Well water softener parts

PC Watercooling

2009.06.09 16:03 PC Watercooling

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2017.05.24 16:54 Salamander99 the salamander is associated with fire, being supposedly unharmed by the flames

Some salamander species use tail autotomy to escape predators. The tail drops off and wriggles around for a while after an attack, and the salamander either runs away or stays still enough not to be noticed while the predator is distracted. The tail regrows with time, and salamanders routinely regenerate other complex tissues, including the lens or retina of the eye. Within only a few weeks of losing a piece of a limb, a salamander perfectly reforms the missing structure.
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2016.03.04 22:13 SeacattleMoohawks Falling Water

Subreddit for the upcoming USA Network TV series *Falling Water*. It tells the story of three unrelated people, who slowly realize that they are dreaming separate parts of a single common dream. Each is on a quest for something that can only be found in their subconscious. However, as they begin to use the dream world as a tool to advance their hidden agendas, they realize that their visions are trying to tell them something and that their very real lives are at stake.
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2024.06.02 16:47 hzeta Water smells and tastes funny after service.

I took my 3 year old Profitec 600 to get serviced. After getting it back, the water form the group head smells funny, and tastes gross.
The water from the hot water arm as well as the steam wand does not smell or taste bad. So it must be the group head. Maybe it tastes like rubber.
I flushed about 4 liters straight and it is still there. Not as strong as the 1st run, but still strong enough for me.
Is this normal after a service? Did they use a cheap part like a seal or something?
submitted by hzeta to espresso [link] [comments]


2024.06.02 16:47 fatefuldawn FE Engage Maddening Low Turn Count (LTC) Ironman in 70 Turns

So I have previously posted about my No Paid DLC/No RNG Drops Engage Maddening LTC a few months back, and I’m back with a new spin on this run - an Engage Maddening LTC Ironman. This run operates under all the conditions a regular Ironman playthrough of any Fire Emblem game would whereas the game must be completed without any form of resetting. This means no use of the Draconic Time Crystal, no Retrying maps, and if Alear dies, it’s Game Over. Simultaneously, since this is a Low Turn Count (LTC) run, I will be aiming for the lowest turn count I can under these restrictions. My goal was to complete the game in 70 turns, which saves 3 turns from my previous run. The full ruleset is as follows:
The run has finally been completed on its fourth attempt after some additional changes were made to make early game more reliable after failing three times before reaching Chapter 7. I have placed the full run in this playlist for easy viewing. The run was streamed since I think the unedited nature of streams fit Ironmans better, but do note that a substantial amount of time was spent in the Somniel for preparations, including playing the Bond Fragment minigames that have guaranteed rewards. For those who prefer to just see the map clears, I intend to publish individual, commentated videos in a traditional LTC format like my previous run in the future so please look out for those!
But for now, if you're interested in seeing some of the changes, I would like to highlight some of the more notable chapters in this playthrough (either because I implement a new strategy or because of a turn save):
Chapter 4, 5, 6, 7 are chapters I'm grouping together because there's a common thread linking them together. For those who are familiar with my previous run, I had two chapters (Ch. 6 and 7) where I relied on a crit to get the boss kills. In order to have enough reliability to attempt the same turn counts in an Ironman setting, my strategy was to get Louis 2 levels before Teronda attacks him in Ch. 6. The EXP management is very tight and my Ch. 4 and 5 clears were changed a lot in order to accommodate for that. And finally, for Ch. 7, that level 8 Louis is once again helpful in taking down Hortensia.
Jean Paralogue is now completed in 1 turn. Admittedly, this turn save is risky in an Ironman context because Amber and Diamant face a chance of death. Amber really needs to either dodge the Poleaxe (due to its large amount of effective damage) or dodge the first two enemies to survive enemy phase. And Diamant faces a 2% crit chance that surely results in his death. Nonetheless, it's a rout map with some interesting AI behavior and the power of a Mt Augmented Seraphim is put on display here.
Chapter 13 is still a somewhat risky chapter in this Ironman because getting the kills on Tetchie and Totchie is quite demanding in 5 turns. In order to increase reliability, I donated to Elusia level 3 before this chapter (whilst also donating to Solm level 2) to get an early Bolganone without the need to forge because I do not have enough ore for that. After getting the Spirit Dust and class changing to Sage, Pandreo is able to cleanly one-round Totchie with that Bolganone. Despite that, I believe Pandreo could potentially face a chance of death if Amber gets hit by Tetchie as Tetchie seems to attack Pandreo in that situation. And Merrin's crit rate on Tetchie is a bit suspect since I've seen Tetchie attack her if his Cornered Beast skill activates due to being under 50% HP. There's other small parts of this chapter like how Pandreo absolutely cannot crit a 3% on turn 1 that need to go in my favor, but overall, it's not too bad in terms of reliability after the countless changes that were implemented.
Chapter 16 is now completed in 2 turns. In order to get a 2 turn with my restrictions, a lot of staves were used to facilitate movement. Sniper Citrinne shows her power here and despite a lower turn count compared to my previous run, it's much more reliable as it has a 100% chance of success.
Chapter 22 is now completed in 4 turns. In order to get a 4 turn on this map, the heroes on the left side need to have a prompt answer. For other runs, that answer may be deploying a Panette with Wrath/Vantage or Lindon with Elsurge to get one-shot crits. In my case, I used Goldmary as an Axe General to choke the point with a Lyn Engraved Silver Greataxe+2. She just perfectly reaches the two-round benchmark against those heroes and survives three hits against them. And with some Luck and Hit inheritance, she's able to reach 100% hit as well. More optimization went into Kagetsu's combats and everyone's movement so that the map can be completed in one less turn. I do want to make a note of the jumpscare I got due to not inheriting Staff Mastery 2 on Hortensia. Luckily, if I forgot to inherit any skill, it was that one since Kagetsu was awesome and dodged lot in the clear so the extra healing from Staff Mastery 2 wasn't needed, but normally, that Staff Mastery 2 should be on Hortensia in case Kagetsu sustains more damage throughout the map.
Chapter 26 is a bit notable because I had requests to have Jean, Bunet, and Diamant deployed in this chapter. So I showcase how low some of the Dark Emblem benchmarks are for the users of the matching Emblem. A level 2 Jean that reclassed to axe fighter was able to kill Veld, base Bunet was able to kill Loptous, and a Diamant that got 1 level in Griffin Knight would've obliterated Medeus with a Georgios Lodestar Rush if I allowed him. Alas, I did need to make it so that Diamant did not kill Medeus for the rest of the chapter's clear because I was going to use Engage+ this time around.
Thanks for reading!
submitted by fatefuldawn to fireemblem [link] [comments]


2024.06.02 16:46 jt-for-three Roommate for Kendall Sq Apt - $2170

Roommate for Kendall Sq Apt - $2170
Hello, hope everyone's having a great weekend!
Building: Looking for a roommate to join me on a lease for a 2bd/1ba apartment in Kendall Square (Watermark at Kendall East). Took a tour and was very impressed - spacious rooms with large (almost 360) windows that let in a ton of daylight, an incredible rooftop view of the surrounding area and Charles, and all other typical apartment building amenities (fitness center, concierge, office spaces, outdoor terrace, bbq courtyard etc). Kendall Square as a neighborhood is pretty amazing in itself and doesn't need much intro.
About me: 25M, been living in Boston the last 4 years after graduating from college in New York. I work for a tech company in Back Bay with a hybrid in-office/WFH setup. Incredibly respectful and friendly towards all my roommates -- several of them have gone on to becoming close friends of mine over the years. I keep everything clean, am 420 friendly (don't smoke myself outside of being peer-pressured by friends occasionally, but not in shared spaces), quiet (outside of frustrating Celtics games nights jk), and always down for a good conversation. I'm an avid hiker (just came back from a week-long backpacking trip in Utah; planning on doing Yellowstone next!), religiously follow the Celtics (banner 18 baby!) and spend most of my free time in the apartment reading or working on some side-projects. Happy to share more in DMs (including social media profiles to prove I'm not a modern-day Ted Bundy). No pets, but love dogs and cats both so they're welcome!
Move-in Timeline: Sept 1, but I am a bit flexible in-case you're looking to move in earlier around mid early Aug.
Rent: 2bd/1ba apartment, ~920 sq ft (excellent layout with rooms on opposite sides of the living room): $4340/mo, so ~$2200 each if you include internet/electric as well. Water, sewage etc is already covered in base rent. My bathroom use is very minimal (15m to shower in the morning for the most part). So the single bathroom shouldn’t be a problem unless you care about having your own. I personally don’t, and think the perks of the building/location outweigh that, but I understand if you feel differently!
Shoot me a message if you'd be interested -- I'm happy to do another tour / hang in general to learn more about you!
submitted by jt-for-three to bostonhousing [link] [comments]


2024.06.02 16:44 Afraid-Salt-929 Who give a $h!t? Progesterone slowing digestion down?

Progesterone has been a godsend for my anxiety and sleep and overall wellness, plus an estrogen patch. Unfortunately, my regular everyday bowel movements have become slowly nonexistent. I have never, ever struggled with digestion or constipation - that was the one consistently good thing I had to depend on with my body. Yay regularity! Now, I've angered the poop Gods since I went from 50mg compounded oral progesterone to 75. It's God sent for my sleep and anxiety, and honestly, I'd rather have a colostomy bag than give it up. Anyone here able to split doses such as using both oral and a cream or oral and vaginal in order to keep the mood stabilizing part while avoiding constipation? -signed, Waiting to Go P. S. Already trying and using all the other modalities (magnesium citrate, smooth move tea, miralax exercising, more water, I eat well with lots of fiber) and have had an upper and lower endoscopy recently. All the above helps, but I'd like to get to the root of the problem.
submitted by Afraid-Salt-929 to Menopause [link] [comments]


