make sure that you’ve been practicing.“
I did as she commanded, bending my legs, one behind the other, lifting my skirt with my hands and holding the dipped, bowed position for a few seconds before straightening back up.
“What do you think?”, Anna asked Kelly.
“Not too bad for a relative novice, I suppose, although his technique could definitely use some work,” said Kelly.
“Do you hear that, professor maid? You need to spend a lot more time practicing your curtsying. Also, you’re walking in the heels better than on Tuesday, but you’re still pretty unsteady. We expect our servants to be graceful,” said Anna, imperiously, as she made additional notations in her little notebook. “You need to practice walking in heels somewhere besides your time here with us. We do not tolerate on-the-job training here. Got it?”
“Yes, Princess Anna. I understand.”
“Good. Move along now. We need to decide on your uniform so you can start serving us cocktails and hors d’oeuvres.”
I hurried back upstairs as quickly and gracefully as was within my power and changed into the Hooters uniform. I put on the nude pantyhose first, my cock distressingly hard beneath the transparent nylon. So much for further concealing my liberation from chastity! Freedom can be a dangerous thing, I was to soon learn. I next put on the U-shaped, white T-shirt with the big orange letters, the two ‘Os’ doubling as eyes for the owl. The shirt was tight against even my flat chest; I could only imagine what it must’ve felt like to the well endowed women for whom the shirt was designed. Next, I pulled up the skimpy, bright orange shorts, hoping like hell that they might hide my erection. They did quite the opposite, in fact. Made of some synthetic fabric, they were incredibly snug and almost looked like a bikini the way they rode up the side of my legs next to my crotch. The shorts hugged my small balls, the outline of which was readily apparent through the fabric, my cock making a small, but unmistakable protrusion above them. As humiliating as the waitress uniform was, this was worse, I felt. I groaned as I observed myself in the mirror. I then put on my canvas shoes and descended the stairs to begin another degrading catwalk.
Archer laughed and clapped. “Thats fucking hilarious. Look at the loser!”
“Ha ha, look our professor has a little stiffie,” said Kelly, pointing at my crotch and snickering.
Anna said, “Oh, my God. Paul. She’s right. Look! They must’ve taken off his chastity cage.”
Paul said, “Well, this opens up all kinds of new possibilities, doesn’t it?”
“It most certainly does!”, agreed Anna.
This conversation, so intensely humiliating, resulted in my already hard cock twitching beneath the tight orange shorts, growing harder still.
Kelly said, “But he doesn’t have any boobs. What kind of Hooters waitress is that? At least Chrissy is growing boobs, thanks to the hormones.”
As I was curtsying, Paul asked, “What happened to Chrissy’s breast forms?”
Anna answered, “We let her throw them out after she started growing her own tits.“
“Too bad,” Archer replied.
Anna added, “And the whole outfit just doesn’t work without the white tennis shoes and socks. Also, our Hooters girl forgot to do her second curtsy.” As I turned back around to comply, Anna added, “No, no professor pantywaist, it’s too late now. That’s another demerit, I’m afraid. Now hurry along and model your last outfit for us.”
I scampered up the stairs and quickly changed into my Little Foot Page costume from the Ren fair, the one inspired by the Eleanor Fortescue-Brickdale’s painting, a favorite of Brooke’s. How I wished at that moment that it was her I was dressing for instead! The short, nearly transparent jacket barely concealed my cock, jutting out shamefully through my white tights.
Remembering Anna’s insistence that I really “sell” this outfit, I took special care to complete each step to the best of my abilities. I held my back straight and practically pranced into the room and across the living room floor. I held my curtsy longer than usual, somewhere between the duration of a regular curtsy and a deep curtsy.
Both of the girls applauded, gleefully.
“See. The foot page costume is adorable. And it’s unique,” said Kelly.
“But pages don’t serve dinner. Pages do all kinds of other things for their masters, like clean their clothes and shoes, help them get dressed, deliver messages, and so forth,” said Paul.
“Oh you’re such a stickler for authenticity. I’m sure plenty of pages served their masters and mistresses meals as well. They were utility servants, and I’m sure did whatever was required of them,“ said Anna. “Besides, with this uniform, we have the best view of his hard, little cock. Look, it’s fun size!“, she added, pointing.
“With equipment like that, it’s no wonder that his wife cuckolded him,” chuckled Archer.
“From the look of him and his attitude, I’ll bet Luke is hung like a horse. Is that true, professor baby cock?”, asked Anna.
“Yes, Princess Anna,” I answered meekly.
“Look how red his face is!,” said Kelly. “We’re not embarrassing you, are we, professor?”
“Yes…I mean no, Miss…I mean Princess Kelly.”
“Okay, it’s time to vote,” said Anna.
“Why bother. We all know which one will win. Archer will vote for Hooters, I will vote for sissy waitress, and you and Kelly will vote for this silly page costume, inappropriate as it may be,” said Paul, sulkily. “So, the foot page it is.”
“Oh, goody!”, said Kelly, clapping her hands together with delight.
“Time for cocktails! Take everyone’s order,” Paul said to me sternly, seemingly still annoyed that he didn’t get his way.
Paul and Anna had a well equipped bar, so making the drinks was relatively easy. Anna insisted that I curtsy after serving each person. I, of course, would’ve felt ridiculous curtsying under any circumstances, but felt particularly so dressed in my page costume. Paul had a point; there was something incongruous about it. After serving them, I began prepping for dinner in what was truly a chef’s kitchen. The meat needed to simmer for a while to be sufficiently tender.
Anna had shown me a little brass bell that they would use to summon me for drink refills or anything else they desired. I heard it jingling about 20 minutes into my prep work and hurried back into the living room.
