Dancing bears clips

Happy Crowds, Responsive Audiences, and Participating Patrons

2012.10.05 11:06 HolyTryst Happy Crowds, Responsive Audiences, and Participating Patrons

A subreddit for clips of massive audience support for a musician, athlete, performer, entertainer, whathaveyou. Crowds singing along, chanting the name of a champion, dancing in the aisles, cheering until it's deafening, the rolling slow clap, etc. We're looking for the clips that give you a chill and make you wish you were there.
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2020.11.23 10:27 spikyraccoon Where in the VR is this person?

Clips of people swinging, dancing, crouching, punching, shooting or shaking in Virtual Reality.
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2019.12.17 00:57 andres1232 Anime Dancing

A subreddit dedicated to dancing in anime, and other similar works. Here you can share all your favorite dancing gifs, videos, and images. Source Film Maker and MMD's are also welcome here. Fan of Hare Hare Yukai? Want to share your favorite MMD's? How about images of anime characters dancing? Well this is the place for you!! Welcome and I hope you have fun here!!
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2024.06.02 19:56 sparkycat99 Peloton drivetrain overall at home, yes its possible!

After 3+ years and a lot of use, my tensioner bearing was pretty noisy and I figured it might be a good time to also take care of the flywheel bearings, the belt, and the bottom bracket. I have an original bike.
After reading here about other people’s experiences with Peloton service recently, I figured I’d be better off doing all of this myself.
I also have a fair amount of experience with bicycle repair - while I have a lot of tools, I didn’t have some of the specific tools I needed for this work on my Peloton.
Because a torque wrench is a handy thing to have and I knew I’d have all the right tools for my bike, I decided to order the Pelodoctor overhaul kit and their tools. Pelodoctor has great videos online and showed some cool tips and tricks for getting stuff apart. I could have probably sourced the tools I really needed separately - but the kit also comes with support if you need it, and I had no idea if I’d need it!
While the videos are great - and they are all separate, they don’t answer the question of - where do you start? Which thing do you replace first?
I did the overhaul in this order:
Outer belt cover, plastic cover over the sensor in the front.
Once I’d gotten the belt off (the trick with pedaling backwards with a microfiber towel is effective!), I took a ton of pictures. Advice in the video is to do that, and the placement, orientation of the sensor is kind of critical and not very intuitive.
I did the flywheel bearing first.
The videos mention that you should use WD 40 on the back side of the bolts. I had PB blaster. The video also mentions if you have a bike plus this may not be an easy operation because the fasteners might be over tightened on assembly and you could round out the Allen key head in the bolts. This is wise advice and it took about an hour of sitting with PB blaster before my second try worked and I could get the flywheel bolts loose to replace the bearing assembly.
This is another place to pay attention to the orientation of what you are taking apart! You can reassemble the new bearing in the wrong orientation in the flywheel.
I figured order of operations meant replacing the belt - or at least getting the new belt set up for installation with the flywheel reinstallation. You get some new frame bolts too for the flywheel.
I did the bottom bracket next. You will need to use the crank puller from the kit for this. I have crank pullers for my bikes, but they aren’t quite right for my peloton because my crank arms have a less bulky profile. I was also happy I’ve got 1/2 and 3/8 rachet drivers here.
I need another spray of PB blaster and some time to set before I could get the original cups out of the Peloton frame and get the bottom bracket out using the OEM tool in the kit. On inspection the bearings weren’t totally shot, but the new bottom bracket felt a lot better.
Using the torque wrench to verify the correct adjustment with the bottom bracket assembly tool takes some attention. It’s easy to let the tool slip off and likely round out the notches.
Pay attention to what is reverse thread on assembly and disassembly.
I also watched the videos on repeat and had my iPad handy. I did a lot of watch and pause! And watch some more.
Last was the tensioner.
And this is where I ran into my first - “this ain’t coming apart.”
Turns out my bearings are pressed onto the tensioner. I got the finicky little clip off, but the old bearings were not sliding off the shaft as described in the video.
Being it was Sunday afternoon, I wanted to ride on Monday, I just put everything back together and emailed Pelodoctor. I also had some questions about belt tension. The new belt fit fine (follow the instruction re: belt position and flywheel grooves), but it was shorter and I had to adjust the tension rod to get it to mount back on the crank.
I ended up buying a new tension plate for my tensioner bearings. I also had questions about belt tension. Daniel - who answered my emails at Pelodoctor really fast, said the belt frequency properly tensioned should be at 97 Hz, which I verified with a phone app by tapping on a long run of belt. I ended up spending another 30 bucks for a new tension plate and waiting until this weekend to replace that.
I don’t know if there is any way to tell in advance if you have the tensioner that comes apart and you can just replace the bearings, or if you have the one that does not and you need a whole assembly.
Other things that made this easy - I had some of my own metric Allen sockets which meant I didn’t need to use an adapter with the torque wrench or any of the other supplied tools.
Also - I had to file the pins down on the snap ring puller for the tensioner bearings. They were too large in diameter to fit the holes in the supplied snap ring with the new bearings.
Total time - maybe 5 hours on a Sunday to do all the major work. I replaced the tensioner bearings with the new assembly today and that was about 15 minutes.
Everything works! My peloton is much quieter and smoother.
I still need an outer belt guard, mine is cracked and has been as long as I can remember. I should have gotten it replaced under warranty when I had one.
Pelodoctor was awesome - Daniel was very speedy on the response to my emails.
Again - if you’ve never worked on a bicycle before, you may not want to do this work. Or if you do - watch the videos, a lot. Take pictures of stuff before you take it apart. Have some liquid wrench or PB blaster around for stubborn fittings.
submitted by sparkycat99 to pelotoncycle [link] [comments]