2024.06.02 16:27 Sweet-Count2557 Fun Things to Do in Galveston at Night

Fun Things to Do in Galveston at Night
Fun Things to Do in Galveston at Night Are you ready to let loose and have a blast in Galveston once the sun goes down? Well, buckle up because we've got the ultimate guide to the most thrilling and exciting activities to do in Galveston at night.Get ready to dive into the rich history of Ashton Villa, test your swing at Magic Carpet Golf, and be captivated by live performances at The Grand 1894 Opera House.And when it's time to let loose, we've got the best nightlife spots for you to dance the night away or sip on delicious margaritas.Get ready to experience freedom and create unforgettable memories under the starry skies of Galveston.Key TakeawaysAshton Villa is a historical and architectural attraction with unique Victorian Italianate style.Magic Carpet Golf offers fun golf activities for kids under 21 with colorful courses and a view of the Gulf of Mexico.The Grand 1894 Opera House hosts live theater, music, and dance performances, including literary classics.Galveston offers a vibrant nightlife with spots like Tin Cups Caddy Shack, Envy Dance Club, Sharkys Tavern, and Buckshot Saloon.Historical and Architectural AttractionsLet's explore the rich history and stunning architecture of Galveston's historical and architectural attractions.One of the notable attractions is Ashton Villa, the first mansion ever built on the island. This beautiful mansion holds immense historical value and is a testament to the island's past. With its unique Victorian Italianate style, complete with deep eaves and ornate windows, Ashton Villa is a sight to behold.Preservation efforts have been put in place to ensure that this historical gem is maintained for future generations to enjoy. The preservation of Ashton Villa is a testament to the island's commitment to preserving its rich history and heritage.Another attraction that's worth mentioning is the Magic Carpet Golf. Located on Galveston's West End, this golf facility offers two courses with 18 holes each. It's a fun activity for kids under 21 and provides a colorful and engaging course with twists and moving elements. The best part is the incredible view of the Gulf of Mexico that you can enjoy while playing a round of mini-golf.Recently, Magic Carpet Golf has undergone renovations to enhance the overall experience for visitors. These renovations have breathed new life into the facility, making it an even more enjoyable destination for families and friends looking for some fun and friendly competition.Whether you're interested in historical preservation efforts or looking for a fun round of mini-golf, Galveston's historical and architectural attractions have something for everyone. So come and explore the rich history and stunning architecture that this beautiful island has to offer. You won't be disappointed.Golf ActivitiesLet's talk about golf activities in Galveston at night!Whether you're a seasoned golfer or just looking for a fun nighttime adventure, Galveston offers a variety of options.From challenging courses with different difficulty levels to unique nighttime experiences, golfing in Galveston is a great way to spend your evenings.Course Difficulty LevelsThe Magic Carpet Golf offers two courses with 18 holes each, providing a fun activity for kids under 21 and an incredible view of the Gulf of Mexico. Whether you're a seasoned golfer or just looking for a leisurely game, these courses offer something for everyone.The colorful course is filled with twists and moving elements, adding an element of excitement to your game. As you make your way through the course, you'll be able to take in the breathtaking views of the Gulf of Mexico. With the sound of the waves crashing in the background, it's a truly unique experience.Nighttime Golf ExperiencesWe can enjoy a fun round of nighttime golf at Magic Carpet Golf, a golf facility located on Galveston's West End. This unique golf experience allows us to play glow in the dark mini golf under the stars.The facility offers two courses with 18 holes each, providing plenty of opportunities for excitement and friendly competition. As we make our way through the colorful course, we'll encounter twists, turns, and moving elements that add an extra level of challenge and fun.And let's not forget about the incredible view of the Gulf of Mexico that we'll have while playing. Whether we're seasoned golfers or just looking for a fun activity to do with friends or family, nighttime golfing at Magic Carpet Golf is sure to provide a memorable and enjoyable experience.Theater and Live PerformancesLooking for some live entertainment in Galveston at night? Well, you're in luck! The city offers an array of theater and live performances that are sure to keep you entertained.From the historic Grand 1894 Opera House, which hosts live theater, music, and dance performances, to Saturday night entertainment featuring an orchestra or jazz band, there's something for everyone to enjoy.Live Theater ExperiencesOne of our favorite live theater experiences in Galveston is the Grand 1894 Opera House. Built in 1894, this historic theater is a must-visit for theater enthusiasts. The Grand 1894 Opera House offers a diverse range of live theater shows, music performances, and dance productions. On Saturday nights, you can enjoy the entertainment accompanied by a talented orchestra or jazz band. The shows at the Grand 1894 Opera House include literary classics like Pride and Prejudice, bringing these beloved stories to life on stage. It's the perfect way to immerse yourself in the local theater scene and witness some of the best theater shows in Galveston. To give you a glimpse of the theater's offerings, here's a table showcasing some of their upcoming performances:ShowDateTimePride and PrejudiceJuly 15, 20217:30 PMChicagoAugust 5, 20218:00 PMThe NutcrackerDecember 10, 20217:00 PMLes MisérablesJanuary 20, 20227:30 PMImmerse yourself in the captivating world of live theater at the Grand 1894 Opera House and create unforgettable memories in Galveston.Music and Dance PerformancesLet's check out the vibrant music and dance performances happening at theaters and live venues in Galveston at night. Galveston has a thriving local music scene, with various venues offering a wide range of genres to suit every taste.From intimate jazz ensembles to high-energy rock bands, there's something for everyone.The Grand 1894 Opera House is a popular spot for live theater, music, and dance performances. They often have Saturday night shows featuring an orchestra or jazz band, providing a perfect opportunity for a night of entertainment.In addition to enjoying performances, you can also take part in dance classes offered in the area. So whether you're a fan of live music or looking to learn some new dance moves, Galveston has plenty to offer in terms of music and dance performances at night.Saturday Night EntertainmentWe can enjoy a night of theater and live performances on Saturday in Galveston.The Grand 1894 Opera House, built in 1894, offers a captivating experience with its live theater, music, and dance performances. On Saturday nights, the theater comes alive with the enchanting melodies of a jazz band or the grandeur of an orchestra.Imagine being transported back in time as you enter the theater's Victorian Italianate style building, with its deep eaves and ornate windows. Inside, you can immerse yourself in literary classics like Pride and Prejudice or be captivated by the talents of the performers on stage.The Grand 1894 Opera House is the perfect place to spend a Saturday night, indulging in the freedom of artistic expression and entertainment.Nightlife SpotsTin Cups Caddy Shack is a golf driving range near Scholes International Airport that offers outdoor seating and a full-service bar. It's the perfect spot to unwind after a long day of exploring Galveston. As we sat on the patio, sipping our drinks, we couldn't help but appreciate the relaxed atmosphere and the cool breeze coming off the nearby golf course.But Tin Cups Caddy Shack is more than just a golf driving range. It also offers a variety of dining options to satisfy any craving. From juicy burgers to fresh salads, they've it all. We decided to try their famous loaded nachos and weren't disappointed. The generous portion size and flavorful toppings made it the perfect snack to share with friends.After enjoying our meal, we couldn't resist the urge to hit a few golf balls. The driving range was well-maintained and had plenty of space for everyone. We grabbed a bucket of balls and took turns teeing off, competing to see who could hit the farthest. It was a fun and friendly competition that brought out our competitive spirits.As the sun began to set, the atmosphere at Tin Cups Caddy Shack transformed. The outdoor seating area became a lively hangout spot, with music playing in the background and laughter filling the air. We decided to take a break from golf and challenge each other to a game of pool. The friendly competition continued as we tried to sink the balls in the pockets, cheering and joking with each other along the way.Fishing ActivitiesThe Galveston's 61st Street Fishing Pier is a perfect place for a date night, as it offers 24/7 fishing opportunities and a viewing deck to enjoy the gorgeous views of the Gulf of Mexico. This popular nighttime fishing spot provides a unique and exciting experience for fishing enthusiasts.Here are some reasons why you should consider fishing at this pier:Breathtaking Views: As you cast your line into the water, you can take in the stunning views of the Gulf of Mexico. The moonlight reflecting off the water creates a serene and romantic atmosphere that's perfect for a date night.24/7 Fishing: Whether you're an early bird or a night owl, the 61st Street Fishing Pier is open around the clock, allowing you to fish at any time that suits your schedule. You can enjoy the freedom to fish whenever you want without any time restrictions.Snack Spots and Bait Shop: The pier is equipped with convenient snack spots where you can grab a quick bite to eat while enjoying your fishing adventure. Additionally, there's a bait shop available for fishing equipment rentals, so you don't have to worry if you don't have your own gear.Excitement and Relaxation: Fishing at night can be an exhilarating experience. The thrill of reeling in a big catch under the starry sky adds an extra element of excitement to your fishing trip. At the same time, the peacefulness of the surroundings provides a sense of relaxation and tranquility.Amusement ParkLet's explore the Galveston Island Historic Pleasure Pier, where you can enjoy a night full of family-oriented attractions, retail shops, and food spots. This amusement park, opened in 2012, is the perfect place for kids and adults alike to have a blast.As you step onto the pier, you'll be greeted by the vibrant lights and the sounds of laughter and excitement filling the air.One of the main highlights of the amusement park is the thrilling roller coaster. Get ready to experience an adrenaline rush as you zoom through twists, turns, and loops high above the sparkling waters of the Gulf of Mexico. If you're not a fan of roller coasters, don't worry! There are plenty of other attractions to keep you entertained. Take a ride on the 5D Theater and immerse yourself in a shark attack experience that will leave you on the edge of your seat.In addition to the rides, the Galveston Island Historic Pleasure Pier offers a variety of outdoor park activities. Take a leisurely stroll along the pier and soak in the beautiful views of the ocean. Enjoy the cool ocean breeze as you explore the different retail shops and find the perfect souvenir to take home. And when hunger strikes, you'll find a wide range of food spots offering delicious treats and snacks.So, if you're looking for a night full of fun and excitement, the Galveston Island Historic Pleasure Pier is the place to be. Whether you're a thrill-seeker or just want to enjoy a leisurely evening with your family, this amusement park has something for everyone.Frequently Asked QuestionsWhat Are Some Popular Restaurants or Dining Options in Galveston at Night?For a late night dinner in Galveston, you can't go wrong with the best seafood spots in town. Indulge in fresh catches and delicious flavors at these renowned restaurants.And if you're looking for stunning views, head to the rooftop bars that offer breathtaking panoramas of Galveston. Sip on your favorite drinks while taking in the beauty of the cityscape.These dining options are perfect for those seeking freedom and a memorable night out.Are There Any Museums or Art Galleries Open in the Evening in Galveston?Sure, there are museums open late in Galveston.You can explore the rich history and culture of the island at the Galveston Railroad Museum, which offers evening hours for visitors.Another option is the Galveston Arts Center, where you can immerse yourself in contemporary art and enjoy evening exhibitions.Where Can I Find Live Music or Concerts in Galveston at Night?Looking for a night filled with live music and concerts in Galveston? Look no further!One popular spot for live music is The Balinese Room, a historic venue known for hosting famous musicians.With its beachfront location and outdoor stage, you can enjoy the sounds of your favorite bands while feeling the ocean breeze.Grab a drink, dance the night away, and make unforgettable memories at this iconic live music venue.Are There Any Ghost Tours or Haunted Attractions to Visit in Galveston After Dark?Yes, there are ghost tours and haunted attractions to visit in Galveston after dark. Experience ghostly encounters and delve into the city's haunted history with haunted history tours.Discover the chilling stories and paranormal activity that surround Galveston's historic sites. These tours provide a thrilling and immersive experience, perfect for those seeking a spooky adventure.Explore the dark side of Galveston and uncover the secrets that lie within its haunted past.What Are Some Unique Nighttime Activities or Events That Take Place in Galveston?Unique nighttime activities in Galveston include exploring historical and architectural attractions like the Ashton Villa, with its Victorian Italianate style.For a fun activity, try Magic Carpet Golf, offering two colorful courses with an incredible view of the Gulf of Mexico.The Grand 1894 Opera House provides live theater and music performances, while Tin Cups Caddy Shack and Envy Dance Club offer vibrant nightlife experiences.Fishing at Galveston's 61st Street Fishing Pier and enjoying the amusement park on Galveston Island Historic Pleasure Pier are also popular options.ConclusionIn the enchanting nights of Galveston, immerse yourself in the rich history of Ashton Villa and marvel at its architectural beauty.Challenge your putting skills at Magic Carpet Golf while being captivated by breathtaking views of the Gulf of Mexico.Experience the mesmerizing live performances at The Grand 1894 Opera House and dance the night away at Tin Cups Caddy Shack or Envy Dance Club.Whether you're exploring the historical attractions, enjoying the vibrant nightlife, or indulging in thrilling outdoor adventures, Galveston offers endless excitement under the starry skies.
submitted by Sweet-Count2557 to worldkidstravel [link] [comments]


2024.06.02 16:27 Live_Butterscotch496 Saying A Lot of Things As Infinite Stratos: Rin gets burned

Cecilia: So since your part dragon you can’t get burned?
Rin: Yep.
Cecilia: Well I think I can.
Rin: Oh please, do your worst.
Cecilia: Okay……Ichika’s a**.
Rin: …….huh?
Cecilia: Ichika’s a**.
Rin: I don’t get it.
Cecilia: That’s indeed true! (sips tea)
(cue dramatic music playing in the background)
Rin: (surprised Pikachu face)
Tatenashi (suddenly appears): You need some water to cool off that burn?
submitted by Live_Butterscotch496 to InfiniteStratos [link] [comments]


2024.06.02 16:26 greenbeancorinne 2 Female cats that have recently been moved together, not getting along, how to help?

Hello, I'm open to any suggestions you may have to help our cats! My partner and I moved in together over the weekend and as such our animals have as well and they are not getting along.
Little background: My Partner "T" has 1 cat(F2)Jinx, and 1 dog(F5)Olive, I have 1 cat (F5)Rayna. T's dog and my cat have met many many times, my cat tolerated her, doesn't hiss, they even lay close to eachother sometimes, odd fight here and there (usually over food or just zooming too close to someone) but It's was usually just a warning growl or bat of a paw. Now Jinx and Olive, T's animals, were bffs, played together cuddled, groomed eachother, they got along great.
Now that we have moved, Rayna and Olive seem to be adjusting well (keep in mind they both have moved at least 3 times while in our respective care). Jinx lived in the same place with the same dog for most of her life, she took the moving well at first, we were all moving stuff and had Olive and Jinx in the bathroom and they were doing well. It wasn't until later that night when we had our cats meet that Jinx started to get really stressed out. We have kept them apart for the most part, one in the bathroom and one free roaming, we switched them a few times so each could get used to the new environment but still kept them apart mostly. Every since their first little run in Jinx has been very aggressive but in an anxious way. She has been growling at EVERYBODY. She growls at T, she growls at Olive, she growls at me, and she growls at Rayna (the most probably). Keep in mind she's the most lovey sweet cat ever so this is VERY odd. Rayna at first was very curious, not growling or hissing, but after they got into a bit of a scuffle, Rayna is much more stand-offish.
We went out and bought a calming power for their water and a pheromone diffuser to help calm them down and the diffuser is specifically made to help cats be friends. The diffuser could take a few weeks to fully effect them so that still has lots of time. But I was curious if there was anything we can do to aid in this transition for them? Rayna seems fine for the most part, but Jinx is so stressed out we are not sure how to help. I feel bad keeping Jinx in the bathroom but we are thinking it might be best for now? To calm her down and allow her to have her own space? Is this a good or bad idea? Do you have any other suggestions that may help? It has been about 3 days since our move and I know it's gonna take time for them to adjust, but Jinx is acting so unsual I'm worried and I was to clam her down as best we can and ease some of the stress for her.
submitted by greenbeancorinne to CatAdvice [link] [comments]


2024.06.02 16:17 Expensive-Topic-2182 suicidal from panic disorder

i understand the irony of wanting to die from... literally being scared to die. but that is how i feel and i wonder if anyone feels that way as well.
when i'm in the deep waters of a panic attack and fully believe my panic, no, i don't typically want to actually die. but when i am able to mentally not be scared of my panic attack but still feel the physical symptoms yes i really just want it to end.
the other part of feeling suicidal is just having to deal with them and knowing that i have to deal with this in my life. i have also developed DPDR which is also causing me to want to end my shit lmfao. it's not really funny though but i don't know what else to say.
my suicidal thoughts don't come from guilt or shame or worthlessness, just the fact that i'm in horrible mental pain everyday. i can only compare me wanting to die to an ill dog being down.
submitted by Expensive-Topic-2182 to SuicideWatch [link] [comments]


2024.06.02 16:15 BrilliantMaterial990 Weight Loss - Acid Reflux- Large Dark chunk in stool

Part of this post, I admit I am venting and searching for support. I'm getting very lonely. THe other part is something is wrong and I don't know what and the doctors wont help. Maybe this is just a diary that can help someone else.
I'm 40 y/o male
On 6/20 I went to the ER because from my ribs down to my pelvis were on fire, and i mean it was bad.
To sum up the ER visit, lood work was normal except for high neutrophils low automated Lympocytes low automated eosinophils.
The CT scan with constrast showed
FINDINGS: VISUALIZED CHEST:
Within normal limits. ABDOMEN: STOMACH: Within normal limits. LIVER: Diffuse hepatic steatosis and hepatomegaly measuring 19.9 cm. BILE DUCTS: Normal caliber. GALLBLADDER: No calcified gallstones. No pericholecystic fluid or gallbladder wall thickening. PANCREAS: Within normal limits. SPLEEN: Within normal limits. ADRENALS: Within normal limits. KIDNEYS: There is a 1.5 cm simple cyst right kidney. No calculi or hydronephrosis. PELVIS: REPRODUCTIVE ORGANS: No suspicious pelvic masses. URETERS: Within normal limits. BLADDER: Within normal limits. BOWEL: Normal in caliber without inflammation. The appendix is unremarkable. PERITONEUM: Trace simple pelvic fluid. No pneumoperitoneum. No fluid collection. VESSELS: Within normal limits. LYMPH NODES: No enlarged nodes. FINAL Report ABDOMINAL WALL: Within normal limits. BONES: There is lumbarization of S1.
My weight loss is as follows:
ER 5/20/2024 about 285 ('m not sure they didn't take it but that was my normal weight) Primary CP: 5/29/2024 280.06 (with clothes) GI Doc : 281.18 (with clothes) At home 5/31/2024 280.4 (no clothes) At home: 6/2/2024 278.7 (no clothes)
so at this point roughly 6-9 pds in 13 days.
on 5/23 - 3 days after the ER new sympoms started: i started to have stomach gurggling and what felt like constipation on my pelvis.
Here is the sumamry of my PCP visit: Zolof and see the GI, we'll screen for diabetis (came back negative)
Here is a summary of the GI visit: Your symptoms make no sense, but at this time cancer is the least of what I would be concerned with. You might have GERDs and you might have Gastritis. The pain under your left ribs is unexplainable. Here is the FODMAP diet and if you still have the pain in a month come back. Then something along the lines of gurggling in the stomach and acid reflux by itself are not a cause for concern, there is nothing at all on your CT scan and there is nothing in your blood work. THen the conversation went "At best I would give you an colonscopy but not even sure how to write this up for the insurance company". If you're telling me omeprazole and gas x treat the symptoms then there you go. Basically, what I took from this is the doctor is saying it omeprazole and gas x treats the symtoms it can't be something major. The doctors premise was, basically if you don't have diahrea, you don't have blood, you don't feel anemic, there isn't much to go on here. My main pain would indicate something is wrong with the spleen, but the pain isn't in my back so it can't be that. Here is a pic of the location https://ibb.co/8zRHZGJ . Also, since the pain is intermittent, and not constant not much she could do I told her the discomfort is consistent but the pain is a sharp pain and it comes around every few mintues.. I asked for an endoscopy, but she said with my symptoms she's more likely to do a colonscopy
So we fast forward to today, here are my current symptoms. The pain https://ibb.co/8zRHZGJ is still there, the acid reflux is getting worse, I'm losing weight. In the middle of type this, I had the urge to vomit after drinking some water. This is the 2nd time I've wanted to vomit and when I go to throw up, absolutely nothing is in the vomit. No liquid, no blood, no food, nothing, I mean 0. It feels like I have to burp to clear my throat. I'm not anemic but my sleep is now ruined. I also have frequent urination.
Tomorrow, i'm going to call the GI doc and beg them to do an endoscopy. I'm also calling the PCP doctor to ask for a complete nutrition test, some crazy reason, I don't think I'm absorbing things correctly. I'm also going to call my insurance and see how to get this colonscopy covered.
Thank you for reading.
Edit: 6/27/2024 8:11am. I forgot to mention i am on omeprazole 40mg and gasx extreme. I was just reading frequent urination and foamy pee (which I have) might be a side effect of omeprazole. Also, I have a cyst on my kidney. (just random though here - maybe my weight loss is coming from the omeprazole frequent urination - idk).
I bought an hpylori poop test and it was negative. However, I went through it and I found this .. (NSFW)https://www.reddit.com/poop/comments/1d6dvvi/dark_chunk_is_stool_parasite/
submitted by BrilliantMaterial990 to DiagnoseMe [link] [comments]