Paul said, “Archer and I are ready for refills.”
“Yes, sir.”
“From now on, curtsy every time you enter or leave a room any of us are in, and every time any of us gives you an order,” Anna interjected.
“Yes, princess,” I said, curtsying as I took their glasses.
By the time I returned a few minutes later with Paul’s and Archer’s fresh old fashioneds, curtsying again, Anna was also ready to for new martini. Of course, by the time I returned with her martini, Kelly was finally ready for her second cosmopolitan. Would this ever end?, I wondered. How would I ever have time to prepare the rest of dinner?
Fortunately, rather than request a third old-fashioned Paul said to the others, “Let’s go for a swim.” I was back in the kitchen working when the four of them left the apartment to take the elevator down to the building’s large indoor pool. Things got more interesting about an hour later when my young superiors returned to the apartment in their bathing suits.
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2024.06.02 15:59 Griffon-Knight The Adventures of Warrior Omega Part 4

"Gate Master." said Broktar, "We found that the Undead Forces had already installed the two stolen parts on the flying Battleship.". "yes." said The Gate Master, "i also know that the Biker Gang, The 'Fire Griffens' had already made it into Undead Territory.". "The 'Fire Griffens'!" said Alan, "I can't believe this! They're here.". "Not to worry." said The Gate Master, "i have a feeling they will have their hands full.". "What do you mean?" asked Alan. "The Bikers are about to be Overwhelmed." said the Gate Master. "You think that's good?" said Broktar. "They'll come back as undead." said Kalzortus, "If they Die.". “Kalzortus is right." said Optotorix. "Not to mention." said Tirus, "Officer Morgan is missing in action.". "Yeah." said Alan, " Officer Morgan ended up on a transport ship.". "Yes." said The Gate Master, "I know about that.". "What are we going to do about it?" asked Alan. "First of all." said the Gate Master, "You heroes must find the Sword 'Omnolight'.". "We already know about that part." said Optotorix. "Apparently so." said the Gate Master, "if you must know, the location of the sword is in Or...". Before the Gate Master could finish the sentence, a group of undead forces arrived. Among the group was Air Commander Zoutoxas.
"Alright, heroes." Zoutoxas said, with a slight growl in his voice, "Come out and surrender. We will not harm you.". "Not Likely." said Optotorix. As soon as Optotorix said that, he headed towards the door. "hold it, Optotorix." said Zektus, "I have a plan.". "What would that be?" asked Broktar. "It is a psychic diversion plan." said Zektus. "Psychic Diversion." said Kalzortus, "i have witnessed that very maneuver several centuries ago.". "Where was that, Kalzortus?" asked Rotusor. "It was on the planet of Pertox." said Kalzortus, "it was when the Rebel forces had been trapped in a outpost.". "Yes indeed, Kalzortus." said Zektus, "i had learned that maneuver from a Pertoxian Mercenary.". "Whatever happened to their peoples?" asked Optotorix. "Unfortunately." said Kalzortus, "Their people were destroyed by a neighbouring civilization.". "What was that civilization?" asked Rotusor. "The civilization in question, is the Luperoids." said Kalzortus, "they are a race of humanoid wolves. Their single purpose is to fight and conquer anything and everything.".
"Yes." said Zektus, "Whatever they can't conquer, they destroy completely.". "How Tragic." said Tirus. "So, what's the plan?" asked Alan. "First, i shall create an illusion of us supposedly surrendering." said Zektus, "That is where Tlowtox activates the defences.". "I see." said Alan, "We would get the element of surprise.". That was where Tlowtox went over to the controls for the defences. "Defences are ready." said Tlowtox, "Awaiting new commands.". "On my mark." said Zektus. As soon as Zektus said that, he focused his psychic energy in creating the illusions. After he did that, the illusions started on their way out of the base. "Hmm." said Zoutoxas, "This seems too easy.". That was where Zoutoxas motioned for a couple of undead soldiers to examine the situation. "Oh Great!" said Alan, "They're going to figure out the plan.". "Not if i have anything to say about it." said Optotorix. As soon as Optotorix said that, he charged right out the door. "Hot-headed Orc." said Broktar, "He's gonna get killed.".
"Huh." said Zoutoxas, "It's a trick.". "Tlowtox, let them have it full force." said Zektus. "You got it." said Tlowtox. That was where Tlowtox pressed the button to activate the base's defences. All the while, at the bridges, not far from Castle Diroctor, a group of Human, Orc, and Kor'Drakk warriors had set up defences there. Meanwhile, at Castle Diroctor, The Mercenary Captain Douglas Mortenson had arrived. "Ah, King Anderson." said Captain Mortenson. As he was saying this, he stuck out his hand. His right hand had been augmented with a cybernetic hand. "Ah, Captain Mortenson." said King Anderson, “It is good to see you.". "Aye." said Ortonk, "It's a shame you have that Cybernetic hand.". "At least it's helpful." said Captain Mortenson. "It's a good thing you have arrived." said Princess Heather Anderson. "Yeah." said the Orc Warrior, "We need all the allies we could get.". "Indeed." said Clint Anasazi, "ever since i heard of this situation, i was sure we would have a mission in this dimension.".