2024.06.02 19:46 figure_sk8 Safe House (GMMTV) Day 6 Summary/Rough Translation [Potential Spoilers]

Hi everyone,
Here's the summary for Day 6 of Safe House. This one was also short enough to fit the whole day into one post. Hope you enjoy!
Video 1 Link: https://www.youtube.com/live/Bj2-lxkbG1U?feature=shared
Video 2 Link: https://www.youtube.com/live/L8FBOxlJoQA?feature=shared
Video 3 Link: https://www.youtube.com/live/3wNDiAP2Zbg?feature=shared
Video 4 Link: https://www.youtube.com/live/W909YEhhqUc?feature=shared
submitted by figure_sk8 to ThaiBL [link] [comments]


2024.06.02 19:43 Akassrugby WTS/WTT Grimsmo, Guthrie, Marais and Timascus rask clip

high definition nudes
timeshrimp
Prices are PPFF including fast shipping via USPS. The only trades I might be interested in are an Oz rosie, Dragonscale rask, SPK lamia, or a small sebenza. Trade values are $100 extra on all knives. Thanks for looking!
🪓Bradley Marais Vector Damasteel Tanto - $1099
🪓Grimsmo Norseman #2351 Damasteel - $2299
🪓Guthrie Scout Damasteel #280 - $1299
🪓Guthrie Arctic Scout Damasteel #6 - $1499
🪓Sluss Rask clip - Timascus - $64
submitted by Akassrugby to Knife_Swap [link] [comments]


2024.06.02 19:27 Aaron2793 I Clipped the Wings of an Angel

I clipped the wings of an angel and the shears dripped as she fell to my feet wriving in a private ball of despair where I rested my guilty palm upon her hair
Aren't I brave to be so bold? To look my faults in the eye and just stare?
The air that I breathe I told her my love was atomic but self-sabotage was my final solution not a drifting cloud now
All I can ever say is that I'm sorry
Ripe with hatred of who I am bearing witness to the gaping cracks of infinite sorrow
Its edges refract what little light remains
And when spied closely
Reveal the hazy scene of an unloved little boy
Silently crying in the corner.
https://www.reddit.com/poetry_critics/s/ZBSWYac5GS
https://www.reddit.com/poetry_critics/s/tfOVOfK0mD
submitted by Aaron2793 to poetry_critics [link] [comments]


2024.06.02 19:27 ZyloC3 Happy Pride Month. More Inter Cranial Pressure or I.C.P Art

Happy Pride Month. More Inter Cranial Pressure or I.C.P Art
I'm still working on the abacus room painting.
When the pressure first started I got overwhelmed by flashes of liquid sound/color that overlapped everything. I had to focus on the melted icecream swirls to get even an image of my Teddy Bear my brother gave me before he died.
The second one is what it looks like in my mind after I somehow ( Futaba Sakura style) wound up in my own mental palace ( to borrow a Persona 5R reference)
This was what was back of the infinite hallway ( found a way to quickly get across) a living painting or wall with this pattern and dancing lights around it.
submitted by ZyloC3 to Experiencers [link] [comments]


2024.06.02 19:02 gregornot Grateful Dead at Troupers Hall, 3/25/66.