2024.06.02 16:09 Espazilious The Crossroads of Destiny - A Ficnapping for JulianSkies

u/SpacePaladin15 is responsible for the creation of the NOP universe. u/JulianSkies is responsible for the creation of a metric fuckton of fics within that universe.
this story is my ficnapping entry for... uhhhh... *checks notes* old scabbard, the allergy, gremlins, game review: escape series, river wolves and meteors. it's probably not strictly necessary to read them to enjoy this ficnap? but you should do it anyway, because they are Very Excellent™.
////////////////////////// Barkeep's Log: Reunion ////// Wednesday, July 9th, 2138 8:16 PM, Brasilia Time //////////////////////////
Ah, the middle of the week. For most bars, it is a time of quiet, of minimal activity. Some scant few people might show up; either regulars who come every day, or those who seek to unwind with a quick drink or just get out of the house for a bit, but they don't often stay long. They get one or two cups, share the bare minimum of a chat, and then get on their merry way.
...But of course, that's just the way humans do things.
The countless aliens who have taken up residence in Sao Paulo since the fall of the Federation simply don't seem to care for our silly calendar. They come in whenever they please, week or weekend, midday or midnight, rain or shine. Sometimes they want to get blackout drunk, other times they just want a quick taste of home. Or, there's always the frequent visitor who's just here to get their fill of social contact. Those ones are perhaps my favorite. After the horrors of the Federation War, and taking refuge on Skalga, I certainly won't ever tire of seeing aliens and humans—total strangers to one another—start chatting and getting along, coexisting in peace and harmony, without anyone batting an eye.
Today, though... was not the typical rush of aliens and one or two human regulars. When the bell above the door jingled and a figure stepped in from the cool outside air, consider my surprise to see not a small fluffy thing with no clothes, but a tall, lanky human man, with a face I hadn't seen in months.
"Lucas," I jovially said. "Welcome. It's good to see you again."
He smiled bashfully and raised an arm in a silent wave, seeing a dozen heads turn to look at him. One head in particular turned much farther than the rest; a gaunt human woman, accompanied by a relaxed venlil—Bella Rivers and Taya, both of whom are... perhaps my most frequent guests. "Oh damn! And here I was starting to think you died in a car accident, Luc," Bella said, clearly surprised to see another human at this hour, letalone one who'd been absent for so long.
"Haha, no..." Lucas said, making a beeline for the bar. "Just been... er, busy, you know how it is. How've things been here?"
Bella cast a brief glance at me, asking a silent question, to which I gave a simple nod. "It's been great," she answered in my stead. "Every day feels like more people know about this place. I keep telling Keeps to start thinking about remodeling, get some more space in here before it starts turning into a moshpit every weekend."
Lucas let out a chuckle. "I almost can't believe you two come here so often that you can say that."
Taya leaned around Bella just enough to look Lucas in the eye. "Well no duh! Where else are we gonna go? Name one pub in this city besides The Crossroad that's licensed to sell alien food and drink, and always cares about dietary restrictions!"
Bella laughed. "Okay girl, you ain't gotta shill that hard."
"Nuh uh. I'm not drunk enough not to shill," the normally-reserved venlil droned. She most certainly was a little drunk...
"Speaking of," I cut in, turning to Lucas. "The usual?"
His eyebrows shot up in surprise. "You still remember my drink?"
"Of course."
He looked thoughtful for a moment, before smiling. "Yeah. I'd love that."
I wasted no time in gathering my tools and the requisite bottles and ingredients to put together his complicated order. To say I pride myself on remembering my patrons, their quirks, and their likes and dislikes... would be an understatement. What is a barkeep if not the central pillar of the establishment? It simply wouldn't do for me to be anything less than reliable.
"For real though," Bella said. "It's not just the food that keeps us here. Like yeah, I love being able to trust my food, but there's more to it. Just look around," she waved a hand out at the rest of the room, "Isn't it great, seeing so many different people, from so many different walks of life, all come together in one place? Back during the war, I... we never imagined we'd get to see something like this. And yet here we are, back on Earth, with God knows how many aliens just hangin' around, being chill, doing their things."
"Huh... yeah, I guess I can see it-- ah, thanks Keeps," Lucas said as I passed him his completed drink. "If you forget everything that's happened, it kinda does look like how everyone dreamed things would go before first contact."
Bella smiled wistfully, idly swirling her half-full drink with her straw. "I think it's amazing. All these different cultures and faces mashing together at once, just this giant melting pot of people and worldviews and everything."
"...Yeah. It really is incredible."
Bella's brows furrowed as Lucas wasted no time in taking a large swig of his drink. It seemed as if something was on his mind, and perhaps she could tell. "Hey... where have you been, these past few months?"
"I've... well," he put down his glass, staring at it almost disdainfully. And after I'd made it so perfectly for him, to boot. Rude. "I've actually been trying to uh, cut back on the drinking..."
Bella turned, glancing confusedly at Taya, who flicked her tail in equal uncertainty. "Really? But you've always been such a responsible drinker. I don't think I can even remember a single time you've ever caused trouble, or got sick or anything. Did something happen?"
"No, nothing like that. I just wanted... well, here, look at this," he said and produced his holopad, skillfully swiping to his photo album. In seconds, he pulled up a picture of himself alongside an alien with gray fur... and long, floppy, dog-like ears. A farsul. "This is Talon. He's been staying with me since the xenomed center got going full swing."
Taya recoiled at the sight, ears flattening in apparent anger before Bella turned and shot her a firm glare. The venlil immediately shrunk on herself, looking both apologetic, and yet still agitated.
"I'm doing it for him. He... um, let's just say he gets a little nervous," Lucas mumbled. He swiped to another picture, this time with Talon hanging off his arm like a monkey, tongue lolling out of his wide-open muzzle in obvious glee. "He's such a sweet little guy, like the brother I never had. But it wasn't good for him, to be dealing with me coming home drunk. He needs stability, consistency. I... was making him worry whether I'll be the same every time I walk through the door. So I promised him I'd stop."
Bella put a hand on Lucas' shoulder. "Well that's sweet of you. I can tell you care a lot."
Lucas frowned. "Of course I care. After the shit he got put through in those... fucking goddamn facilities."
A bubble of silence surrounded the trio as his words sunk in. Bella swirled her drink one last time before she took a huge swig. Lucas watched her for a moment before he grabbed his own near-full glass and downed the whole of it in one fell swoop.
"Hhh. So much for that," he grumbled as he glared down at his freshly emptied cup. Then his expression softened slightly, turning closer to remorse. "...Sorry. I didn't mean to fuck up the vibe. I uh, got some other pics of him if--"
"No, Lucas, it's okay," Taya suddenly said. "There's nothing wrong with being honest. Especially not in a place like this," she pointed one eye toward me, "ain't that right, Keeps?"
All I could offer in response was a curt nod.
Bella reached over and laid a hand on his shoulder. "If something's on your mind, then... c'mon, be straight with us."
Lucas sighed. "I wish there were more I could do for him," he bluntly said. "We've tried so many things to help him stay calm. Breathing exercises, fidget toys, music... but it's never enough. He still just can't function in public, or around new people, or... anywhere. Especially if I'm not there. And I don't know what to do anymore. I keep telling him to take as long as he needs, but I..." Lucas slouched over, holding his head in his hands, "I feel like every time takes a little longer."
"Um... Y'know..." Taya spoke up, as her ears twisted nervously. "It... sounds like, maybe, um... he... needs a friend?"
"I am his friend," Lucas deadpanned.
"N-no, I mean... oorgh, how do I say this?"
"I think what she's trying to say is... if you want a little help, Lucas, we'd be happy to be there for you. For him."
Lucas's brows furrowed for a moment before he seemed to grasp what she was saying, and his eyes went wide. "Really? But-" his eyes locked onto Taya, "but you're--"
Taya shook her head. "Don't say it. I... I know. I know what I am," she all but whispered. "But maybe I don't want to be like... this. Maybe I want to be better. After all, if I'd never tried to have an open mind about humans, I never would've met Bella!"
"Well... okay," Lucas said, as a small smile grew on his face. "Here. Lemme get your numbers, and I'll talk to him, and we'll get in touch?"
Bella nodded and presented her pad, as Taya did the same. "Yep! And hey, if he isn't up to meeting in person, maybe you can see if he wants to try just being... like, pen pals or something?"
"Hah. He's not a child, you know. But thanks. I really mean it."
"I know you mean it. We're glad to help."
The three of them tapped pads to exchange contacts, and with that, their fates became intertwined. Whatever may happen to them after today, I cannot know. A humble barkeeper such myself shan't be blessed with the absolutes of the future. Some may try to predict what is to come, but I believe the future is theirs to decide, that they may take whatever happens in their own hands and mold it to their will.
It is all I can hope that Bella and Taya will return and share with me the stories of their antics. Or, as unlikely as it seems, perhaps Lucas could bring Talon here, for them both to participate in this gathering of souls; for them to find joy among friends new and old; for the chance to walk the wondrous crossroads of life and love.

////////////////////////// Barkeep's Log: Scampering Menaces ////// Monday, July 14th, 2138 1:39 PM, Brasilia Time //////////////////////////
Monday. The day of loathing. Of rest and relaxation coming to an end. Of waking up early, getting ready for work, and repeating yet another week of monotony. Some would question my sanity, to open the bar at all on a Monday, letalone to do so at noon. But those foolish few simply haven't seen how excited aliens can be about something so mundane as lunch.
But alas, the lunch rush never persists forever, and just like always, I eventually found my beloved pub woefully empty. As it would likely stay for the rest of the afternoon, save for the occasional visitor with a more unusual schedule.
...Or, perhaps, should I be so lucky... a much more rare sight; a true oddity, who might seek to come here only during the dead hours.
And wouldn't you know, it was on this day that I was blessed with one such patron. Or... multiple patrons. A human and a trio... no, quartet of dossur. It was very much a challenge for me to keep track of the little sapient rodents as they skittered about, both on and literally around their human, but I was more than certain that there were definitely only four of them.
At first, I thought there were three dossur. But then one of them retreated into their human's apparently rather spacious hoodie, and a very distinctly different dossur came out. She looked... mangy, for lack of a polite term, with numerous patches of discolored and uneven fur, and what appeared to be a few healed scars. It was clear to me that she must have been through something horrible, and yet had been saved by the miracle of modern medicine.
The small group's incursion upon my shop was... relatively peaceful. They certainly had no qualms about using their outdoor voices, speaking loudly and freely about whatever came to mind, from plans for when they got home, to theorycrafting about potential vacations they could take, and even to the status of the Sapient Coalition as a whole. I, of course, had no right to begrudge them for being so noisy—they were the only ones in the bar, after all.
But everything changed when the front door swung open, the gentle dingle of the bell heralding the arrival of yet another rare antisocial patron.
To my surprise, this newcomer was another human. But not just any human, oh no, this was a very particular human. One who I could say might be somewhat of a regular, despite his tendency to avoid the busier hours. It was no trouble for me to recognize him from the slightest glance, as his unforgettable silver hair, and the red highlights within, matched gorgeously with his red scarf.
As he entered, a somewhat shorter than average venlil trailed close behind. He too wore a red scarf, though for a... different reason. A deeply personal reason, that neither he nor his human have ever seemed keen to share. And I, out of respect for them both, shan't pry.
With a brief, wary glance at the table of chaos, the two of them made their way toward the bar. They hardly made it more than a few steps before a painfully loud shriek, followed by three more of the same, damn near shattered every piece of glass in my bar.
"HUMY!!!!!" "OH MY GOD HI!!" "JOHN! LOOK!!" "Don't yell in my ear--" "Wait is it really-- IT IS! GUYS GET OUT HERE--"
And in a staggering instant... where I thought there were only four dossur, I was once again proven thoroughly WRONG. From within John's hoodie came not one, not two, but four more of the little bastards! There were eight of them! They all scampered up their poor handler's arms and stood on his head and shoulders, waving their whole bodies and jumping up and down, and being so very loud.
"HI HUMY!!!!!!!!" "HI!!!" "HIIIIII!!!!!!" "He's so tall..." "Is that VV?? HI VV!!" "WOW I didn't know his hair was really that white!"
Humy, while certainly shocked by the sudden attention, somehow managed to take it in stride. He raised a hand and waved back to the crowd of not-squirrels, the action shutting them up for only a moment before they started squealing even LOUDER in sheer excitement.
"Guys... Y'all oughta quiet down a bit," John said... or so I think. I frankly couldn't hear him over the orchestra of rodent insanity.
One particularly bold dossur—the one with the damaged fur—made her way down from the chaos table and practically sprinted to Humy's legs, before climbing him like a tree. He recoiled in surprise, but she kept going until she was leaning off the top of his head, staring straight into his eyes. The others went silent, waiting with bated breath for whatever might happen next.
...
"Hi."
The poor man, frazzled, startled, accosted-by-an-alien-squirrel, took a long moment before he figured out what to do about this situation. "Um. Hi."
Unfortunately, that was the wrong response.
"HE SAID HI!!!!!!!!!!!!!!!!!!" "I WANNA SAY HI TO HUMY!!" "THAT'S NOT FAIR, HOW COME SHE GETS--" "JOHN!!!" "Guys, pl--" "--TO SAY HI TO HIM?!?!!?!" "JOHN BRING US TO HIM OR DIE"
John abruptly slapped the table and stood up, nearly flinging half of his passengers in different directions as they panicked and clung to him for dear life. "I'm so sorry," he quickly said, "They're not usually like this. We'll just be going," he turned to me, making eye contact for an instant, "Cya later, Keeps."
"No, wait!" Humy said, just barely before the swarm could scream their collective dissent. "Please don't. I don't mind, I promise. All I ask is you quieten down a notch, is that okay?"
The dossur looked amongst each other; some of them drooped in shame, while others seemed to simply not grasp the relevance of the request. But in the end, it was John who spoke up first. "He's right, guys. Y'all need to tone it down. No more screaming."
"Okay?" "Sorry..." "Makes sense." "SURE!!--"
John immediately snatched up that particular troublemaker before stuffing him in his hoodie, never to be seen again.
"Ah... anyway..." Humy said, and gestured to the counter, where VV had already taken a seat during the commotion. John took the unspoken invitation, and the middle-aged man reunited with his friend as the dossur wrangler sat on his other side.
The swarm, of course, wasted no time in dismounting John and lining up right in front of poor Humy. Or, well, only two of them lined up. One crawled up onto his sleeve, two onto his shoulders, and the last simply kept climbing around, seemingly not intent on stopping ever. The seventh and eighth remained imprisoned in John's pocket and sprawled out atop Humy's head, respectively.
"Is Humy your real name?" "Why's your hair white?" "Your scarves are so cool!" "What's your favorite fruit?"
Humy burst out in a fit of chuckles, evidently amused by the dossur speaking over each other in their haste to treat him like a talking jungle gym. "Wow. John, right?" he turned to the other human, who gave a curt nod. "How do you live with this?"
"Very patiently," John deadpanned. "No one would ever believe me if I told them these little shits are highly trained Marines."
"Have you ever been on a cruise?" "What's your favorite game?" "If I gave you a strawberry, would you eat it?" "Are you two dating?" "Seriously, why's your hair white!?"
"Okay, okay, c'mon, one at a time! Why don't all of you line up right here in front of me, and I'll go down the line?"
"No." "...Nah." "It's comfy up here." "And it's boring down there!" "And your hair smells good..."
Humy sighed and shook his head, but his smile betrayed his mirth at the situation. "Fine... let's see... you, at the very top. What's your question?"
"Huh? Oh, uhhh-" the mangled one trailed off. She'd been rather quiet the whole time. "Hmm... what's your next video gonna be, and when's it gonna be out?"
"Ooh!" "Yeah!" "Yes yes yes tell us!" "Genius question, Fée!"
Humy, despite the dossurs' excitement, grimaced. "I'm sorry, you guys, but I can't answer that. I just can't leak upcoming content!"
"Auugh!" "Noo c'mon!" "What." "That's not fair!"
"But..." Humy cut them off, looking thoughtful. "Well... maybe I can tell you one thing. I might have something very, very special lined up soon. Do you all remember when I played that thafki game, Survivor? Well I--"
Humy jumped, startled as VV—who'd been totally quiet and unobtrusive the whole time—abruptly grabbed his sleeve and tugged it sharply. A sheepish expression spread across the human's face. "Oops! Can't spoil the surprise. Sorry! How 'bout we hear another question?"
The dossur pouted, looking dejected, disappointed and all-around displeased. But, with that, the seven tiny herbivores quickly moved on, and continued to pester Humy with evermore nonsense. Too much nonsense. Truly, veritably, too much.
It wasn't until hours later, around 4 PM, that both parties finally grew fatigued and split ways. In the wake of their madness, I could feel nothing but gratitude for the fact that, despite their behavior, the rodents hadn't made a mess of anything, nor skipped out on their tab. While they were loud, and excitable, and far too much enjoyed using poor Humy as a playground... they weren't hooligans. They were, in the end, people. Not just noisy squirrels.
With that in mind... perhaps, maybe, just maybe, next time they come in... I wouldn't be unwilling to greet them, to welcome them to this place of character and merriment; to welcome their uniqueness among the myriad faces that make themselves known; to invite them in as members, as friends, as we all tread upon the ever-exciting crossroads of greetings and farewells.