"So, King Anderson." said Captain Mortenson, "How is it with the planning?". "All the Defences at the bridges had been placed." said King Anderson. "Aye." said Ortonk, "Nobody will be able to get past these defences.". "I just hope you're right." said Alex. At that moment, A Human Soldier and a Kor'Drakk Warrior had entered the Courtyard. "Comrades." said the Kor'Drakk warrior, "all of the main defences have been placed.". "excellent." said King Anderson. "What sort of defences?" asked Ortonk. "Let's see." said the Kor'Drakk Warrior, "The Orcs have offered their Griontor riding warriors.". "not only that." said the human soldier, "but the defences also include the defensive gun emplacements that both the Orc And Kor'Drakk allies offered.". "Is that so." said Alex. "Yeah." said the Orc Warrior, "I heard that the Barbarian Tribe had raised their defences just north of their base.". Meanwhile, at the bridges, the warriors had set up the remaining parts of the defences. That was where one of the warriors on the watch tower had noticed something in the distance. "wait a minute." said The Warrior, "it looks like there's a fight going on over in a area not far from the Remains of the Keep.". "The Keep?" said another warrior, "I have better use the viewscope.". As soon as the warrior said that, he used the viewscope. "Well." said the other warrior, "What is it that you see?".
"Apparently, you're right." said the warrior, "There is a fight.". That is where Sir Dante Morgan had arrived on the scene. "Sir." said the first warrior, "There seems to be a fight going on, not far from the remains of the Keep.". "Are you able to see anyone recognizable?" asked Sir Dante. “I could only make out one individual." said the first warrior, "He seems to be wearing what seems to be robotic armor.". "Robotic Armor?" said Dante, "That sounds like Tlowtox Ironhammer the goblin.". "Tlowtox?" said the warrior. "Yes." said Dante, "I knew him for years.". "Is that so?" said an Orc Warrior, as he was sharpening his Battle-axe. "You listen here." Dante Said to the Orc Warrior, "You better hold your tongue if you know what's good for you.". "Why Should i?" said the Orc, as he stood up and grabbed his Battle-axe in his right hand. At that moment, Sir Dante Morgan and the Orc Warrior started circling each around, with both of them facing each other, with their weapons ready. Just then, A Kor'Drakk warrior had stepped in to stop the fight. "Hold it, both of you." the Kor'Drakk Warrior said, "We're on the same side.".
"Bah!" said the Orc, "I have no time for this! Let Me at him!". "Hot-headed Orc!" said the Kor'Drakk Warrior, "Can't you see. Any moment now, we could have untold numbers of undead soldiers on our doorstep.". "Your Point?" said the Orc Warrior. "I can't believe this!" said the Kor'Drakk warrior, "Don't you get my point. Our mission is to defend this pivotal spot.". "Bah!" said the Orc Warrior, "Why do i even bother with this foolish talk.". That was where the Orc Warrior started to head towards the bridge. "That's it!" said the Orc Warrior, "I'm out of here!". "Hold it, Chaldor." said Targonus. "What is it, Targonus?" asked Chaldor. "I just want to say." said Targonus, "Is that you are making a big mistake by going.". "What do you mean?" asked Chaldor. "If you go out there." said Targonus, "There's no telling if you would have a fateful encounter with the Undead. Not only that, there's no telling what sort of dark forces are also at work, in addition to the Undead.". Just Then, a Dwarf and a Elf had arrived at the defences. "Halt!" said one of the warriors on the watch tower, "Who goes there?". "We are warriors from the town of Ormrus." said the Dwarf Warrior. "Ormrus?" said Dante, "It's about time they responded. It's already late afternoon.".
"What did you expect?" said the Dwarf Warrior, "it's not easy being me.". "Not only that." said the Elf, "But we ran into some undead troops along the way.". "Aye." Said the Dwarf, "But we took care of them easily.". "Let's get to business." said Dante. That was where Dante escorted the Dwarf and the Elf into the Castle. Meanwhile, at Tlowtox's Base, The undead forces retreated from the area. "That was easy." said Alan. "But they will be back in force." said Zektus. "Yes." said Kalzortus, "I have a feeling we shall soon see the undead forces converge on the castle.". "By the way." said Alan, "The Gate Master said something about a town that starts with the letters 'OR'.".
"That sounds like the mountain town of Ormrus." said Rotusor. "Ormrus?" said Tirus, "That town resides to the north of the area.". "Then let's get going." said Alan. "Indeed." said Tlowtox, "But before we go, There is someone i like you to meet.". At that moment, a figure entered the room. "By The Gods!" said Kalzortus, "It cannot be.". "Who are you talking about?" asked Alan. "A Feldrakk Warrior is here." said Kalzortus. "Feldrakk?" said Alan. "Yes. Feldrakks are a hybrid race of Feliaxars and Kor'Drakk." said Kalzortus, "They are very rarely seen.". "What are the Feliaxars?" asked Alan. "Feliaxars are a race of humanoid Felines." said Kalzortus, "They are known for their cleverness.". "Not only that." said Zektus, "But they have developed psionic powers. They have a capitalistic government.". "yes." said the Feldrakk, "Very perceptive. You must know about our advanced transportation.". "Yes, indeed." said Kalzortus, "I have heard of the technology.". "i have one such piece of technology here." said Tlowtox, "It's on the Launch pad.".
"What do you mean?" asked Alan. "It is a Feldrakk Cosmo Fighter." said Tlowtox, "I was working on this vehicle before you guys even arrived here.". "Yes." said the Feldrakk Warrior, "Even though Tlowtox didn't have all the regular components that are compatible with such a vehicle.". "This should be interesting." said Broktar. That was where the heroes went to the launch pad. Meanwhile, at the Fort of the Dead, The Master Of Zombies was addressing the troops. "We shall conquer all the realms." said the Master Of Zombies, "None shall stand before our might.". All the while, Necro-Oracle was waiting in the shadows. "Soon." said Necro-Oracle, "I shall have my revenge.". At that moment, Quotor entered the area. "Arkos... i mean Necro-Oracle." said Quotor, "i have found the location of the Sword called 'Omnolight'.". "Excellent." said Necro-Oracle, "Are the mercenaries in place?". "Yes, Necro-Oracle." said Quotor, "What's the next part?". "Hold that thought, Quotor." said Necro-Oracle, "I'm needed.". That was where Necro-Oracle stepped to the podium.