Grateful Dead at Troupers Hall, 3/25/66.
(Photos and story, (c) Rosie McGee, Photographer and Storyteller)
The story, from my first book, "Dancing with the Dead" - ('my arrival' refers to arrival in LA on 2/25/66 to move in with Phil and the band and Owsley/Melissa): "Within a few weeks of my arrival, Rock and Danny put together a show in an effort to make a few bucks and give the guys an opportunity to play. They rented Troupers Hall in Hollywood, a meeting room and occasional performance space at a club and residence for retired actors. It was small, but it had a stage and a nice wooden dance floor, and the rent for the night was minimal.
On the bill along with the Dead were falsetto singer and eccentric Tiny Tim (who carried his ukulele around in a paper sack and was believed to bathe in milk), and light show artist Del Close (who had recently been the house director for The Committee and was credited by some as the father of modern improvisational theater).
We all pitched in to pull the show together in a week or so. Owsley created a poster for the event, and we all took turns tacking and taping the posters on telephone poles and windows up and down Sunset Blvd. and out in Santa Monica and Venice.
Rock and Danny went to the local "head shops" and spread the word to any radio station that would talk to them.
Melissa and I went to a fabric store and bought some paisley cloth to hang as stage décor and we borrowed a card table to use as a box office, with a cigar box for the cash - admission was a princely $2.
Bear had Tim assisting him at the gig, monitoring the oscilloscope he'd brought.
While this was not intended to be a "formal" acid test, and Kesey and the Pranksters were nowhere to be seen, we did drop acid that night, as did many in our audience of about a hundred souls.
We all had a great time, and when the night was over and we'd paid our expenses, we had $75 left over.
By then it was two in the morning and we were all ravenous, so we drove over to Cantor's Deli on Fairfax and spent all of the money on some great food and desserts.
After a couple of hours of boisterous feasting we went home, broke again but certainly happy."
submitted by gregornot to grateful_dead [link] [comments]


2024.06.02 18:42 modestguitar Customized Manix 2

Never owned a Manix 2 and always wanted one. After they announced the Crucarta one, I was sold. I never customized or worked on a Manix 2 before, but I ordered a new brass ball cage that was on sale, a pocket clip that I have on all my other Spyderco's, replaced the steel ball bearing with a ceramic one and, RIT dyed the scales to "racing red" although because of the tan/brown micarta it kinda came out like a wine color. I'm stoked it turned out so well. This will be in my EDC for while now.
submitted by modestguitar to spyderco [link] [comments]


2024.06.02 18:31 1105816 Hashira Headcanons (Manga spoilers)

These are some headcanons I have about the Hashira. spoilers for manga through the end, character death, and canon marriages. Things in square brackets are stuff I read elsewhere and is canon IIRC, but everything else is just headcanon
Sanemi
Giyuu
Tengen
Gyomei
Shinobu
Mitsuri
Obanai
Kyojurou
Muichiro
Bonus- Honorary Hashira
Tanjiro
Inosuke
Zenitsu
Kanao
Bonus bonus- Ubuyashiki siblings
submitted by 1105816 to KimetsuNoYaiba [link] [comments]


2024.06.02 18:26 semixfenz Wedding Dress Cleaning Services

Wedding Dress Cleaning Services
https://preview.redd.it/42rx63h0q64d1.jpg?width=1200&format=pjpg&auto=webp&s=f2c16b9adb10dc7c2f93b1d6a9864cdf8c137039
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BX Dry Cleaner: Where Magic Happens

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So, let your wedding dress go on a journey that will ensure its story is shared for decades to come. After all, your dress deserves nothing short of a fantastic finale. And with B X Dry Cleaner, that's exactly what it gets."
submitted by semixfenz to u/semixfenz [link] [comments]


2024.06.02 18:15 ShesWrappedInPlastic The Nobodies (2018)