////////////////////////// Barkeep's Log: Mayflies ////// Friday, August 1st, 2138 9:05 PM, Brasilia Time //////////////////////////
Ah, the weekend. For a bar, it is the busiest time one could imagine. But for a bartender such as myself, it is so much more. The activity, the bustle, the countless different people coming together and simply being themselves. Just by merely being here, serving drinks and dinner to all who would want it, I am blessed with the wondrous opportunity to overhear talk and tales of peoples' lives—their homes, their hopes and dreams, their fears and regrets.
And today, of course, was no exception. Perchance, allow me to skip the lengthy preamble and get to the good stuff.
The moment an elderly, borderline decrepit old man entered the bar, he had my attention. Someone his age, coming somewhere like this, alone? The scenario piqued my curiosity.
He had a tired air to him, something between boredom, the general fatigue that comes with such advanced age and... if my keen eyes didn't deceive me, a touch of discomfort. As if he was out of his element in some way, not quite sure what to do with himself. He kept silent, bothering no one as he approached the counter and scanned one of the many QR codes plastered around the dining room.
His face stayed the same as he reviewed The Crossroads' prodigious menu, as though he was unimpressed with our unrivaled selection. But then, he paused, and something changed in his stance. His eyes flicked up and met mine, his expression suddenly lit ablaze, full of energy that wasn't there before. "Redtato tacos?" he curtly asked, sounding almost bewildered. His gaze dropped back down to the menu, to the other dishes on that same page. "Spice plates... cricket burgers," he looks back up at me, wearing a deranged grin, "even goddamn ichor ice cream? You're insane."
"Insane? Tell me you're new here without telling me," a new voice interjected. One of the other patrons—a thafki, who unlike her kin, had taken to wearing a black hoodie with the emblem of the United Nations—turned to us, appearing amused as she looked between me and the old man. "Wow, you're a perfect match for one another. Didn't think humans could get any older than ol' Barkeep here. What's someone as ancient as you doing here, new guy?"
"Hah. I like you, Blue," the man said as he took a seat beside the nosy and maybe slightly drunk alien.
"My name's not Blue. Call me Ayeli."
He held out a hand toward Ayeli. She glanced at it before shaking it without a second thought. "Ryusei," he said, before eyeing her beverage. "Tell you what, Barkeep, gimme one of whatever that is. And a refill for her, if she'll have it."
"Saltwine," I said, and reached beneath the counter to procure the bottle from which I'd poured Ayeli's first glass. I turned it back and forth in front of him, letting him read the translated label. "Be warned. This is a specialty item. It is not to most peoples' tastes, nor is it cheap."
"Pfft just do it. I've eaten rocks, you old coot."
The sheer brazenness of his words, the unwavering resolve in his eyes, and the utter lack of hesitation in his voice, took me truly off guard for the first time in a long, long while. "I'm not an old coot, you bumbling codger," I grumbled as I took a glass and filled it. Then, putting my professional facade back on just like nothing ever happened, I turned to Ayeli and hovered the bottle over her cup. She gave a thumbs up, and I poured.
Ryusei stared at me with a smug grin. "Pff. Looked in a mirror lately? Time ain't been good to you, friend. Look at all them gray hairs. Yeek."
"I can poison you in seventeen different ways," I deadpanned.
"As if I'd even be able to tell? There's nothing you can do to me that my body hasn't done at least twice already."
"Venlise alcohol. Not diluted."
"Now there'd be a challenge..." he murmured, before his attention drifted to his idle drink. He raised the glass to his lips and took a hearty sip, allowing the fluid—its texture, its flavor—to rest in his mouth before swallowing. "Mmh. Damn."
"You like it?" Ayeli asked.
"Y'know what? Yeah. Shit's weird in all the right ways. Hits your tongue like a pile of salt, but goes down smooth. No aftertaste, no burn, just a quick slap in the face and then it's gone."
Ayeli drummed her fingers on the counter before taking a long swig of her own drink. "Mmmhmm. That's how it is. How it's meant to be. I can't wait 'til someone figures out how to make this stuff for cheap."
"Speaking of. Ey Barkeep, put me down for one of them fucked up tacos. Let's see just how close a buncha earthlings can get to authentic Martian cuisine."
With a nod and several practiced movements, I had his request sent to the kitchen in seconds. I don't believe he saw me even touch the order pad with how fast I was.
"...Martian?" Ayeli asked. "Now hang on. That's... the red planet, no?"
"Mhm," The man let out a grunt of affirmation. "First planet humanity settled besides Earth. It's a dead, empty husk. Nothing but rocks and dust and solar radiation. I was born there."
"Huh. What're you doing here, then? There no bars on Mars?"
"...Classified."
"Oh. Yeah..."
Quiet spread between the two, Ayeli staring blankly into her own reflection within her glass. Ryusei's eyes slowly drifted toward her as his brow furrowed. "You... were a soldier, huh?"
Ayeli jolted, startled by the question. "Wh--? How... I mean, yeah. I guess I was. But how can you tell?"
"Eh. I've been there. Where you are now."
"...What?"
He took another sip. "You know how it is. Everything goes to shit. Then it gets better. Now everyone's pretending life is back to normal, and you have to pretend too. Even if you lost friends. Or family. Or... parts of yourself."
...
Ayeli frowned. "I... yeah. I guess."
"You guess?"
"It's... it's not that I've lost people. Or parts of myself," she said. "It's not even that I have to pretend that everything's back to normal."
Ryusei raised an eyebrow.
"All things considered, I've lost nothing. I joined the UN Marines, killed some lizards, and now I'm here. And I'm fine. Not even 'oh you're lying to yourself, you need a therapist' fine, but just... actually fine."
"Why's that, do you think?"
"I don't know. All my friends are so much worse off than me. They're all... fucked up, from everything. But I'm not. I just don't feel anything."
"I just... shouldn't I feel something?" she continued. "I've killed people. Drowned people. Slit throats. But whenever I think about it, there's just nothing. No guilt, no shame, no... no empathy."
"I understand," Ryusei breathed. Something behind his eyes changed, his tone becoming more... genuine. "You and I are alike, in a way."
"...Really?"
Ryusei swirled his drink before taking a quick sip. "When I was younger, I was part of something bigger than myself. It was dangerous as all hell—sixty percent fatality rate—but I was glad to be doing it. Glad to be playing my part. Happy to risk my life so someone else doesn't have to. But then it was over, and I got back to life like normal. I got my accolades, I took my damn awards, and I went home. And that was that."
"Except it wasn't," he continued. "I went home, and found out my family had ripped themselves apart. Half of em were obviously over the moons with pride, knowing I'd been there in the very front and came home a goddamn hero. But the rest... they had been scared. Terrified they'd never see me again. It was all they wanted for me to just come home and be safe."
"And... that's what got you?" Ayeli asked. Something in her voice was vulnerable, almost afraid. "The fact that you were ready to move on, but no one else was?"
Ryusei nodded. "I felt like a shithead not because I'd almost died a hundred times, but because I'd been the reason my parents got divorced."
Ayeli stared into nothing, dead silent for a long moment before she grabbed her drink and downed the remainder of it in one go. "F-fuck," she rasped. "It was supposed to go back to normal. We were supposed to have our happy ending. So why is everyone still like this? Why can't we just be okay now?"
"Because people need time, kid. You and I are the exceptions. You'll get your happy ending, you just... gotta wait. Gotta be there for them when they need you."
"How?"
"Whatever way you can. My little brother got hit the hardest by our parents' shitshow. He couldn't stand being around either of them. So I would drive him out to the middle of nowhere, and we'd just watch the universe go by. We'd count the stars, talk about how small we are, how it just keeps going, how empty it all is, yet still teeming with mystery. By the end of it, we'd both be feeling better... and then we'd do it again a week later when we felt like shit again. And on and on, for years."
"...We've already seen the stars though. How would that help?"
Ryusei slid his glass over to Ayeli, offering her the last few sips he had. "There are more things of beauty in this world than just the stars. Take it from me, old fart that I am—if you just take the time to look, you can find meaning anywhere. Even things you might take for granted."
Ayeli perked up, as if she'd realized something. "The ocean..."
"Something like that."
"It's... it's simple, it's mundane, it's so normal to us now that we can just go swimming whenever we like. But ten years ago, that would've been different. We... we did it. We changed it. For ourselves. We won."
"You hit the nail on the head, Blue. Tell all that to your pals. Really show them that it's over."
She looked down at the drink she'd been given, and lifted it to her lips to take a small sip. "An ocean of water, an ocean of stars... what difference does it make? Maybe you're right. Maybe we really are alike."
"Both have been around for millenia. And both will be there still, long after we're gone," Ryusei said. He looked down at his hands, an odd half-smile on his face. "Call me a sentimental old coot, but part of me still finds comfort in the stars. An infinite sea of beacons, shining in every direction for eternity. Always there, always waiting, no matter what."
"Mmm... y'know, it's funny. Our ancient ancestors probably each thought the same at one point or another. Wonder if any of 'em ever looked up in just the right place, at the right time... and looked straight at each other, even if they didn't know it."
"Heh. As much as I want to rain on your parade and say that's impossible... well, just look at the two of us, eh? The chance that we both would happen to be here, right now. Maybe it's not. The universe is pretty damn huge, and yet here we are."
Ayeli sat up straight in her seat, a determined look spreading across her face. "Yeah. I... I think I know what to do. How to help everyone else move on. Thanks for the drinks, 'Keep. And the chat, Ryusei."
"Yeah yeah. Go on, get outta here. Get back to your friends."
The thafki nodded and gave us both a smile, and then with one last wave goodbye, she made her way out of the establishment. Ryusei sighed and turned back to the bar, crossing his arms and slouching in that tired, past-our-prime way we both must know so well.
Before long, his plate of redtato tacos were brought out, and without another word, he got to work. He remained silent as he ate, but I could tell by the look on his face that he was satisfied.
"Alright... yeah, yeah you did good..." he said when there was nothing left to eat. "I'll remember this place. Think if I ever end up 'round here again, I might stop by."
"You'll always be welcome... until you call me old again. Then you might find something different in your cup than you ordered."
He laughed, grinning like a madman as he stood from his seat. "Bold of you to threaten me with a good time. Now I'm definitely coming back!"
With that, he paid for his meal and his and Ayeli's drinks, and just as suddenly as it all began, he was gone. The cycle of greetings and goodbyes played its part yet again, bringing us together and pulling us apart as if no time had passed at all.
But where his and Ayeli's presence left my bar, their imprints have not. In my memory, and theirs, lies the everlasting essence of our encounter. The feelings of meeting, of learning, of sharing ourselves—and above all else, the words they spoke. The sentiment has truly been burned into my recollection, never to be forgotten with how it touched my heart, my very soul.
How wondrous it is that two people so similar and yet so different could ever meet. The universe is vast—immeasurably so—and still they both happened to be in the right place at the right time for their lives to become intertwined. Is it coincidence? Is it fate? I can't possibly know. Such things are beyond my station. All I can say for certain is that it will happen again, and again, on an eternal cycle. So long as life itself persists, people will always be bound to find one another.
And that, I believe... is the true beauty of our crossroads of destiny.
//////////////////////////
submitted by Espazilious to NatureofPredators [link] [comments]


2024.06.02 16:07 Drakos8706 Powerless (part 68)