“My Comrades." said Necro-Oracle, "The Time is upon us. We shall finally cover the realm in darkness.". At that moment, All of the undead Troops at the fort started getting riled up. "Most Excellent." said The Master Of Zombies, "All of the troops are ready.". "Yes." said Necro-Oracle, "Soon, I shall rule this realm.". "What was that, Necro-Oracle?" said the Master Of Zombies. "Nothing, sire." said Necro-Oracle. That was where Necro-Oracle went into the Fort's main room. That was where Quotor met with Necro-Oracle. "Sir." said Quotor, "The Mercenaries are on hold in the viewscreen in your quarters.". "Excellent." said Necro-Oracle. At that moment, The "Fire Griffens" biker gang had arrived at the Fort. "What's This?" said the Master Of Zombies. "There seems to be a biker gang outside the fort." said the Battle Knight. "Let them in." said the Master Of Zombies. "But Sir." said the Battle Knight. “I said Let them in." said The Master Of Zombies. "If you insist." said the Battle Knight. That was where the Battle Knight went to the gates. All the while, Necro-Oracle was dealing with the Mercenaries. Each of the Mercenaries were from a different group of people.
One Mercenary is a Croctarion, one Mercenary is a Karteor, One is a Clartoxian, and one is a Terzonicor. "sir." said the Croctarion Mercenary, "What is it that you need us for?". "It is because i have a plan of revenge." said Necro-Oracle. All the while, in the main section of the Fort, the Bikers were fighting the Undead Troops. Their fight was a losing one, however. "Greg." said David, "what are we going to do?". "We keep fighting, for one thing." said Caleb. As he was speaking, he slammed a couple of zombie's heads together. Meanwhile, the heroes had gotten into the area of the Town Of Ormrus. That was where one of the Sentries had noticed the Cosmo Fighter was in the Area. At that moment, the Sentry notified the Mayor of the town. As soon as Mayor Jackson got the news, he went over to the communications post. "Unidentified Aircraft." said Mayor Jackson, "Identify yourself. You are in Ormrusian Air-Space.". "This is Cosmo Fighter Alpha 27." said The Feldrakk Warrior, "We are here to retrieve the Sword 'Omnolight'.". "Omnolight, eh." said Mayor Jackson, "not Likely.". "Why Not?" asked the Feldrakk Warrior. "Yeah." said Broktar, "Why can't we get the sword?".
"I would have to agree with Broktar." said Rotusor. "Rotusor?" said Mayor Jackson, "Is that you?". “Of Course." said Rotusor. "I didn't expect to see you here." said Mayor Jackson. "So." said Rotusor, "I would like to say, on behalf of the heroes, we request clearance to land.". "For a Friend." said Mayor Jackson, "Clearance to land is allowed.". "Excellent." said Rotusor. That was where the heroes proceeded to land in the town of Ormrus. Meanwhile, in the Town of Chior, Aross had prepared a team to go to Castle Diroctor. That was where Gretack had entered the room. "Sir." said Gretack, "There's a messenger here to see you.". "Send the Messenger in." said Aross. Meanwhile, at Castle Diroctor, The crew of the Kor'Drakk Cruiser "Dragon Fire" had arrived.
"Lieutenant Gotarus." said Captain Zordash, "Tell me again why we should trust these humans.". "Do not let the fact that a Space Pirate Crew consisting of humans whom destroyed our homeplanet, stop a new era from dawning." said Lieutenant Gotarus. That was where the Mercenary Captain Douglas Mortenson had approached Captain Zordash. "Greetings Comrades." said Captain Mortenson, "I am Captain Douglas Mortenson.". "A human!" Said Captain Zordash, as he reached for his Plasma Sabre, "I should have known better.". "Hold it Captain." Said Lieutenant Gotarus. "Like Lieutenant Gotarus said." said Sergeant Dorgarus, "Lets not do anything we'll regret.". "If you insist." said Captain Zordash, as he sheathed his Plasma Sabre.
Meanwhile, back at Ormrus, the heroes had landed at the Launch/Landing Pad. The Heroes had also been introduced to the Governing Council. "So." said Mayor Jackson, "You say one of your teammates is in enemy territory.". "Yes." said Kalzortus, "Hopefully Officer Morgan will come back alive.". "Indeed." said Tirus. Meanwhile, at the Fort of the Dead, Officer Morgan found himself in the Fort. "Alright." Officer Morgan said to himself, "Where am i?". That was where Officer Morgan turned to face a figure whom had just entered the area where Officer Morgan was at.
That figure is none other than Necro-Oracle. "Wait a minute." said Officer Morgan, "You're Necro-Oracle.". "Indeed i am." said Necro-Oracle. That was where Officer Morgan attempted to charge at Necro-Oracle, but was tossed against the wall. "Alright Necro-Oracle." Officer Morgan said as he was getting back up, "You won't get any information from me.". "That's not why i'm here." said Necro-Oracle. "Why is it that you are here?" asked Officer Morgan. "Believe it or not." said Necro-Oracle, "We are, in a way, on the same side.". "what do you mean?" asked Officer Morgan. "You don't know about my history." said Necro-Oracle, "I was once a Dark Elf known as Arkos Darkblade.".