I originally wrote this for Letterboxd and thought I would post it here, I hope that's okay; I never see this film being reviewed anywhere.
This was quite a surprise, to be honest. I wasn't sure how much I was going to enjoy the film, but I was immediately sucked in. The real genius here is the "documentary" parts spliced in between the faux horror film "Pumpkin" created by no-budget filmmakers and doomed lovers Warren Werner and Samantha Dixon who commit suicide (this is explained in the opening monologue so it's not a spoiler and you need to know it going in) when the entire town crucifies them for their graphic homemade serial killer gorefest. I (appropriately) wanted to shake the hell out of the interviewees who seem to blame the double suicide on Warren and his "dark personality" which seems to consist of a perhaps overly exuberant young love affair and an obsession with horror filmmaking; hardly anything to get in a snit about and certainly a far cry from the devil worshippers the town brands Warren and Samantha.
The other part of the film consists of the remaining footage of Warren and Samantha's film "Pumpkin" and I have to admit I thought this part was going to be awful but I loved it! Was it ridiculous? Yes. Was it cheesy? Sure. No budget? Terrible acting? Bad special FX? All present and accounted for. Technically terrible? Oh yeah. Maybe it's just me but I often end up enjoying the kind of SOV gore-and-tit-fests "Pumpkin" would've turned out to be and this one I would've likely watched more than once. It's in such incredibly poor taste that it becomes kind of delightful really, a harkening back to the era of analog without overdoing it. It concerns a serial killer named Taboris DeWitt who is hitchhiking across the country, or well, at least Alabama. But first we sit through a pretty pointless scene involving two bimbos having a pillow fight in their underwear in a seedy motel to the absolute most ear-splitting song I have ever, ever heard... and don't get comfy 'cause it plays many times throughout the film. First one girl gets a room with a "sexy guy" (god help me) named Johnny Knickerbocker, a loser hung up on his ex-girlfriend and traveling aimlessly across the country even though last Halloween he had his arm hacked off by a psycho clown and an old man traveling in a van (this part is important, for what it's worth, lol). The actor is clearly not an amputee by the way, his arm is just under his shirt. He also looks like a junkie about halfway into their nod but far be it from me to cast aspersions. They've only just seated themselves in their new temporary digs when Bimbo #1 (don't expect me to keep track of everybody's names) proceeds to immediately call up her gal pal, Bimbo #2, telling her she's got a hot guy in her motel room (yeah, no, sorry). She shows up, they have their pillow fight, they try to rouse Johnny from his opiate-esque stupor, and he then throws both bimbos out saying he's not ready to be with a woman because of his ex. He's clearly an idiot because these girls were actually pretty cute, especially for a movie like this! It's kind of a weird trend, all the girls bar one (who we'll get to later) are cute. Well I can't tell if the strippers are cute because you only really see their asses, but the asses were decent I guess. I mean, it ain't no high-class club is what I'm sayin'.
Okay, now we switch to storyline #2. Yes, these filmmakers were quite ambitious with their project, adding a whole other storyline, which means we're back with Taboris the serial killer from the beginning. They actually do a pretty decent job of switching between storylines considering. So we're back with Taboris now, who in what can only be dubbed a Tarantino-esque move has the serial killer walk right past Johnny Knickerbocker and get a room at the same motel! He's playing drunk but isn't and is in the process of dragging a very inebriated, rather portly woman (I'm sorry if you're reading this, actress) with the most irritating accent I have ever heard into a motel room. She seems amenable but simply unable - that is, to stand on her own. By some sweet miracle we do not have to watch the first sex scene between these two. He wants a ride in her Cadillac - but whoops, when she said her Cadillac she meant her pussy. Um, yeah. It's not a Cadillac. I admit to knowing this with shame. If you somehow wanted to see these two vastly unattractive people have sex, great! Because that's what happens after the Cadillac convo. And it's doggy-style. Oh yes, this glorious actress and all her rolls hanging down kind of makes her look like a pregnant... you know I'm not gonna say that. In any case, you get a good view of them doin' the nasty with great enthusiasm. He then strangles her and mutilates her body in the bathtub, talking to no one, and then washes all the blood off in the sink and kind of seems to have some sort of orgasmic experience while toweling off. It was weird.
Our two storylines (those being the serial killer plot and the Johnny Knickerbocker plot) are about to merge. Again, being quite ambitious. But you know, the editing's not bad for a camcorder production. I've certainly seen much worse. Anyway, right, so our two malcontent stars finally meet as Johnny picks up Taboris hitchhiking. Now I KNOW your mother told you not to pick up hitchhikers Johnny. Bad boy. Taboris tells him he just needs a lift for a few miles up the road. But oh no! Johnny doesn't realize he's picked up a crafty killer with a fake southern accent masking what I presume is this actor's "I am playing a serial killer" voice; a little bit Lecter-esque but mostly just pretentious. He chokes out Johnny and here I was almost certain they were gonna try and pull a Hitchcock and kill off their star (or at least one of them) early. But no, he merely chokes Johnny into unconsciousness and then ties him up, yes, at that same goddamned motel where you'd think the employees would be suspicious of this guy carrying a giant teddy bear (way to keep your cover doofus) and looking like - and answering to the name of - Taboris DeWitt, the serial killer on all the TV stations that two lamebrain detectives are trying to catch in yet ANOTHER storyline. One guy's words are barely intelligible through a thick accent and hardly any teeth. He tends to kind of force lines out in chunks but he does... okay? I mean you obviously have to keep your expectations in check here. The other guy is chubby and apparently hiding the fact that he's having gay hookups, possibly on the job? This movie has a lot of gayness, but not the good kind. More like the kind that would've been in a splatter movie from Alabama in the early 90's. Again, expectations.