First. Previous.
‘Ri woke up in the hotel room to the sound and smell of cooking meat, as well as what she knew to be pancakes. Opening her eyes, she looked ‘down’ to see Kyle cooking on the small grill he packed with him in his subspace shadow, one of his near-silent air purifiers directly overhead, as he was using wood to cook with; the smell of fire-grilled meat was making her ravenous, and it was with a happy stretch that she sat up, Kyle turning to smile at her.
“Morning, beautiful,” he said as she smiled back, “Figured I’d make you breakfast-in-bed; we got dragon steak and eggs - chicken eggs - and I just got done with a bunch of dragon bacon. Pancakes were done a few minutes ago, and I’ve been letting the butter melt in; syrup’s over…” he looked around, spotting a metal container that looked somewhat like a drink pitcher. He set all of this down on a large tray, which he carried over to her, setting it down on the bed lengthwise between the two of them. He went back to the table he’d been working at to retrieve plates, flatware, and two glasses, floating a pitcher of what turned out to be gor’ahm juice, a sweet - yet slightly tart - berry that grew on verem’jiose, and also cost quite a bit, as it was difficult to get enough berries to mass produce, so it wasn’t ‘readily available’ outside of her homeworld.
All-in-all it was a rather enjoyable breakfast - whether or not he had any ‘professional’ training, Kyle sure did know how to cook. After they were done eating - and Kyle had moved their dishes over to the kitchenette their room came with - they took a shower, taking their time in the hot water, just enjoying each other’s presence. When they were done, they dressed in the robes that came with the room - they had gone with black all around - and went to sit together in the main room, putting on some soothing music as they sat together, tails and arms wrapped around each other. After a while of them just sitting there, Kyle stirred slightly.
“I, uh… I got a surprise for you.” He sounded a bit nervous as he said it, but she put that to the side; surely he was just hoping she’d like whatever it was. He smiled slightly, and said,
“Close your eyes.”
Doing as he asked, she shut her eyes, knowing full well that whatever he was ‘retrieving’ was in his subspace shadow, but she went along with the act. When he gave her the okay, she opened her eyes, and it seemed like her stomach dropped out from under her heart, and into oblivion; there in his hands was a thin, perfectly square - but not ‘cubed’ - black box. She looked up at him, unable to say anything, as he opened the lid, and she let out an involuntary gasp; it was difficult for her mind to process what she was seeing, as it appeared to be a round piece of the void cut out to look like a tiara. Or, at least it looked like the shape of one, seeing as she couldn’t really make out any details, though there obviously were details carved into it, as the little sparkles of what she knew to be black hole diamonds - she had seen the pendant Kyle had retrieved from the pirates - seemed to appear and disappear, depending on what angle she looked at it from. The big 8-point star in the middle - reminiscent of the shape their pupils took when observing peoples’ life-blood, and Gift - was always visible however, no matter the angle it was viewed from.
“I had to have Kay’Eighty sketch out the basic outline of where to cut to fit you,” he said, drawing her out of her stupor, “And I had the lead sehr’chtahb fit the diamonds on it, as part of the payment for bringing back the pendant, along with the diamonds themselves, of course. The actual tiara is made from the bone of the first dragon I killed, and I used the kath’loo’s Gift to turn the bone so black that it absorbs all light. I had to turn the bone behind the diamonds silver, because there’s only so much that refraction can do.” They both gave a little chuckle at that; finally, he pointed to the inside of the tiara.
“And here I put a strip of crysthril all the way around it,” she knew that he’d gotten the Gift from one of the sehr’chtahb before they’d left the planet, “Which you normally wouldn’t need, seeing as you’ve got a literal ton in your subspace; but this is different. While we can’t transfer our Gifts to anyone else, we can transfer them into the crysthril, and it stays enchanted with the Gift, no matter how much of it you use. It’s basically limited by your own power, and how much of each Gift was put into the crysthril. Right now, this has all the Gifts that I have right now, and I can always add more in later, when I get ‘em… So, will you wear it?”
The last part was said with a palpable level of nervousness, and she was unable to say anything at that moment. After a few seconds, she finally was able to nod her head yes, tears leaking down her face. Kyle’s face lit up in a wide grin, and she saw his eyes shimmer with unshed tears as he reached forward to grasp the tiara, showing her how to disconnect it at the sides. She leaned her head forward as he reached up to put it on for her, it fitting snugly not just around her head, but perfectly resting around her horns, so as not to be squeezing them, nor to be loose, and wobbly.
She reached forward, pulling him into a deep, passionate kiss, too happy to actually say anything; they sat there for a while, basking in their shared love, until she started getting a bit antsy. Kyle obviously noticed this, as he laughed, and said,
“Go look; I know you’re just dying to see it.”
After a smile, and a quick kiss, she ran into the bathroom, looking into the mirror, marveling at the dazzling headpiece that was now her’s. She sat there for a good few minutes, turning her head this way and that, admiring the craftsmanship Kyle had so lovingly put into it. It honestly looked like something a professional jeweler would be proud to call their own work, and she reveled in that fact as well. This was a testament to his love for her, and it was done through Kyle’s own handiwork; and where it wasn’t, it was small enough to excuse away, especially with having had the diamonds placed as payment for his actual work.
Eventually she was able to tear her eyes from the beautiful piece, and she returned to Kyle’s side, both of them grinning like children. After a few minutes of making out, and cuddling, Kyle insisted that they get dressed.
“I know you wanna show that off, and we can go look around the shops, see if there’s anything that we want. Then we can grab lunch somewhere, and later we can have dinner with your parents and ‘Lana. Tomorrow I’m gonna go back to the ship and get some brisket started up; Kohr’Sahr and the others’re gonna be here in a couple days, and I wanna have a party when we give them the news.”
“Do they know?” she asked.
“About me proposing? No,” he replied, “About everything else? I gave ‘em a brief rundown, but I didn’t go into too much detail. The suun’mahs representative got in touch with me yesterday: the broadcast is gonna come out later today, and anything that they need cleared up after that, I’m happy to be the one to tell ‘em… You’re sure you’re okay with them posting your general location to the public? I don’t want you to have to deal with any ‘fanclubs’ from back home.”
She smiled warmly at him, running her fingers through his hair.
“They’ll know that I’m taken, and that they have no chance; anyone who tries anything after that, no one will blame us for… teaching them a lesson. Besides, they already know not to bother me if they see me abroad; the secrecy was just an added measure.”
He bowed his head concedingly, as he got up, pulling her to her feet with him.
“Come on,” he said, giving her a quick kiss on the corner of her mouth, “Let’s get dressed.”
She got dressed in a simple black pleated skirt that came about ⅔ down her thigh, along with a teal button-up shirt. Kyle was wearing his black and red pants, with a silk purple shirt; he had decided to forgo his boots. Kyle applied a simple light layer of purple eye shadow, and simple black liner, with a reverse of that on his lips, having purple liner and black filler. She went with the same pattern, except she used a luscious red in place of her natural purple. Once they were ready, they were about to head out when she thought of something; she held out her hands, and pulled a certain large, flat box from her subspace shadow. Smiling, Kyle opened it, and gently removed the necklace he’d bought her the last time they were on this station. After he’d secured it in place, she dismissed the box, and they left the room arm-in-arm.
The payoff was near-automatic, as it only took as long as getting into the elevator before they encountered another person; this one turned out to be none other than the Captain, as the station leader had put the entire crew up in the station’s best hotels, save for a decent amount of the security, all of whom had gotten to leave the ship last time they were on this station. As soon as the doors opened, they saw her standing next to what appeared to be a golden drahk’mihn, with horns that protruded from his forehead, sweeping back over the top of his head, only to slightly curl upwards just as they reached the back of his head. He wore light blue shorts, and a matching vest, while the Captain wore her customary jacket; her eyes widened when she saw the two, going straight to the tiara on her head.
"By the Gods, man; do you do anything normal?"
"Define 'normal'," Kyle countered, which brought about a round of laughter.
“Were y’all gettin’ off?” Kyle asked, hooking his thumb over his shoulder; the Captain cleared her throat,
“Well, that’s really none of your business,” she replied, to more laughter, “But we can take another ride, either way.” She had barely taken her eyes off the tiara the entire time, much to ‘Ri’s delight. As Kyle pushed the button for the lobby, Golden asked how Kyle had made it, to which he obliged, occupying the time it took them to reach the ground floor; the Captain couldn’t keep her eyes off the headpiece the whole time, at which ‘Ri couldn’t help but smile with pride.
After they reached their floor, they bid the other two farewell, at which point the Captain seemed to remember herself, and gave a hasty - yet obviously sincere - congratulations to the two, which Golden echoed. After thanking the two, they disembarked the elevator, ‘Ri acutely aware that the Captain was still staring at the tiara, even without looking back at her.
The rest of the day passed in a similar manner, with the general crowd around them either going silent, or - less common, but still frequent enough to be noticeable - lightly gasping; all eyes were on her, which made her smile and cling to Kyle’s arm all the more. It was funny: she had never really cared about ‘tradition’, and had always simply wanted someone who saw her as her. Sure, there were several ‘high-born’ men who’d hunted dangerous beasts - even to a drahk’mihn - to turn into tiaras, all of them trying to ‘win her hand’. But none of that had ever mattered, no matter what they’d hunted, or whether they’d used their Gift, or not; none of them even knew who she was, so their efforts meant nothing, but whatever standing they could achieve by marrying ‘the girl who stopped the war’.
But here was Kyle, a man from another species entirely who saw her as a person, in a way that no non-insectoid ever had in her entire life. A man who’d had no problem whatsoever showing his anger at her - very much deserved, she had to admit; that was a rather rude wake-up call - before he really even knew her, not afraid to call her out on any toxic behavior she might display. And who had taken the fruit of his labors to produce a symbol of his commitment to her, fully embodying the true symbolism of the traditional way, not by simply trying to impress her by buying her affection, as the others had. And for the first time since she was a little girl, she felt a distinct pride in that tradition, and all the more love towards Kyle for it.
They didn’t really have any place in particular that they had in mind to visit, simply walking around, enjoying each other’s company, and the reactions of the various passersby. Among the obviously astonished expressions, there were quite a few jealous ones on a few of the women they passed by, which brought her no end of satisfaction; not that she had anything in particular against any of those women, it just felt good to have something that others wanted so badly. And though she doubted that many of them actually wanted her man - whom she still valued more than the headpiece he’d given her - what they wanted was a product of his work, and so either way - whether they knew it or not - it was him that they wanted; too bad for all of them that she’d gotten her claws in him first, and she was never letting him go of him again.
She had made sure of that, seeing as he could now issue orders to the Captain, and change protocol on a whim; she had also gotten him to give her authorization to take a shuttle planetside if she deemed it necessary, though he’d made her promise to exercise that authority only in cases of an actual emergency, and not for a small ‘threat’ that he could obviously handle. They had come to the agreement that the wild cats from Cheshire’s homeworld were the cutoff point: anything much bigger than those were enough to warrant her presence on the planet. She didn’t really like even that, but she had to agree that at that point it was almost insulting to his own abilities, especially since he had plenty of Gifts to help him out, including her own.
At one point, they were passing by a furniture shop when they spotted her parents and ‘Lana going in; it was her sister who noticed them, calling out,
“‘Ri, Kyle; hi!”
They both smiled and called back in greeting, waving as her parents turned around, their faces immediately breaking out in smiles as they saw the two of them; the looks on their faces - coupled with not a bit of surprise - told her that he’d already shown them the tiara, not that she minded. If he was going to show anyone before her - aside from those who helped him create it in the first place - she could accept her parents being the ones, and ‘Lana by extension.
They spent around an hour walking around the shop - Kyle having to encourage them to pick out the more ‘luxury’ goods - as her parents picked out a new mattress for their bed, along with a few comfortable chairs. They all went their separate ways, her and Kyle promising to meet up later for dinner together. As they had just come back from eating themselves, they went to do more shopping - Kyle reminding them not to worry about the price of anything - while she and Kyle went to go find somewhere to eat.
They decided on a unique shop setup, wherein there was an herbivore side, and a carnivore side; both were technically their own shops - separated by a wall, and everything - though there was no problem with an herbivore sitting with carnivore friends to go nextdoor to get a plate made, and bring it over, or vice versa. They decided on sitting in the carnivore section, and Kyle would go over to the herbivore side to get a bit of roughage for the both of them. After they had taken their seat - the keen’yhong waitress staring in awe at her tiara - Kyle excused himself to the shop next door; after he’d left her line of sight, she immediately got up and hurried to the restroom, eager to get another look at herself in the mirror.

Vohr’Sin - a light blue drahk’mihn with horns that curved back, down and around, so that the tips pointed forward, just under his ears - was having a bit of trouble, as the restaurant was currently too full to seat them.
“There’s nothing you can do for the drahk’mihn ambassador to the humans’ system?” he asked jokingly, “She should be on her way any minute.”
“Sorry, sir,” the black gah’rahtoe replied to him, his face showing genuine regret, “It’s the lunch rush, right now. You’re welcome to wait for someone to finish up, if you like.”
“No,” he responded, “She had to skip breakfast this morning to attend a virtual meeting, so I doubt she’ll be up to waiting… Well, thanks anyway.” As he turned to find somewhere else to eat, he nearly walked right into another person; it took him a moment to realize who it was.
“My apologies,” he said, “I should have been paying more attention to where I was going… Forgive me for bothering you, but aren’t you Ambassador Redding?”
The human was easily recognizable, the ‘scars’ across his face and the horns - which the Empress herself had expressed to his wife were not to be commented upon - that were in a very unique shape. Personally, he wasn’t too comfortable with the human getting a pass at imitating their race - especially Kah’Ri’s horns, of all people - but if the service that he’d provided to their race by coming up with the idea of how to find the slavers was enough for Empress Ella’Ven to excuse it, he had to accept it, as well. The man was carrying a tray with a few plates of vegetables on them, including two baked tass’guds.
“I am,” the human replied with a smile, “Sorry for eavesdropping, but I couldn’t help but overhear your conversation: if you like, you can come sit with me and my fiance; we’re out celebrating our engagement.”
“Oh,” he began sheepishly, “I really wouldn’t want to intrude…” but the human waved him off.
“I’m sure it’ll be no problem; you know how women like to show off their jewelry. It’s just us, so I’m sure it’ll be fine. Besides, I can answer any questions your wife may have about humans, and any social customs she might need to be aware of. Well, any that I know of, anyway.” He finished with a slight chuckle, and Vohr’Sin was torn between not wanting to intrude, but also not wanting to insult the Ambassador by refusing; it was at this time that his wife Vir’Ell walked up.
“I see you’ve met the human Ambassador, love.” He turned to see the yellow-tinted woman that he’d pledged his life to, wearing a light purple tube-top, and matching shorts. Her slender horns swept backward, ending halfway down the back of her head, pointing down.
“I’m Vir’Ell,” she said, directing her attention to the human after exchanging a kiss with Vohr’Sin, “It’s a pleasure to meet you.”
“And you, as well,” he replied, “I was just telling your husband that y’all can join me an’ my fiance, if you like. We just got engaged this morning, and I’m sure she’d just love the chance to show off. Of course, I don’t wish to interrupt your own time, if you’d rather eat alone, but it seems that we took the last free table, here.”
“That sounds lovely,” she replied easily, lightly squeezing his tail with her own, “I look forward to meeting your betrothed.”
The human - Kyle, as he asked them to call him - led them inside, and over to an empty table, where they all took their seats.
“I’m sure she went to freshen up,” he said as they all sat down,
“So,” he continued as they all settled down, “I hear you’re on your way to Sol?”
“We are,” Vir’Ell replied brightly, “Several factors have come together to convince the Empress to send an envoy to your system; the two biggest factors being - of course - your own contribution to freeing those enslaved, but also from the fact that even through the outcasts of your society, it is entirely obvious that humans had nothing to do with the enslavement of our people. There are obviously other reasons - ones that she wishes to keep close to her wings - but she has decided that humans will be the first race to whom she will reach out a hand of open friendship. Obviously, this will have to be taken slowly, but we’re hopeful that this could open new avenues of trade and friendship that we’ve been so sorely missing all these years.”
“Well,” Kyle began, “I hope we can come together as peoples, especially since our introduction to the wider galaxy came about in quite similar circumstances.”
“Yes,” Vohr’Sin replied seriously, joining the conversation, “That is something that we - as separate races - can relate to, you more so than others, I’m sure. I can’t imagine what it must have been like to endure the mahn’ewe’s captivity, and I commend you on your mental fortitude to be able to make it through all of that relatively unscarred. I won’t claim to know how you’ve dealt with it since your escape, but the fact that you came out of it without any noticeable xenophobia is exemplary.”
“Yeah, well,” Kyle began a bit darkly, looking off to the side a bit as his mind wandered those detestable halls, “I’m kinda used to misfortune, and holding it against those who brought it on, specifically. As a matter of fact, the mahn’ewe look human enough that it doesn’t even translate the same when looking from even the drahk’mihn to them. And everyone else just looks like ‘humanoid animals’, or ‘insects’, so it’s less of a comparison to the mahn’ewe, and more so towards our own myths and legends. And I guess I can’t really complain about my lot in life, ‘cause if I hadn’t been abducted, it’s likely I never would’ve met my future wife… Who seems to finally be done admiring herself in the mirror.” This last part he raised his voice slightly, obviously addressing someone over Vir’Ell’s shoulder, who was on Vohr’Sin’s right side. Before they could turn to look, a surprisingly familiar voice rang out, the smile audible in her voice.
“Can’t you go anywhere without ingratiating yourself with whatever drahk’mihn may be in the vicinity?” Looking around at the woman who had just walked past them to sit next to Kyle, his heart seemed to stop in surprise, both at who was talking, as well as the tiara she was wearing; and looking at her now, he fully understood why the Empress had directed them to ignore Kyle's choice in horns. Kah’Ri Mih’Rell wrapped her tail around Kyle’s waist - even as he wrapped his around her - and even hooked her right wing on his right shoulder, a wide grin on her face. On her head was what appeared to be the void itself, elegantly wrapped around her head, twined gracefully over her horns so as to appear as if the void really had inserted itself onto her head.
“‘Ri,” Kyle began, obviously enjoying their reaction just as much as Kah’Ri was, “I’d like you to meet Vohr’Sin, and his wife Vir’Ell; they’re heading to Sol, as she’s been appointed the Ambassador to humanity.”
“Oh,” she replied, obviously surprised, “I honestly didn’t expect that, though I suppose Ella would have ample reason to reach out to humans, of all peoples.” Obviously it was common knowledge that the Empress had taken Kah’Ri in when she’d lost her own parents, but somehow it had never occurred to him to imagine anyone being ‘close’ enough to her to call her by a nickname.
I’m sorry,” Vir’Ell cut in, “But that tiara is absolutely stunning.” Mixed in with the pleasure at such an extravagant praise, there was an obvious strain of pride in their faces as they both grinned, Kah’Ri leaning closer to Kyle.
“Thank you,” she replied, “He made it according to tradition.”
“You made that?!” he couldn’t help but exclaim, causing them to smile even wider, “From what? I recognize the black hole diamonds, but the material that the rest of it is made of…”
Kah’Ri gave Kyle a knowing look, and - still smiling - said,
“Show them.”
Kyle gave her a conceding nod of his head, and fiddled with the small monitor that was strapped to his wrist. Soon enough, a small hologram appeared on the table between them, depicting Kyle in a strange white tree, looking down at a - comparatively - giant red reptile of some kind. There was a seemingly one-sided conversation where he was obviously speaking with the razum’yilahn that was partially wrapped around his neck, the rest of their body disappearing beneath his shirt. They were still able to catch the gist of what they were saying, mainly that he couldn’t kill that creature until they were sure it wasn’t sapient, which would require them going into its mind.
What followed was an epic battle between man and beast, his uplifted canine companion joining the fight once it was clear that it was indeed a fight. And though it fended off any attacks the canine - Cheshire - threw its way, it seemed intent on finishing the one that had invaded its mind. It eventually had Kyle pinned on his back, both claws - and most of its weight - braced on the staff of the spear he wielded, while Cheshire continued to draw its attention. One such attempt resulted in the reptile shifting its mass, causing one of its paws to slip off the staff, producing what would obviously eventually become the tattoo across his face, though his eyes were destroyed beyond repair in the process.
He managed to catch the claw back on the staff again - obviously using the razum’yilahn’s eyes to operate - soon after which a shuttle appeared, its door open, and what looked like an automated weapon hanging out the side. It fired once, catching the reptile in its backside, and doing little more than making the beast angrier. As it hissed at the shuttle, the weapon fired again, and caught it in the throat, opening up a shallow cut, which Kyle wasted no time in exploiting. Bracing the staff between the arches in his boots, he reached down and drew another knife from his boot, and quickly used it to open the cut wider, rolling out from under the monster to avoid the spray of blood. As the hologram cut out, Kyle began speaking.
“I used the skull plate to grind out the tiara itself, though I had to use nanobots to carve out the clasp to hold the two pieces around her horns. The diamonds were a reward for returning a pendant to the ory’lagus who run the black hole mining company, and the sehr’chtahb who originally crafted the first black hole diamond shaped and set ‘em for me, and I used the Gift I took from the Kath’Loo who was holding her father to change the bone so that it absorbs all light; I also had to turn the bone behind the diamond - and every flake of diamond dust - to silver, to have some light reflect back.”
Vohr’Sin was quite taken aback by everything that had gone into making that tiara, and he was beginning to see possibly a bit of what Kah’Ri must have seen in him in the first place. He was only just realizing that Kyle hadn’t seemed phased to have seen a drahk’mihn; which now it was obvious as to why, but it should have been something that he noticed when they first met. Perhaps it was the horns, and his eyes, of course; another thing the Empress had instructed them to ignore. He was also acutely aware of how… desirable that course of events made him.
Goddess, man,” he said, putting an exaggeratedly jealous arm around Vir’Ell’s waist, “Save some for the rest of us.” That got a good laugh out of the table, shortly after which their waitress showed up to take their orders. Luckily, they all knew what they wanted, and they were soon talking back and forth, sharing anecdotes from their home world, and asking questions about his. They learned a few things that weren’t easily discernible by simple study of their culture through text, or even video. Kah’Ri stayed quiet, mostly, letting them do all the talking about Verem’Jiose; probably since she had been - intentionally - absent from there for so long, it wasn’t like she would have any idea of more recent news, or trends.
All-in-all, it was an enjoyable lunch, with the time slipping by as they ate and talked the meal away. Towards the end of the meal, the women excused themselves to the restroom, and while they were gone, he took the chance to ask Kyle about the possibility of being allowed to hunt one of those lizards himself, as Kyle had informed them that he owned that planet.
“Well,” he began after a bit of thought, “If you do hunt one, you’ll firstly have to do it without your Gift,” that took him by surprise, but Kyle didn’t stop there, “You also have to fight without any kind of ‘modern’ weapon. Which is mostly just saying that you can’t use guns, though nanoblades are not only acceptable, but also needed. And I’ll even make sure that you’re supplied with some mithril to use, as well. And just so you know: not only will you have a guide with you at all times to make sure you stick to the rules I set out, but they can see if you use your Gift.”
He flexed his eyes for a moment, having already explained how they worked - as far as he knew, anyway - to them earlier, when they revealed that that was why Kah’Ri’s eyes were red, instead of purple.
“I understand,” he replied seriously, “I wouldn’t want to disrespect your world.” Kyle nodded once, saying,
“Well then, I think we can work something out. If y’all’re gonna be here for a couple days, I might be able to get in touch with someone who can set up a way to get you there ‘n back.”
“That would be most appreciated.” As Kyle nodded his acceptance of his thanks, an idea came to his mind.
You know,” he started in a conspirator's tone, “Before we left home, I managed to get my claws on a crate of krav’ashah wine; it’s a ‘luxury’ berry on Verem’Jiose, as it’s hard to farm, and doesn’t produce a very high yield, even when done correctly; aged twenty years. I would be willing to gift a couple bottles to the two of you, in celebration of your engagement.”
Kyle smiled knowingly, and replied with,
“Well, that would also be much appreciated; I’d definitely owe you a lot… You know, the ory’lagus gave me a lot of extra diamonds, not just enough for ‘Ri to make my circlet. Once you get the piece you wanna make for Vir’Ell, I can shape and set a decent-sized one for you.”
“I think we have an understanding,” he said, smiling.
“As do I,” Kyle replied, a smile of his own on his face.
Their other halves came back shortly after that, and after they all said their goodbyes - he had insisted on paying for the meal - he made his way back to the ship with Vir’Ell, already planning the shape of the new tiara he would be carving for her. And while the one he had bought her would always be special to him - a simple golden band, with a blue diamond in the center of her forehead - he wanted to make this one even better; perhaps he could find a way to incorporate her old one…
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2024.06.02 15:53 Superhero-Universo God of Weightlessness and the Greatest Nomad in History: Ubah