"Oh really now." said Officer Morgan, "What is your involvement with the Master Of Zombies?". "I was killed by the Master Of Zombies." said Necro-Oracle, "soon i found myself alive once more. It was by forces outside of most people's understanding that resurrected me.". "Oh Really now." said Officer Morgan, "What is my role in this matter?". "You have stumbled on our plans." said Necro-Oracle, "I cannot allow you to leave. On the other hand, i might need you to help in my plans of revenge.". That was where the Master Of Zombies entered the Room. "Necro-Oracle." Said the Master Of Zombies, "The Battleship is ready to launch.". "Excellent." said Necro-Oracle, “I shall be with you very shortly.".
That was where Necro-Oracle proceeded to escort Officer Morgan into the cells in the Fort. All the While, He Secretly handed Officer Morgan Two Keys. "What are these for?" asked Officer Morgan. "You'll soon find out." said Necro-Oracle, "But for now, Keep quiet.". As Necro-Oracle and Officer Morgan Were heading to the cells, The Master Of Zombies had started heading to the battleship. "Hmm." The Master Of Zombies said to himself, "Necro-Oracle is acting strange.". Just then, a Necro-Guard had arrived in the area. "Sire." said the Necro-Guard, "i have some good news and some bad news.". "What do you mean?" asked the Master Of Zombies. "It's about the biker gang." said the Necro-Guard, "we were able to zombify 19 of the 20 bikers.". "Is that so." said the Master Of Zombies. "Not only that." said the Necro-Guard, "The remaining biker, the one whom the bikers call Caleb Raynor, has escaped.".
"let him go." said The Master Of Zombies, "He is of no concern to us.". "If you insist." said the Necro-Guard. Meanwhile, back in Ormrus, the Heroes were lead to The Tomb of The Knight Lord Joseph Barker. "From this point on." said Mayor Jackson, "You shall not get any help until you get the sword.". "Oh great." said Alan. "Look on the bright side." said Broktar, "It could be worse.". "Even after all this time." said Kalzortus, "Your sense of humor has not changed.". "Very funny comrade." said Broktar, "Let's get going.". "Hold It." said Mayor Jackson, "Only one of you may enter the tomb.".
"What in the realms are you talking about?" asked Broktar. "Yeah." said Optotorix, "Broktar's Right.". "According to what the Knight Lord Joseph Barker had said 175 years ago." said Mayor Jackson, "Only one person can go through the Tomb to prove themselves worthy to wield the Sword 'Omnolight'.". "I shall be the person to enter the tomb." said Alan. "Hold It Alan." said Kalzortus, "do you think it's a good idea to enter the tomb?". "I would have to agree with Kalzortus." said Zektus, "Someone else should enter the tomb.". "In case you didn't notice." said Tirus, "Alan is one of the Destined Warriors.". "If that is true." said Mayor Jackson, "He should enter the tomb.". "Excellent." said Optotorix, "Then it's settled.". "Oh Great!" Said Alan, "you guys are getting carried away with the situation.". That was where all of the heroes except for Alan, looked over at Alan. "Oh Great!" said Alan, "Oh Well, If you insist.". That was where Alan proceeded into the Tomb. "I just hope he makes it out alright." said Tirus. "I sense you have feelings for him, don't you." said The Feldrakk Warrior. "It's just that." said Tirus, "i haven't seen a human like him before.".
"Indeed." said Kalzortus, "Alan is a unusual person. but he may be the best hope for this realm.". "yes." said Zektus, "i would say so.". Meanwhile, in the Tomb, Alan had started on his path. "This should be interesting." Alan said to himself. As he was walking, Alan had noticed some footsteps on the path. "I have better be ready for anything." said Alan. At that moment, Alan stepped on a floor panel. That floor panel activated a dart trap. Alan had managed to deflect the dart, using the metal plate armor. "That was close." said Alan, "i've better be more careful from now on.". After he said that, Alan proceeded farther into the tomb. All the while, events were unfolding outside the Tomb. "This should be interesting." said Kalzortus. That was where one of the Sentries spotted a Aircraft in the distance. That Aircraft was piloted by the Croctarion Mercenary. The Karteoran Mercenary, The Clartoxion Mercenary, And the Terzonicoran Mercenary were with him. "Comrade Korzon." said The Karteoran Mercenary, "The location Necro-Oracle told us is coming up.". "Indeed, Atorusk." said Korzon. "Korzon." said Scycortus The Clartoxion Mercenary, "Did you notice something strange about Necro-Oracle?".
"I didn't notice a thing." said Korzon, "Why did you ask?”. "It's just that i had this weird feeling about Necro-Oracle." Said Scycortus. "I would have to agree with Scycortus." said Atorusk. That was where Atorusk turned to face Zor'Cortox. "Comrade." said Atorusk, "What seems to be the matter?". "it's just that." said Zor'Cortox, "My Girlfriend had written to me just yesterday, before we went to this dimension.". "Oh." said Atorusk, "I'm quite surprised to see that you have a girlfriend.". "Yeah." said Scycortus, "I agree with Atorusk.". "Guys." said Korzon, "We are at the location. Prepare to land.". "Right." said Atorusk.
That was where the aircraft landed outside the wall. "Korzon." said Atorusk, “Would you do the honors?". "It will be my favor." growled Korzon. As soon as Korzon said that, he charged right at the wall. "Warriors." said The Sentry, "Counterattack!". The warriors started the counterattack. Their counterattack proved to have little effect at all against Korzon. "By the Gods!" One of the warriors said, "The creature doesn't seem to be going down.". At that moment, Korzon had reached the gates of the wall. "Excellent." said Atorusk, "Any moment now, the wall shall fall.". "Atorusk." said Zor'Cortox, "Shall we join in with Korzon?".