Now that he's cast off the chunky paramour and left her body for motel employees to find, Taboris is moving on to Johnny. He's got him tied to a chair, listens to his story about having his arm hacked off by a psycho clown and an old man on the move in a van (but of course) and then subjects him to what feels like a very, very long and obscene dance in his underwear... to the same fucking song from the double-bimbo room earlier. This movie was starting to give off Greasy Strangler vibes, no shit. Speaking of which, that's the next thing Taboris does... with sound effects. I'm making this movie sound like torture but by god I enjoyed myself. So let's go on. Taboris is now in the mood for action (send help) and we thankfully do not witness this nor does Taboris get to fulfill his desires because... reasons. What, you gonna come for me now because I don't remember the details of the movie I literally just finished? Well, you do you I guess.
Alright, next I remember Taboris meets up with his beloved daughter Dana, who is a stripper in that sleazy-ass club I told you about earlier, but before we see her we see some pole dancing by some, uh, lovely ladies... TO THAT SAME SONG. The one difference with Dana is we can see her face and I don't think she actually gets naked in the film. She is, again, a pretty cute girl (I presume I no longer need to amend these sentences with "...for a film like this.") No really, she is cute and she does pretty much fine in her role, better than a lot of the others, not perfect but fine for... oh, I almost did it again. For some reason, Dana decides the right course of action is to tell her dad to get the hell out, allow him to leave the premises as a wanted murderer (and she knows this) and not inform the police of this amazing new lead. Oh yeah, Dana also knows where Daddy Dearest is heading. Where is he heading you ask? Why, to a horse farm on a rural road where an old man and a strangely-acting clown live. Alarm bells ringing for you? They should be; Johnny mentioned two such characters in his story about losing his arm. For some unknown reason under the sun, Taboris claims he has come seeking revenge for Johnny Knickerbocker, you know, the guy he choked, tied up, molested and almost killed? Right. Taboris gets the clown to come out to look at his car, which is beyond me because the clown is supposed to be intellectually challenged but of course that's not the term they use (which shall remain unnamed for those who can't read the goddamned room). Taboris sneaks up behind him and beats the clown to a bloody pulp with a baseball bat yet doesn't manage to kill him. I think he wanted to um, have relations with the clown. Ugh, some of this is kind of weird recounting. But if you fuckers can sit through Kuso you can sit through this!
Taboris goes back to the house under the presumption of talking about horse-racing with the old man. Uh-oh, twist incoming though! The old man and clown are no strangers. Taboris had found out previously that his real father wasn't who he thought it was, oh no. His real father was some schmuck his mother fooled around with a few times and who was married and unaware of the child's existence. Don't feel bad for him though because as soon as Taboris leaves him unattended, old Pops is getting out of his restraints and grabbing for a kitchen knife. Who will win this most epic battle of wits? Just who will survive and what will be left of them? Will I in turn ever regain my sanity? The answer to the last one is probably no, but there's hope for you (not really, there's no hope for you) if you like the sound of any of this. Oh, you thought this was the end of this gargantuan dictionary of a review? Sorry, not done with you yet. One last important piece of the puzzle has not been placed. That piece of the puzzle is the story of Warren and Samantha, dogged by rumors of devil worship throughout the town after a packed opening turns into a disaster. There are some short bits of what purports to be a local TV program who interviewed Warren on the show and you can see the light slowly going out of his eyes as he's grilled by the somewhat horrified host who clearly doesn't understand horror films or filmmaking or art. It's actually a really good acting job and very subtle and kind of brutal to watch. One can't help but think though that if the entire town hadn't made these two kids out to be some cockamamie cult and demeaned their artistic expression (such as it is), there probably would never have been a tragedy at all. Ignorance kills, and we know it. I think that is part of the story the film is trying to tell.
There's no sugarcoating that "Pumpkin" isn't great, but the documentary portion is also very sympathetic to Warren and Samantha. If a couple of kids in the middle of nowhere with a camcorder, some friends and some Karo syrup can't make an amateur movie without their lives being ruined then what the hell does that say about us as a nation? And no, you're right, it's a fictional story, but it's still a message worth sending, even though it will likely only be preaching to the choir. This type of film was never for normals anyway. What does it matter what their opinions are? They're never gonna get it. Don't chase after these type of "audiences" because they will never get or enjoy anything you make. And if Warren and Samantha had the gift of years to understand that, they would still be alive in their fictional universe and maybe even still making movies. Who knows? All that potential went to waste. And honestly I felt pretty sad after the ending, which I never expected to feel.
submitted by ShesWrappedInPlastic to horror [link] [comments]