God of Weightlessness and the Greatest Nomad in History: Ubah
Well, where do we start? Not seriously, I'm already rusty on this D:
Well, it doesn't matter xd
Too long ago (speaking of before Christ) there was a temple where they left children lying around, usually the monks if they found the children in time they took them quickly, so this baby left outside the temple was one of the privileged ones to be found well (or alive in other cases)
Although he wasn't taken to a normal temple (have you seen the legend of aang? It's based on that more or less xd) and in this temple they taught how to control certain elements even though they were fire, water, earth, wood and metal, but this child when he grew up didn't know what his element was
The boy trained day and night trying to control any of those five elements, but he couldn't handle any of them
Until one day in the middle of the rain he could control the air, although a small problem is that he was the only one who could do that, why would it be a problem? Basically, he would learn a mistake the hard way and that's why he always had to make an effort to come out of his workouts well (either speaking alive or without any broken body part)
He always had a hard time using his own element, but he was happy using it
One day a little doubt arose in him, at first it was just a thought until one day that thought turned into actions
He wanted to look for someone who could control his own elements and if not he would create his own student, but the monks of the temple don't allow it, reason? If those who train from toddlers can barely control their elements, someone who learned the basics will be able to do it in a short time? In addition, the temple is a more closed place about what it teaches (closed from not teaching people from outside, it is also incomparable, for example, to burn something in the temple than in a city)
Ubah resigned himself until his curiosity gnawed at him, so he left the temple but promising not to use his powers outside the temple and that he should be a nomad (that's so as not to teach someone about elemental powers and such)
Ubah in total traveled most of Asia, Africa and Europe (the photo of Ubah is not when he was a nomad, but in his monk's clothes, since as a nomad he looks like a wanderer)
On his way through Asia he taught various places about philosophy, training and a little about controlling elements, even thanks to him temples were created to control the elements
Ubah in 20 years was known by the 3 continents and was famous in a certain way (although he was not very recognizable because of the time and the clothes he wore he did not look like a monk, in addition to that in Europe and Africa he still taught some of his philosophy and training but he did not teach elementary control since in a way homo calculus already existed which are a species that controls fire)
Even, let this remain between us, but supposedly he met a certain Siddhartha Gautama but let it remain among us xd
One day he started to meditate in an area and it lasted several days breaking a bit of nomad, but he felt something, so it lasted months and it is said that he found enlightenment but as such no one knows with sertesa how he achieved that "enlightenment" or if it was real, but according to not so reliable sources (that has been too long and cannot be verified) but it is said that Ubah was able to fly without Use your control over the air by creating the technique of weightlessness
Ubah died young (young speaking who didn't even reach his 40s) despite not being sedentary, despite that he died happy leaving a legacy that lasts to this day, it is so important that they have even made statues (they are similar to the statues of Buddah and even confuse them, although I am talking about the Buddha of Siddhartha Gautama
Even Ubah himself created his own temple, although on the day of Ubah's death his temple disappeared with students and everyone, although it is theorized in his world that Ubah before dying with all his strength and control of the air made his temple fly and to this day remains in the air and with mobility, To this day it is rumored that they have seen a piece of land that flies with a temple, but as such people do not believe it because they are in sparsely inhabited places. They even call that temple the nomadic temple because it has never been sighted on the same side (in reference, one day there is a sighting in Colombia of that temple in the sky and the next day it is flying through Madagascar for example), in their world people do not believe about that temple although there are their theories, But to be honest, it does exist xD
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2024.06.02 15:43 moondog151 A 16-year-old girl would google her mother's new boyfriend and discovery that he was a notorious double murderer who killed his previous girlfriend and child, stuffing their bodies into barrels and burying them on his property. She soon went missing, her mother having chosen the murderer over her.