"indeed." said Atorusk. All the while, the heroes, except for Alan, had been alerted to the presence of the Mercenaries. Little did they realize that the Mercenaries had a Zorhyno with them. "Is it time to unleash the Zorhyno?" said Zor'Cortox. "Indeed it is." said Atorusk. As soon as Atorusk said that, he went over and unlocked the cell that held the Zorhyno. "By the Gods!" said one of the Warriors, "A Zorhyno!". "Korzon." said Atorusk, "Fall Back.". "Understood." said Korzon. "I can't believe this!" said Zektus, "A Zorhyno!". "Indeed." said Rotusor. "I shall stop this, myself." Said Zektus.
As soon as Zektus said that, he had climbed the wall, and focused his psionic energy and bring it upon the Zorhyno. Meanwhile, in the Tomb, Alan had made it well into the tomb. "Hmm." said Alan, "That was interesting.". Just then, several skeletons had arisen from the ground. "Oh Great!" said Alan. As soon as Alan said that, he loaded another couple of shells into the shotgun. At that moment, the skeletons charged at Alan. Alan had managed to dodge out of the way. Alan had returned fire against the skeletons. All of a sudden, the skeletons had fallen to the ground. "That was easy." said Alan.
At that moment, the Skeletons had reassembled to do battle once more. All the while, Alan noticed a map fall out of a section of a utility belt that one of the skeletons had with them. "What's this?" said Alan, "There seems to be a map there.". As soon as Alan said that, he went to pick up the map, only to be hit in the face by one of the skeletons. That resulted in Alan getting tossed back several feet. Alan had also lost the shotgun in the process. "Oh Great!" said Alan, "Alright, you pile of bones. Let's bring it on.". All the while, Alan had gotten back up, and went for his chainsaw. Just then, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "Do you mind?" said Alan, "I'm Busy.". "What do you mean?" asked Joseph. "First of all." said Alan, "I'm in the Tomb of the Knight Lord Joseph Barker.". "Apparently so." said Joseph, "Where are the Allies?". "All of the Allies, except for Officer Morgan, are in the town." said Alan, "Officer Morgan is in Undead Territory.". "Is That so?" said Joseph. All the while, Alan was fighting the skeletons. Meanwhile, at The Fort Of the Dead, Officer Morgan had gotten out of the cell. "That was easy." said Officer Morgan. Just then, a zombie had seen Officer Morgan.
"Hold it right there." said the Zombie. "Not likely." said Officer Morgan. As soon as he said that, he went for his guns. The Zombie had also gone for his weapon. But the Zombie was too late, for Officer Morgan had gotten to his guns. "Alright, you rotting piece of flesh." said Officer Morgan, "Let's bring it on.". "For the Glory of the Master Of Zombies." said the Zombie. That was where the Zombie charged At Officer Morgan, only to be severely wounded. "It should be easy now." said Officer Morgan. "Not likely." said the Zombie. As soon as the Zombie said that, he head-butted Officer Morgan. "Not a wise idea." said Officer Morgan. That was where Officer Morgan went at the Zombie, with both guns blazing. Meanwhile, in the Tomb of the Knight Lord Joseph Barker, Alan had managed to defeat the skeletons. He had also picked up the map. All the while, Joseph had been in contact with him. "Alan." said Joseph, "You better get to your mission objective.". "Whatever, Joseph." said Alan, "All i know is that the two pieces of technology already have been placed in the Battleship.".
That was where Alan started going towards the paths. One of the two paths leads to the inner sanctum, and the other leads to a crushing wall type trap room. "Hmm." Alan said to himself, "I wonder what's on the map.". As he was speaking, Alan Unrolled the map. The map showed the inner layout of the Tomb. "This should be interesting." said Alan, as he was approaching the split path. As soon as he approached the path, he heard something from outside the Tomb. Little did Alan know that the Battleship of the Undead Forces had arrived in the area, along with several hundred Undead troops.
Meanwhile, on the Battleship, The Master of Zombies, Necro-Oracle, and the Four generals were on the bridge. "My comrades." said The Master Of Zombies, "Today is a dawn of a new era.". "Bah!" said the Battle Knight, "This is too easy. I should be down there fighting the Enemies.". "Not to worry." said Quotor, "I have a feeling we'll be facing the entire group of heroes soon enough.". At that moment, a undead Soldier had entered the bridge. "Necro-Oracle." said the Undead Soldier, “The Mercenaries you have hired are down there.". "Mercenaries?" said the Master Of Zombies. "Yes, my lord." said Necro-Oracle, "I hired four mercenaries to fight for the undead forces.".
"Is that so?" said the Master Of Zombies. At that moment, the Undead Forces had smashed through the rear walls. All the while, Alan had made it by several traps in the tomb. As he was going down the path, Alan had examined the amount of ammo and gas remaining. "Oh great!" said Alan, "both the ammo and gas are getting low.". Just then, he spotted a small gas canister and a box of shells. "Talk about good timing." Alan said to himself. That was where Alan went over to pick up the canister and box. It was at that moment, that Alan felt a weird feeling. "Man, That was weird." Alan said to himself.
All of a sudden, Alan found himself face to face with the Spirit of the Knight Lord Joseph Barker. "Oh great!" said Alan, "Now i'm seeing things!". "Do not jump to conclusions." Joseph's Spirit said, "I am the Knight Lord Joseph Barker.". "Oh really now." said Alan, "If you're Joseph Barker, Why are you still alive?". "I'm not alive." Joseph's Spirit said, "I am only a spirit now. I had temporarily returned from the Dimension of the Dead to tell you something important.". "Oh yeah." said Alan, "What's so important that you had to return from the dead?". "It is because of one main thing." Joseph's Spirit said, "For if you fail in your mission, the Undead shall reign over this realm. Not only that, they will march on to other dimensions. All will be lost.".