A 16-year-old girl would google her mother's new boyfriend and discovery that he was a notorious double murderer who killed his previous girlfriend and child, stuffing their bodies into barrels and burying them on his property. She soon went missing, her mother having chosen the murderer over her.
(This case was sent my way via this post asking for case suggestions from my international readers since I focus on International cases.
So I would like to thank xzwkimin for informing me about this case. And as this case is from a country that I skipped over during America's Series, that means I am delaying the Japan case and going backward to do this one
There is also a very lengthy 1 hour long video on this case by Jackie Flores which I used as a guide since it was helpful. But rest assured, I did my own research, used by own words, included additional information and didn't just copy her.
And as you my expect from that prior statement, this is a huge case so information is surely missed so like always your own research is encouraged in case I missed anything.)
Ámbar Cornejo Llanos was born on February 14, 2004, in Villa Alemana, Chile to her mother born in 1982 and father Ulises Cornejo. Ulises was mostly absent and seemed to have separated from Denisse before Ámbar was even born. Not long after their separation, Denisse began dating a new man named Juan Carlos Pérez Aguirre, a friend of Denisse's since before Ámbar was even born. This relationship would result in them having two children and thus Ámbar having two step-siblings although one tragically passed away at 4 months old due to malnourishment brought about due to improper care. After the death, Denisse would fall into a depression, heavily drink and neglect Ámbar and her surviving brother. It got to the point where their school requested the two be removed from Denisse's custody as they were visibly not being taken care of. The request was granted and the two were removed from her custody and held in an Institution for minors.
Ámbar Cornejo Llanos
Denisse Llanos Lazcano
In 2009, Denisse had her final break up with Juan, their relationship was a dysfunctional on-again-off-again relationship with constant break ups and reunions but eventually, their final break up would come. Also in 2009, Denisse had improved enough for a court to deem it safe for Ámbar and her brother to be returned to her care. After the break-up, Denisse and Ulises appeared to reconcile and Ulises grew close to Ámbar.
On September 27, 2012, Ámbar confided in two of her school teachers that one of her friends had been sexually assaulted, after they called her friend's mother, she broke down and admitted that she had lied and was in fact talking about herself. Ámbar was taken to the police to give a statement and she told them that whenever her mother took her and her brother to visit Juan back when they were dating, Juan would sexually assault her during these visits. Juan was arrested and on November 25, 2013, The Oral Criminal Court of Viña del Mar sentenced him to three years imprisonment, ordered him to pay and cover the entire cost of the trial, prohibited him from even having any contact with Ámbar or her family, and had to disclose his address to the police. The court also again, took custody away from Denisse and sent her to live with Ulises for a few months, The no-contact order went both ways as Denisse was ordered to have nothing to do with Juan either so long as she wanted to raise Ámbar. Eventually, Ámbar was returned to Denisse's custody after she obeyed this court order.
Ulises, viewing Denisse as an unfit mother, and since he saw her as manipulative wanted to keep Ámbar. When Denisse found out, she prohibited her daughter from ever visiting her father and tried to manipulate her into disliking him, saying that it was his fault and that he was trying to break up their family. Ulises would also send money to the family for Ámbar but Denisse would often, not tell her when the money arrived and simply pocket and spend it for herself.
Denisse's plan to turn Ámbar against her father backfired and the older Ámbar got, the more strained her relationship with her mother would become. They would constantly argue and one time, Ámbar had a friend over when she and Denisse had another argument and Denisse moved to strike her daughter. Ámbar and the friend ran to another room and locked the door but Denise was so angry over whatever the fight was about that she hit the door with enough force to break it open. The only reason that Ámbar never defended herself was simple, according to friends, Ámbar told her that since Denisse gave birth to her, she was obligated to respect her mother and could never raise a hand to her.
Soon Denise would date another man, the landlord of their apartment, Manuel García Queirolo. Tragically, Manuel wouldn't be any better than Juan. Whenever he heard that Ámbar was showering, he'd use his position as the landlord to go to a room on the second floor that gave him a clear view through the bathroom window so he could watch Ámbar. Ámbar would eventually find out and inform her mother to which she told her and her brother to just not shower unless she were home. But beyond that, she took no action, she didn't even stop seeing Manuel. She actually did the opposite and got mad at Ámbar for being the subject of Juan and Manuel's lust. The worst of Manuel's depravity wouldn't come out or be known by others, even Ámbar until years later, that will be discussed further in the write-up.
With all this tragedy and her dysfunctional and abusive home life, one may expect Ámbar to have been troubled. But on the contrary, all her friends said she was happy, outgoing, kind, would do anything for them and loved to engage and share her hobbies with them such as dancing. Ámbar was deeply liked by all her classmates and was very popular. She had managed to not be defined by all that was going on in her life.
In late 2019, Denisse had found her next boyfriend, a man named Hugo Humberto Bustamante Pérez with the two moving in together in relatively short order. Ámbar was not very keen on Hugo and how fast their relationship was progressing, she also felt uneasy about him as well and how he looked at her. Ámbar told one of her friends about her mother's new boyfriend and her friend felt his name sounded familiar to the two looked him up and did not at all like what they had found.
Hugo Humberto Bustamante Pérez
Hugo Humberto Bustamante Pérez was born on March 28, 1965, in Quilpué as the third out of four siblings. His father worked as an electrician, and his mother a housekeeper with domestic violence a frequent occurrence in the household. His mother was described as neglectful while his father was actively abusive and had him put to work at the age of 8 to sell fruits and vegetables at markets. To escape his father's abuse during his most violent outbursts, he would go stay at his grandparent's house. At the young age of 13, he would fall into a drug addiction, starting with marijuana before escalating to opium and cocaine.
At the age of 15, his father kicked him out of the home so he went to Mendoza, Argentina and lived with a classmate. There he claimed to have travelled all to Bolivia, Peru, Spain and Brazil. He returned to Chile at the age of 18 and began stealing goods to sell back as well as trafficking drugs. When he was 20 he would, with the help of an accomplice take part in a scam where he would get on a bus, gain the trust of the passenger sitting next to him, offer a drink laced with sleeping pills and then steal their belongings as they passed out in the street. He would also attempt this on beaches as well.
Several times, Hugo would attempt to start romantic relationships but none of them would last particularly long usually breaking up almost immediately due to a lack of commitment from Hugo. For legitimate income, Hugo got into bodybuilding and according to him, he owned a nightclub. On May 27, 1987, Hugo was arrested for the first time on a charge of theft but he doesn't appear to have suffered severe consequences for this. He later began another relationship but this one seems to have lasted a little longer with them even having a child and Hugo getting employed as a serial guard. But they broke up shortly after the birth and in 1989 Hugo was arrested for nine counts of robbery, four counts of theft and 5 counts of armed and violent robbery earning him a 10-year prison sentence.
Hugo had a rough stint in prison, with his drug habits routinely sending him to a hospital in Valparaíso and often had extra security and shackles because he once tried escaping during a transfer. In 1992, he suddenly had a mental health crisis and was admitted to a mental hospital for 25 days. In 1995 he was granted parole but was sent back to prison 8 months later after violating it. He was finally released after serving his sentence in 1999. After serving his sentence he again attempted to turn his life around, getting a job painting and repairing cars and saving enough money to open his own store. He also took an interest in yoga and spiritualism. At a yoga class, we would meet 49-year-old kindergarten teacher Verónica Vásquez Puebla (born in 1955) who had a son named Eugenio Honorato Vásquez.
Verónica Vásquez Puebla and Eugenio Honorato Vásquez
Unlike Hugo's prior relationships, this one actually appeared to be promising. Eventually, Hugo asked Verónica for money for "home improvement" and initially she wouldn't hesitate to give her money away. Tragically, Hugo would begin squandering the relationship and would become abusive and temperamental. So on January 8, 2005, he came to ask for money, money that he had never paid back any time prior, Verónica finally said no having now wanted nothing to do with him.
When met with this reply, Hugo was left enraged. In his fit of rage, he grabbed a baseball bat and struck Verónica with it before strangling her. All the commotion had woken up 9-year-old Eugenio after being witnessed, Hugo set his sights on the child and began strangling him as well. Now that both were unconscious, he shoved a cloth down Verónica's throat, tied her hands and feet together and slit her throat. Afterward, he finished them by wrapping their heads in plastic wrap and tying a plastic bag around their heads. He then got a metal drum and hit their bodies repeatibly with a cane and breaking their bones so he could better fit Verónica and Eugenio's corpses inside. Then to hide the smell of decomposition, filled the drum with water, line and plaster before sealing it. He then proceeded to ransack Verónica's house to look for the money he had asked for and left once he found it.
He left the barrel in Verónica's home for a few days and blew her money on his old habits, that being drugs, drinking and prostitutes. Eventually, despite his methods to mask the odour, the bodies inside the drum began to smell. To deal with this, he bought a house with a patio and transferred the barrel to that property. He then asked his father if he could help him dig a hole in his yard. The hole was two meters deep and one meter wide. He asked the movers, moving in his furniture to help move the drum to the back of his house. Hugo was almost caught right then and there because liquid began leaking from the barrel but Hugo said that he worked in the food (specifically French Fry) industry and that it was a chemical from making the product. After everyone left, he buried the drum in the hole he had his father dig. Verónica's brother noticed she was missing and called her only to be answered by Hugo and said that she had gone on a spiritual retreat. Eventually, he and her family went looking for her and found her identification documents in a ditch. Hugo was again called and simply said she was bored with Verónica and hung up.
On January 26, Hugo's new neighbours called the police to report the smell and when they arrived, despite how confident Hugo was that he'd get away with it, and despite all the work he put into hiding his crime, he confessed immediately. The police placed Hugo under arrest while they excavated his yard and recovered the drum and the bodies. Tragically, the news broke at the same time as Hugo's daughter began making plans to reconnect with him. This murder gained Hugo the moniker of "The Drum Psychopath"
The police outside Hugo's house.
The police in Hugo's yard
The drum.
Hugo spent his first few months in a mental hospital where he boasted to the doctors about his economic situation and martial arts talent. Hugo's trial took place in November 2005 held by The Guarantee Court of Villa Alemana, and he was handed down a sentence of 27 years imprisonment with his release date set for January 26, 2032. Hugo would now be one of Chile's most infamous criminals and was the subject of an episode of "Mea Culpa"
Hugo being brought to court
Hugo was even given interviews while in prison, in one of these interviews he was asked if he would ever kill again if released and he would tell the interviewer that he didn't know because "I am not the master of destiny". He also told the interviewer that he was triggered by a whistling sound in his ear and he said that it was like watching a movie while he was killing Verónica and Eugenio.
On April 29, 2016, Hugo was put before a parole board and even though Hugo publically said to an interviewer that he was uncertain about whether he'd kill again or not, and even though the prison itself told the judges in charge of the parole hearings not to release him, they outraged all of Chile by granting him parole regardless on the basis of him serving 10 years, learning an actual skill he would use at a job while in prison and good behaviour meaning, legally, they had no reason to deny parole and he was released amongst 788 others. Hugo was despised by all the locals he was now living with, no employer would hire him for any more than a day so he mostly worked odd jobs. Even those who reluctantly admitted that Hugo was nice, added that he still seemed odd and one of his neighbours said "When he looked at you, it felt like he was undressing you with his eyes"
Neighbours would even put up flyers all across the area warning residents about Hugo and to make it clear to Hugo that he wasn't welcome. Parents even refused to let their children go outside alone now that Hugo was back and living alongside them and women wanted to be driven to work and driven home from work instead of walking. Even the mayor of Villa Alemana had ordered an extra police presence in the neighbourhood he moved into.
As soon as she finished reading up on his lengthy and disturbing history, Ámbar was left horrified. Denisse had had 4 partners, one sexually assaulted Ámbar when she was 8, the other was a blatant pedophile who would stare and watch her shower and now her newest one was a man who killed his girlfriend and her 9-year-old child. The only one of Denisse's partners that she actually treated with disdain and contempt was Ámbar's father who cared for and had her best interests in mind. Ámbar explained this all to Denisse who got mad at her daughter and started another fight since she saw Ámbar as judging her newest boyfriend without getting a chance to meet and know him. She even told her that everyone deserves a second chance despite barely knowing Hugo herself at this point.
Seeing as her mother remained stubborn, Ámbar went behind her back and wrote a complaint letter to the apartment's manager requesting that Hugo be banned from the premises. This complaint found its way to the public and soon the other residents of the apartment learnt that Hugo was living with them and essentially, they all came together to demand that they all leave and take Hugo with them. Leave they did but Denisse took Ámbar's brother and moved into Hugo's own home. But Denisse, now on the verge of hating Ámbar for not accepting her relationship with Hugo, punished her by abandoning her underaged daughter and having her live alone in the apartment with a very minuscule amount of money.
After only a week, Ámbar would have to leave the apartment and would go back and forth between staying at various different friend's houses but none were able to let her move in full-time. And she couldn't move into her father's place because he lived in Northern Chile and that would involve abandoning her brother and mother with Hugo. In December 2019, Ámbar moved in to live with Manuel's daughter who was old enough to have her own children and for Ámbar to refer to her as an "aunt". She was described as a much better mother figure than Ámbar's own mother and she was completely ignorant to Manuel's crimes so Ámbar felt safe around her and didn't hold her father's actions against her. And by this point, Denisse disowned Ámbar in all but name. She ended up having to repeat a grade and the school and teachers took note of this and tried to call Denisse 6 separate times for a parent-teacher conference only for her to get aggressive toward the teachers for even calling her at all.
The only interactions she would have with Denisse would be when child support was sent and Ámbar still all these years later had to go to Denisse's house to collect the money in person before her mother spent it all herself. And often she wouldn't even go inside, she'd just knock on the door, Denisse would give her the money without saying a word and close the door. And even if she didn't behave that way, Ámbar steadfastly refused to ever step foot inside Hugo's home. The latest payment was sent on July 29, 2020, when Ámbar told her "aunt" that she was going to head over. After three hours had passed Ámbar had yet to return home from Denisse's and wouldn't answer her phone her respond to any messages. Her Aunt actually called Denisse who blatantly didn't care about her daughter's disappearance and actually hung up the phone. Afterwards, the police were finally called.
Both the police and the entire neighbourhood dismissed the possibility of a runaway and together with the police, the entire neighbourhood began a search effort for Ámbar. Ulises also heard of what had been going on in Ámbar's life as well as her disappearance and immediately travelled to Villa Alemana to join in on the search and of course call and confront Denisse who would never answer or respond. Even when the police themselves showed up, Denisse refused to cooperate or help and ignored even those tasked with finding her daughter. Some witnesses even said that she just stood on her porch and drank a beer with Hugo while others tried finding her daughter
The police would put several flyers all across the local area appealing for information, questioned every neighbour they could find, and together with the Red Cross, firefighters and local volunteers searched the nearby grasslands, bushes, forests, mountains and so on utilizing sniffer dogs, drones and even thermal imaging cameras with the searches continuing into the night. A witness would also come forward and say that in the morning he drove by Ámbar and saw her crying as she walked away. One of Denisse's neighbours also said that in an unusual course of events, Ámbar actually entered Denisse and Hugo's home instead of waiting outside and that she didn't leave. This statement was supported by a CCTV camera showing her walking toward their house but never walking away.
Ámbar's missing notice
This time, simply ignoring them wouldn't work. On July 31, A large group of neighbours went to Hugo's house and waited for him to come outside so they could all gang up on and confront him and some wouldn't even let him go back inside. Hugo acted strangely amicable this time and even invited them to come inside and said the police could even bring in search dogs. Hugo even confidently stated, "If I had a body in here it would smell, Don't you think a body that's been here for 2 days would smell". This statement had the opposite effect of what Hugo had intended since as of now, most people thought Ámbar may still be alive.
Since he gave consent, everyone agreed and entered his home on August 3, including police with search dogs and although no human remains were found, they did find clothing with traces of human blood which were seized to be analyzed by forensics. The blood would end up being a red herring as it was old and belonged to Denisse. Even though Hugo seemed to have been in the clear for now, having just invited police onto his property and them finding nothing, he decided to, on August 3, with Denisse, leave Ámbar's brother in the care of one of his sisters and then the two would just flee and leave the area without notice. By now the search expanded to find them, as suspects to be arrested.
On August 6, photos were uploaded on social media showing Hugo and Denisse at a camp ground in Lilu Lilu trying to find someplace to hide, police also pulled CCTV footage from a store near the camping ground and saw the two buying clothes, hats and sunglasses in an attempt to hide their appearance. The police searched the nearby woods and found the two relatively easily and began interrogating them separately.
Hugo and Denisse at the campground
Denisse who clearly had no concern for her daughter's safety and disowned her over not accepting Hugo, turned on him very easily. She confessed that Hugo had murdered Ámbar and that she knew he did but was too afraid to come forward as Hugo had threatened her, her son and her parents and that he forced her to run away with him. According to her, Hugo had dug and torn up his living room floor to make a 6-foot ditch, bury her in it and refill the living room. The police believed Denisse and figured she'd be a valuable witness so they released her. Hugo exercised his right to remain silent and told the police nothing.
It was fortunate for the police that Hugo didn't need to speak. They checked his cell phone and found that from July 20-July 28 he had searched the following terms "Price of electric weapons, Ranged stun gun, Using chloroform to sleep, Sale of straightjacket psychiatry, Chinese bamboo torture, Chinese water drop torture, Ether sleeping spray, Using ether to put people to sleep, Medical use of scopolamine, Where to buy hydroxybutyric, Total and absolute power, How to change your first and last name, Psychological torture, Torture methods, Meat grinder price, Blows to faint, sleep or immobilize," and so much more which clearly showed that not only did Hugo premeditate Ámbar's murder, but that the murder was likely horrific. Inside his backpack were two knives, a hatchet, rope and a receipt for paint and paraffin wax.
The police easily obtained a warrant to search Hugo's home that same day. They broke up the floorboards in his living room and dug up the soil underneath. There they found three plastic coolers upside down and wrapped into plastic bags. The police removed the bags and opened up the coolers, there they found the decomposed, eviscerated and partially skeletal remains of a young girl, dismembered into 15 separate pieces. The remains were easily identified as Ámbar's based on her clothing. The autopsy revealed that Ámbar had been attacked and suffered numerous blunt force injuries across her body but especially to her hands, arms, forearms, buttocks and thighs. a cloth was stuffed down her mouth as seen with her head, and there were signs on the remains that she had been violently raped. According to the medical examiner, a saw and knife were used for the dismemberment
https://preview.redd.it/yobqrydqv54d1.png?width=710&format=png&auto=webp&s=8713a8ee0d0efdb04689406f2d9897214a07e97b
https://preview.redd.it/wfpw4m47u54d1.png?width=760&format=png&auto=webp&s=ddafe2a0402d76e0c2cc8d3cd6c729feb9f73dbd
https://preview.redd.it/ygeyfrwbu54d1.png?width=640&format=png&auto=webp&s=8019b513bad529d81215e0a2452b41ecb4cf9e54
Police and forensics
Meanwhile, the police faced backlash for releasing Denisse and not investigating her further, many did not believe her to be as innocent and a victim of Hugo as she portrayed, her prior history and actions during the search made that hard to believe. And even after her daughter's dismembered body was found under her living room, Denisse wasn't sad, mourning or even. After several threats including her apartment being vandalized as she was led home under her police guard and threats over the phone, Denisse was sent to a psychiatric institute after attempting to take her own life. The backlash continued after it was revealed that the institute was being kept anonymous as a "witness protection" situation.
And speaking of outage, outrage toward the Chilean government and judiciary was immense as Hugo's release led to Ámbar's death. The families of Verónica and Eugenio were also furious that their killer got to go free to kill again instead of serving his sentence. The outrage was in fact so intense, that the judge who approved Hugo's release was even suspended and investigated for misconduct. Eventually, though, she was reinstated with no consequences because although the law was flawed, she was doing her job as a judge by following it. Instead, Chile changed their laws to make the parole process much more thorough and over all harder to have parole answered as opposed to the rubber stamp process it was before.
On September 24, Denisse was removed from Witness Protection and instead placed under arrest with now the police labelling her a murderer instead of a witness. The police ended up going through Hugo's entire phone history, Denisse's, and CCTV footage around the area before and immediately after the murder which showed that Denisse was an active participant. Denisse's motive was simple yet heartbreaking and horrifying. She had on some level wanted to do this ever since their neighbours forced them to leave their apartment because of Hugo, she and Hugo both said that Ámbar wasn't letting them live together as a romantic couple in peace and she saw Ámbar as coming in between him and Hugo and that as long as her daughter was alive, she would never be with the man she wanted.
Denisse's arrest
While in prison, she was the most hated inmate by her fellow inmates and her own cellmate said that she would "make life impossible" and went out of her way to stay up late just to make sure that she could keep Denisse awake and not let her sleep. This led to Denisse being moved to solitary confinement after a "lynching" attempt. A move that infuriated the public and her fellow inmates. It also upset Hugo who was said to have been begging the courts to let him visit Denisse.
Denisse and Hugo were both tried together with the trial beginning on October 26, 2021, at The Oral Criminal Court of Viña del Mar. During the trial which was held over video link due to COVID-19. Denisse somehow found a way to play Ámbar's favorite music which the court and her relatives saw as a provocation. with the prosecution calling over 54 witnesses, 113 relevant documents, 30 expert reports, and the prosecution presented strong DNA evidence, Psychiatric reports showing them to both be sane, and biochemical reports. According to the prosecution, this is what happened.
Hugo and Denisse during the trial
On July 29, 2020, Ámbar was called by Denisse to pick up the money sent by Ulises. Before Ámbar arrived her now 14-year-old brother was sent to school to pick something up so that he couldn't be a witness to the crime. When Ámbar arrived, Denisse refused to go outside, meet her and hand her the money like always, instead, she insisted and demanded that she enter the home if she wanted it. Somehow, she did convince her and Ámbar went inside where she was immediately attacked by her mother and Hugo with Hugo proceeding to rape Ámbar.
Soon a problem in their plan emerged when Ámbar's brother returned home much quicker than Denisse had expected him to. When Denisse saw her through the windows she hurriedly ran outside and told him that they needed to go to their old apartment because they had gotten a call that someone was breaking in. He couldn't see anything that was going on and really needed to use the bathroom, but his mother insisted that they had to leave now and when he moved past Denisse to use the bathroom, Hugo from the inside kept pushing the door shut so he couldn't enter, something he found odd. He was only allowed in after Hugo dragged his sister's body to another room and closed the door. When he was finally let in to use the bathroom, he heard a loud thumping noise coming from the other room. He left the bathroom and didn't even ask about the noises but Hugo felt the need to frantically explain them away and say it was his mother coming over for a visit and folding clothes. Ámbar's brother was one of the prosecution's star witnesses.
Hugo, now left alone, began dismembering Ámbar into the aforementioned 15 pieces and placed them into the coolers while CCTV cameras showed Denisse and her son at a metro station on the way to their apartment. Denisse showed no reaction to helping her boyfriend rape and murder her daughter. While at the metro station, she sent the following text messages to Hugo. "I'm more calm now, I love you, kisses", "I hope everything goes well for you", "See you tomorrow" and "Good night love" That second message was her wishing Hugo luck in disposing of her daughter's body. They also exchanged 14 phone calls. When they arrived at the apartment, Denisse had her son stay there while she rushed to a store to purchase paint and paraffin wax. Denisse was caught on CCTV doing this and the cashier was called to testify. To keep him away from their home, Denisse had her son stay at the apartment alone for the night as she returned.
Hugo and Denisse then went to the living room to remove the wooden floorboards in the living room, dig a six-foot hole through the soil underneath the floor, dumped the coolers into the hole, filled the hole back in, and placed new replacement floorboards where the old ones were and nailed them back to the floor sealing up the makeshift grave. The paraffin wax was used to try and keep any search dogs from detecting the stench of decomposition. Neighbours heard the sound of equipment such as drills and hammers being used but that the sounds were spaced out as if Hugo and Denisse were trying to be quiet with them. Denisse then wrapped Ámbar's cell phone in aluminum foil, burnt it and discarded it in a crawl space. Denisse's fingerprints were pulled from this foil. Denisse's shoes were also examined and traces of wax were found on the soles. Hugo seemed supremely confident that he would never be caught but as soon as he was confronted by his neighbours he was suddenly terrified and frantically told Denisse that they needed to run away.
On November 26, 2021, the two were found guilty and on December 7. both were sentenced to life imprisonment without the possibility of parole until at least 40 years into the sentence meaning the two won't even have the possibility of release until Hugo is at least in his 90s. It wasn't just murder the two were convicted of, they also were sentenced for rape and abuse, tragically not just that of Ámbar. Ámbar's brother wasn't just a major in the murder case, Hugo and Denisse had been sexually abusing him as well this whole time and the two were sent to prison for those crimes. For the sake of his protection, specific details involving his case have thankfully not been made public. They were both acquitted on the charge of illegally burying a body and Denisse was acquitted on the charge of raping Ámbar. They both appealed the verdict and sentence but on June 2, 2022, the Chilean Supreme Court upheld the decision.
Now I mentioned that Manuel García Queirolo would be brought up again as his actions were even more heinous, Well, during her disappearance and murder, the Cyber Crime Unit was investigating Manuel for completely unrelated reasons, he was suspected of producing and possessing child pornography on his cell phone and other sex crimes from 2016-2020. On August 17, 2020, he was placed under arrest while investigators went through his phone. As they expected, he did possess mutable inappropriate images of minors.
Manuel's arrest
Horrifyingly enough, 400 of which were all of Ámbar back when she lived in his property. Aside from photographing her while she was showering, he also had pictures of upskirts and pictures taken up her dresses and the phone camera zoomed in to focus on her privates. Ámbar never found out about these images. On December 15, 2021, Manuel was convicted by The Oral Criminal Trial Court of Viña del Mar and sentenced to 14 years imprisonment on December 27.
Ámbar's other relatives, friends and various women's rights organizations were satisfied with the verdict and even celebrated in the streets. The families of Verónica and Eugenio were also pleased to know that he was back in prison. For Hugo and Denisse, they are likely to never see each other face to face ever again. Ironically, that is despite being in the same prison. On April 27, 2022, Denisse was transferred to the same prison as Hugo after an apparent "lynching" attempt which led to lacerations on the scalp, bruises on both sides of the neck, an orbital hematoma, a laceration in the right eye, a wound on the lower lip, a hematoma in the lumbar dorsal area and on the left elbow. Although she has been attacked several times before this was the most brutal one.
Ámbar's brother is now 17-18 and is living with other family on Ulises's side. He is said to be doing well, has made several new friends and has moved on and put this incident behind him with his life looking up for him.
Sources (In the Comments)
submitted by moondog151 to TrueCrimeDiscussion [link] [comments]


2024.06.02 15:36 starstruck131 Unpopular OPINION: DFs, it's more loving not to send the text/cards/calls etc

Please note "opinion" is in all caps because it is simply that: an opinion. But bear with me because I think a lot of us DF needs some sage advice on this... including and especially myself. 🥴 I know it's long but hang with me for a min.
So I have noticed a theme here. Not all inclusive, but definitely a large majority: Many DF's whether male or female have anxious attachment styles. Anxious attachment says that when we find something or someone really great we must cling, cling, cling lest it will go away and we will be abandoned. And when/if it goes away, the very first thing we ask ourselves is "why was I not good enough? What did I do wrong? How can I get it back? What is wrong with me?" Because we have tethered our self-worth to another human being and now they are gone. The validation they were providing of our worthiness and lovability has vanished and left us with a gaping hole in our very core. I remember being so desperate to have this man back in ANY capacity, I probably would've given up limbs and internal organs to make it happen. Certainly would've paid every cent in my bank account.
And DMs, well, they've been shown time and time again that when something seems too good be true, it usually is. From a young age, they have been shown that having needs and emotions isn't well-received from caregivers. So when sh*t gets real, or they start feeling those overwhelming surges of love, they panic. They discard it because those feelings equal danger in their inner climate. If they are "out of control" of their emotions it forces them to be vulnerable. Vulnerability means they are bound to be hurt. So they throw love away on their terms..where it's safe. This is an avoidant attachment behavior. So rather than address themselves, or be accountable for their flaky behavior they will stonewall when pressed on their hot and cold mannerisms. Shut down. Dive into work, substances, karmic relationships... whatever takes the heat off of themselves and their own inner issues with receiving love. Because in their mind, if they were to relinquish control and the upper hand, the only outcome is abandonment/betrayal and pain.
Both of these situations are truly heartbreaking I have compassion for both sides of the coin. We are all healing some major major lifestyles when confronted writh this journey. The DF the ability to harness unconditional love for self, and the DM confronting the inability to receieve love from others...amongst about a million other things for the both of us. Iykyk.
I just I want you to know, fellow anxious attachers: we survived !! We made it through the other side of one of our very worst fears... being vulnerable and fully immersed in love and then abandoned and betrayed in the midst of it. Not only did we survive, but we are learning how to THRIVE AND show compassion and love to the very people who perpetrated that pain in our lives.This showed us the radiance of our own inner being. How capable, wonderful, loving, and STRONG we are. Do you see how incredible this is?! What other journey would have asked us to love so fully the very cause of our deepest pain? But here we are--following Jesus' path by the thousands. Deep compassion and unconditional love for they truly "know not what they do."
(l am not heavily religious, but I do believe Jesus came here to teach us life is eternal and love is truly the glue that binds us all together)
This is the unpopular bit here: Just like you had to heal this alllll on your own, with no help from your DM...your DM has to confront their shadows all on their own too. You can't force healing, you can't do it for them, you can't make them "see the light."
They have to do this themselves. On their timeline. In their way. On their terms. Just like the universe had your back the whole time, just like it constantly reminded you of this person over and over and over again with signs and syncs. Can you trust it is doing the same with your DM? You don't have to worry about a thing! ✨️ Trust that as equally as you were guided (even despite your great resistance at times) to liberation and LOVE, so is your DM. Release it all! Stay in your lane sweet soul.
Ever had a close loved one suffer with drug addiction or alcoholism? You love them immensely and you see them in this horrible cycle of self-destruction. We want to save them from themselves. You've tried the hands-on approach and somehow it only enabled them to sink further into their own misery?
This is not very different from that scenario. Sending the text, hanging out on the back burner pining away for your twin, writing letters emails cards, watching the stories, posting the thirsty @ss quotes and songs on social media...is enabling your twin to stay in their shadows. Why would they come out from where it's "safe" when what they are doing is working in their eyes? Here they are running like an Olympian, and here you are pining away for them still. Despite their horrible treatment and behavior at times. Stop it! Stop enabling harmful behaviors. Both our ways of acting are unhealthy. We are here to bring a new paradigm of relationships. We've done our part, let them do theirs. You are unforgettable. What you had together is unforgettable. It is designed this way. Trust it! You will not be forgotten in the dust.
Does this sound cold and unloving? If your answer is yes, DIG DEEPER. Love yourself even more. Because there you will find exactly how you deserve and long to be loved and treated by a life partner and you will never settle for less again. You will also see that just as an addict has to hit rock bottom, so does your twin. Just how we had to face our rock bottom and claw our way out of the pits of h€ll back home to ourselves...all by ourselves, with no help from those we love most: so do our twins. In this trial we learned of our strength and fortitude..so will they.
It is THE MOST radical act of unconditional love to let those we care about learn their own lessons. It doesn't seem like that at first but it is. And, too, unconditional love for yourself means you don't simp over the bare minimum..no matter how much you love and long for them. Love them completely and wholly, but love yourself too and liberate yourself from the waiting and pining game. All is in divine order. When you let go of the need to control anything other than yourself and your own healing, life really does get lighter and more magical as a result. The muddy waters clear and it's just you in your most radiant expression.
submitted by starstruck131 to twinflames [link] [comments]


2024.06.02 15:32 Single-acorn Constant leaks with my second kid

We used cloth diapers with my oldest. We switched to cloth at 10 days old and never looked back. We use the best bottom all in 2 system, some new, and some used from my sister (used for two kids).
I had my second in October, and we have struggled so much with cloth diapers. We tried transitioning to cloth, but he had frequent leaks and was also an AWFUL sleeper. We didn't have the energy to troubleshoot or wash the diapers. Then he started daycare, and they don't allow cloth, which is totally fine, but it made it hard to figure out a schedule and continue to troubleshoot.
He's now 7 months old and has worn cloth diapers for about 10-15 days in total. The past two mornings I put him in cloth and he leaks his very first pee. We've had a few successful days, which I find encouraging, but he leaks more often than not.
I just bought 4 new shells since the elastic was starting to go on a bunch of the diapers that are 12 years old, so I feel a bigger desire to "make it work". Any suggestions on figuring out why we have instant leaks, or how to stop them? We are on well Water with a softener, which is a change from when my first was an infant (but we did move into this house when he was still in cloth and didn't have this problem).
submitted by Single-acorn to clothdiaps [link] [comments]


2024.06.02 15:16 meowcats734 [Soulmage] You've been diagnosed with cancer. It's too late to treat it. The doctor has given you months to live if you don't undergo chemotherapy. You refuse. Soon you start to see family members who've passed before you, and you're not so afraid of dying.

Soulmage

The stars watched me carefully as I trekked along the grassy, rolling hills. It wasn't at all how geography worked, but setting foot on the rough terrain felt like it was getting me one step closer to the mountains I was born in. As if I would climb mounds and steppes and peaks in an ever-increasing line until I could grab the stars themselves and hurl them down from their celestial thrones.
Meloai would have pointed out that even if I had the physical power to interfere with the heavens, I would probably irreparably break the world if I cast the stars from their fixed positions. It felt like there was a lesson in there somewhere, but I'd had enough of education for a lifetime. Not that I had much of one to look forward to, thanks to the sickness swimming through my soul.
I had a plan for dealing with that, but I needed to wait until sunset. Not because there was any significance of sunset to my magic—the only possible influence would be if dusk had any emotional meaning to me, and of the things I cared about, the beauty of the natural world mattered only if it brought happiness and wonder to the people I'd left behind. No, sunset was just a convenient natural timer for the daily routine I'd have to endure.
I'd gotten far away enough from Knwharfhelm that it was unlikely anyone would investigate the noise if I started casting. So I reached into my soul, found the swirling vortex of snow-dusted feathers born of the mortal freedom that came with having but a handful of months to live, and gathered them into a spell. Shaped into a memory of one of Knwharfhelm's sailing-ships, the magic channeled itself into a nearly-solid boat of wind, lifting me off the ground with a deafening howl. So long as I held that memory firm in my mind, I would keep sailing across the skies until that nihilistic freedom drained from my soul.
So I had plenty of time.
Zhytln may have been an unassailable horror lurking beneath Knwharfhelm, but she put a surprising amount of genuine effort into keeping us placated, and unless I went digging into her personal affairs, she had been willing to answer some questions about the nature of magic. Continuing and broadening the education I'd gotten at the hands of the Silent Academy. One of these days I'd find a teacher that wasn't trying to fuck with free will, but until every would-be bully and tyrant dropped dead of spontaneous combustion, I'd steal what insights I could.
And wow, did Zhytln have insights. Magic was emotion, attunement was isomorphism, souls reflected reality and reality reflected souls. I couldn't claim to understand half of it, but by stacking attunements ("composing" them, as Zhytln had said), I could try to pull off a shadow of Zhytln's treatment of Cienne.
Every element of reality had its echo in soulspace. If I could find the analogue of my cancer in my soul, I could rip it from my body to alleviate the symptoms.
The problem with this kind of direct reality manipulation was that being able to even touch the images of realspace that projected into soulspace required attunement—and mortal minds could only obtain attunement to emotions. Terrible, terrible things happened to the body and soul when one reached too far beyond the scope of emotions a human mind could feel. But terrible things were happening to my body and soul anyway, so I was willing to risk it.
I knew what to look for: Zhytln had identified it in Cienne. Little swimming-hatching things in the slime-seas of my soul, courtesy of Iola's last spell. I couldn't perceive them, not directly, but they were surely somewhere in the span of attunements I'd collected. It would have been simpler to start with water, but I had precious little joy left in me.
So I started with blood. My vision of soulspace snapped into focus, my crawling, trickling fears visible as veins and rivers and ghostly walking circulatory systems. Filtering fear through spite gave me spidery, anxious hemolymph. I tried encasing it in regret, to show me the mud-caked bodies of the infinitesimal parasites infesting me, but the attunement I was trying to craft slipped from my mind, spinning wildly and rotating my vision of soulspace through uncountable flickering shadows. I grasped frantically at one of them, tiny specks burning in the void, but it was no use. I hadn't even come close to the attunement I'd wanted.
Fine. There was another way.
Attunements weren't monolithic. "Blood" was not a rigorously defined category, and it smeared and stained at the edges. I knew the soul-parasites that represented my sickness lived in the mud, wallowed in my regrets and used them as space to breed. I could relate, honestly. And I knew how to staunch that wound, if only for a moment.
I simply had to run out of regrets.
So I whispered a word and cast a spell, and willed the swamps of my soul to run dry. Infected, fetid mud swirled out of existence, the isomorphism inverting as I forced it into realspace. I knew little of the magics of regret, but Cienne had used it once to knit together a dying soul. Corrupted as it was, its effect would be different, unpredictable—which was why I'd flown off before trying this.
There was nobody but me who would be hurt if this spell backfired.
"You're wrong, you know."
My eyes snapped open, and I reflexively cursed and held out a hand to protect myself from the wind before remembering that I was a soulmage now, and I could strike back at problems instead of letting them strike at me. From the depths of my marrow I hewed coal-black exhaustion, and the resulting weight caused the wind to slump and plummet into a downdraft, letting me squint into the diminished headwind.
I tried to speak a question, but even reduced, the howling gale drowned out my words. The voice, therefore, must have been solely in my mind.
Which explained why it sounded like Sansen.
Hello? I thought.
No response. Tentatively, I willed more of the sickly pus in my soul to drain.
"I'm happy for you, Lucet. He'll be a better partner than I could have been."
I was ready for it, this time, and I caught a glimpse of the spell's mechanisms as it unspooled in soulspace. Tendrils of muck expanded and caught in thoughtspace, snagging on soul shards of those who were close to me and dragging them in. The echoes of Kiton—I hadn't thought of her since that day in the graveyard, and I'd never talked about her, even to Cienne—were just that. Echoes. I pushed further, and this time, the floodgates tore open—
"They'll take care of you," I said, ushering my daughter towards the bespectacled witch. My little Lucet took two toddling, uncertain steps forwards, looking up and up and up at me, and I raised my chin in pride. "Do well in school, won't you? And maybe we'll meet agai—"
My focus shattered, the memory unravelling, and with it, the memory of wind and sails I stood on.
The old me, the unsteady, wobbling child, she would have flailed and fell and dashed herself across the hills. But she had died thrice over on the road to where I stood today, and my only regret was that two of those responsible still drew breath.
Black bile spewed forth from my soul, sheer repulsive force propelling me away from the earth, the recoil as vivid and sharp as a riftmaw's bite. Callous, freezing freedom locked back into place around me, and I set my sights on the horizon once more.
It was hard to tell if the feverish strength in my emaciated limbs was from the cancer I'd excised or the regrets I'd left behind. But either way, both would cease to be an issue once I reached the Silent Peaks.
A.N.
Tentatively aiming for "updates on some Sundays." Not every Sunday, since I can't maintain that output, but... some of them.
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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.
submitted by Pyro979 to DnDHomebrew [link] [comments]


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