"I can't believe this!" said Alan, "If what you say is true, i shall continue with my mission.". "Then It's agreed." Joseph's Spirit said, "I shall lead the way.". That was where Alan and the Spirit Of the Knight Lord Joseph Barker went to the main section of the tomb, Where Joseph's coffin was laid. All the while, the heroes and the residents of Ormrus were battling the Undead Forces and the Mercenaries. All of a sudden, the sound of motorcycle engines sounded in the distance. The sounds came from the "Fire Griffens'" Motorcycles. The "Fire Griffens" had been resurrected as a gang of Undead Bikers. "Guys." said the Undead Version of Greg Anderson, "Lets get these humans.".
Little did the Undead Bikers Realize that their former partner, Caleb Raynor is in the area. "Hmm" said Caleb Raynor, "This is serious, indeed.". That was where Kalzortus had noticed That Caleb was in the area. "This is interesting." said Kalzortus, "There seems to be a human in the area that the Undead haven't gotten to, yet.". At that moment, a zombie charged at Kalzortus. Kalzortus had managed to block the incoming attack. That was where Kalzortus had decided to use his special attack; the "Berserker" attack. Kalzortus had started slicing through the Undead Troops. All the while, Alan had made it to the location where the Knight Lord Joseph Barker's coffin is located at. "Finally." said Alan, "I'm Here.".
"Yes, Indeed." Said The Spirit of Joseph Barker, "Now, for the final part. You must retrieve my sword from the coffin.". That was where Alan went over to the coffin. Little did he know that Necro-Oracle had been aware of Alan's Mission. Necro-Oracle was using a spell to awaken the body of the Knight Lord Joseph Barker. Alan had opened the coffin in the tomb. "huh!" Alan Gasped as he seen the remains of the Knight Lord. "Heh, Heh." said Joseph's Spirit, "I guess you haven't seen a corpse before.". "Not Really." said Alan, "It's just that, it's been a while that i have seen a corpse that stayed in one place.". At That moment, the remains of the Knight Lord started moving. "By God!" Said Joseph Barker, “My Remains are alive once more.". That was where Joseph's remains went at Alan. "Alan!" said Joseph's Spirit, "Watch out!". "I'm Way ahead of it." said Alan, as he dodged the reanimated corpse's attack. All of a sudden, the reanimated corpse turned around and attempted to thrust his sword at Alan. "Yikes!" said Alan, as he was moving out of the way. Alan had attempted to mount a counterattack, but had been stopped by the reanimated corpse. "How am i going to stop this corpse?" said Alan.
"Try aiming for the mid-section of the armor." said Joseph's spirit, "On the left side, to be precise.". "Right." said Alan. Once he said that, he aimed for the weakspot, with the chainsaw. Little did Alan know that Necro-Oracle had boosted the Armor of the reanimated corpse. At that moment, sparks started flying when Alan's Chainsaw hit the reanimated corpse's armor. All of a sudden, the reanimated corpse grabbed ahold of the chainsaw, and crushed it. "Oh great!" said Alan. That was where Alan switched to using his shotgun. The Reanimated Corpse had knocked the shotgun out of Alan's hands. Alan then switches to using his fists. The reanimated corpse had managed to block each punch. "Oh great!" said Alan, "What do i do now?". "I'm afraid you're on your own." said Joseph's Spirit. "This is just great!" said Alan. Meanwhile, on board the Battleship, the Four Generals had started on their way to Castle Diroctor. They were accompanied by several detachments of troops. "I don't know why we even bother going to Castle Diroctor." said the Battle Knight, "When the Battle is in Ormrus.". "First of All." said Quotor, "It is our next target, After Ormrus.”. “hey guys." said Fortox, "It seems that Ghoultor is headed to the same place as us.".
"What do you mean, Fortox?" asked Quotor. "I mean, he had already made it to 'Shock Ranger' Territory." said Fortox. "yes." said Zoutoxas, "I see him now.". That was where Zoutoxas used his viewscope to view the situation in "Shock Ranger" territory. The events that unfolded in "Shock Ranger" territory, had proved to be a pivotal situation. The "Shock Rangers" had managed to beat Ghoultor, but not without sustaining major damage. "All forces, retreat!" said Xeintox, "Fall back to the bridge defences.". "Aye, sir." said the Artillery Captain. That was where the remaining members of the "Shock Rangers" clan had retreated to the defences.
The remaining members included 2 Artillery Crews, both consisting of 5 members, 6 Griontor riding warriors, 4 Orc Warriors, the Artillery Captain, and Xeintox. Meanwhile, at the bridge defences, one of The Warriors had spotted the Orc Warriors heading towards the location. "Sir Morgan!" said the Warrior, "The Orcs are headed this way, and they're not alone.". "All warriors." said Sir Dante Morgan, "Prepare to fire, on my mark.". "Yes, Sir." said the Warriors. At that moment, the four Generals had arrived in the immediate area. All of a sudden, Telzor and his clan had arrived along with Deronix and some troops from both the Barbarian Tribe Base, and the Town of Chior.
"About time." said Chaldor. "I would have to agree with that." said Targonus. "All forces." said Deronix, "Move to position and help the warriors at the bridge.". "Hold it, comrade." said Telzor, "I thought our objective was to intercept Ghoultor and the Generals.". "Indeed it is." said Deronix, "But we also must make sure to help the warriors at the bridge.". "If you insist." said Telzor, "Orc Warriors, you're with me. Let's ride to stop the Generals and Ghoultor.". "Right." said Deronix, "The rest of you are with me. Let's help the Warriors at the bridge.". Little did they know that the battleship is headed their way.
Meanwhile, back at the Tomb of the Knight Lord Joseph Barker, Alan had narrowly managed to get the Sword "Omnolight". "Phew!" said Alan, “Finally, after all this time, i had won the fight.". "Excellent work." said Joseph's Spirit, "Now you must hurry.". “what do you mean?" asked Alan. "Your allies are in danger." said Joseph's Spirit, "The undead are headed to Castle Diroctor. Not only that, Necro-Oracle has hired Four Mercenaries.". "Mercenaries?" said Alan. Just then, Joseph had contacted Alan. "Alan." said Joseph, "What's Your status?".
"I have some good news and some bad news." said Alan. "Why do i have a feeling it's involving the Allies?" Said Joseph. "The Good news is that i had retrieved the Sword 'Omnolight'." said Alan, "The bad news is that the Battleship is headed towards Castle Diroctor.". "What Else?" asked Joseph. "Necro-Oracle had hired four Mercenaries." said Alan. "This is just great!" said Joseph. "Now You must Hurry." said Joseph's Spirit, "The Spirits tell me that your comrades have just been warped aboard the Battleship.". “What else do the spirits tell you?" asked Alan.
"It seems that Necro-Oracle is about to betray the Master Of Zombies." said Joseph's Spirit, "They also tell me that the Biker gang called the 'Fire Griffens' had lost 19 of their members to the forces of darkness.". "Only 19?" said Alan, "Last time i checked, there were 20 bikers. Whom is the remaining Biker?". "The only remaining Biker is Caleb Raynor." said Joseph's Spirit. "This Should be interesting" said Alan. That was where Alan had started to head out of the tomb. All the while, the heroes, except for Alan and Officer Morgan, had found themselves in a cell onboard the Battleship. "Oh Great!" Said Optotorix, "Where are we now!". "Apparently." said Kalzortus, "We are onboard the Battleship.". That was where Necro-Oracle had appeared. "By the Gods!" said Rotusor, "Necro-Oracle!". "Indeed, i am Necro-Oracle." said Necro-Oracle, "I suppose you are wondering why i am here.". "Not Really, You Rotting Piece of..." Said Tirus. "Tirus!!" Said Kalzortus, "Enough!!". “Excellent." said Necro-Oracle, "You heroes are wondering why you haven't already been turned into zombies.".
“Indeed." said Zektus. "I am not actually part of the forces of Darkness." said Necro-Oracle, "I am, in Fact, a Dark Elf called Arkos Darkblade.". "Arkos Darkblade." said Rotusor, "that name sounds familiar.". "By the Gods!" said Optotorix, “Arkos Darkblade is a Dark Elf whom came to Octiviox from some other dimension.". "How Perceptive." Said Necro-Oracle, "I was once Arkos Darkblade. But that was a long time ago.". "What do you mean?" asked Kalzortus. "When i Was Arkos Darkblade." said Necro-Oracle, "I was killed by the Master Of Zombies.". "When was that?" asked Kalzortus. "That was several thousand years ago." said Necro-Oracle. At that moment, a Necro-Guard had entered the room. "Sir." said The Necro-Guard, "The ship is in range of the bridge defenses.". "Excellent." said Necro-Oracle. That was whee Necro-Oracle turned to face the heroes. "I shall return for you later." Necro-Oracle said to the heroes. That was where Necro-Oracle had secretly handed Zektus the keycard that would open the cell.
"What in the Realms was that all about?" asked Broktar. "Quiet, Lizardman." said Necro-Oracle, "you will ruin the secret.". "Sir." said The Necro-Guard, "What are you doing, trying to help the heroes?". That was where Necro-Oracle tossed a fire ball at the Necro-Guard. The Necro-Guard had been reduced to a pile of burnt, Undead flesh. "Now's your chance!" said Necro-Oracle, "I shall stop the undead forces here.". "Understood, comrade." said Optotorix. That was where Zektus had used the keycard on the keyport for the Cell.
Little did they know, that the Master of Zombies was watching them, via a camera located in the ceiling. "Hmm." The Master Of Zombies said to himself, "It seems that Arkos Darkblade is still alive.". Meanwhile, at the Fort Of The Dead, Officer Morgan had passed by several corridors and rooms. Officer Morgan had also gotten by several of the Undead Forces best soldiers, The Necro-Guards. It was at that moment, which Officer Morgan had made it to a seemingly nondescript building. "This was the building Necro-Oracle had told me about." said Officer Morgan. That was where Officer Morgan had picked the Keys out of his pocket. "This must be the key for the building." said Officer Morgan.
As soon as he said that, he put the key into the keyhole. All the while, in another dimension, The Gate Master was watching the events unfold. "It looks like Officer Morgan will be getting some new weaponry." said the Gate Master. As he was saying that, he switched over to another viewscreen. That viewscreen showed the events at the castle. Meanwhile, at the Caste, King Anderson had ordered the moving of the peoples in the castle to a safer location. At that moment, the four generals had showed up at the castle's wall, via a warp spell cast by Quotor.
"Finally." said Zoutoxas, "We're inside.". As soon as Zoutoxas said that, the four generals had started attacking the inhabitants of the castle. All of a sudden, Telzor came into the castle. Sir Dante Morgan came in from the Armory. At that moment, The two had seen each other. "Morgan!!" Telzor roared, as he charged at Sir Morgan. All the while, the four generals were rampaging through the castle. That was where Ortonk had charged at the Generals. "Ortonk, Wait." said King Anderson. All of a sudden, Quotor had used his Razor Slash attack on King Anderson. "Augghh!" exclaimed King Anderson, as he fell to the ground. That was where Ortonk had rushed over to King Anderson.
submitted by Griffon-Knight to WarriorOmega [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.
submitted by Pyro979 to DnD5e [link] [comments]


2024.06.02 15:11 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 DMAcademy [link] [comments]


2024.06.02 15:10 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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