2024.06.02 18:06 DDP_Trinas [M4A] - Outside of Varmutke (gothic-fantasy)

[extends to partners of all genders/orientations!)
In the heart of a snow-laden forest, outside of Castle Varmutke, where whispers of ancient enchantments danced amidst the falling flakes, fate wove an unlikely encounter between two souls bound by secrets. As a fierce blizzard rages outside, a weary highwayman seeks refuge in a secluded cabin.
The Highwayman emerged from the foggy mist on horseback, his silhouette cloaked in shadows and mystery. Where he was tall, he was also incredibly lean, with the winter leaving little way in healthy rations. He was on one meal a day at this point.
His attire is a patchwork of leather and worn cloth, the remnants of a short life spent on the road. A battered tricorn sits atop his head, its brim pulled low to conceal his features from prying eyes. A tattered cloak billowed behind him, its dark folds blending seamlessly with the night. A cloth bandana covered his face from his nose to chin.
The highwayman's steed was a once magnificent creature, a brown stallion who once rode proud. The winter had been hard, and like his rider, the horse rode wearily, nearly starved. His eyes were still as keen as flint and a mane that dances in the wind like a wisp of smoke, it exudes an air of wild nobility that speaks to its imdomintable spirit.
The horse reared its head once he realized they were to stop here at the Cabin, trying convince the Highwayman otherwise. He got off his horse and tied him to the porch post. “What’s the matter, Paul? We’ll get out at the break of dawn, don’t you worry.” The highwayman patted down Paul’s nose.
The cabin stood as a sentinel amidst the swirling snow, its weathered timber bearing the scars of countless winters past. Smoke curled lazily from the chimney, mingled with the frosty air in a dance as old as Castle Varmutke itself.
Outside, the landscape was blanketed in white, the only sound the soft crunch of snow beneath his boots and the distant howl of the wind. Yet, within the cabin's cozy confines, a warm glow emanated from the windows, offering a beacon of light and warmth amidst the winter's chill.
The Highwayman entered in quietly, his pistol which was made of wood and bolted scraps pointed. Inside, the cabin exuded a rustic charm, its walls adorned with faded tapestries and shelves lined with books whose spines bore the knowledge of centuries past. The air was thick with the scent of woodsmoke and pine, a comforting embrace that wraps around its occupants like a well-worn cloak.
A crackling fire roared in the hearth, its flame casted dancing shadows upon the walls and bathed the room in a warm, golden light. A simple wooden table stands at its center, littered with maps and trinkets, relics of journeys taken and secrets kept.
There was no one in sight. He had come for shelter, but the crackling fire led him to believe there was someone to rob. All there was to do was wait.
Unbeknownst to him, the cabin's sole inhabitant is returning, and fate would have different plans for the Highwayman.

Hello! Thanks for reading this up to this point, keep on reading, almost done!
This is a story concerning the Highwayman and the cabin’s inhabitant, whose sole connection is the solitude in which they conduct their lives. They’ll have a pretty high-stakes meeting, with the Highwayman trying to rob your character from the outset, but unbeknownst to him, your character has a trick or two up their sleeve. I am hoping for a long term story to sprout out of this, as with the budding romance of the two characters.
The world beyond them is a cold one, inspired by the gothic-fantasy of Castlevania and Dracula with all the vampiric elements that come along with that. Another inspiration is the eldritch and steampunk elements of Darkest Dungeon. I hope this story is written by the two of us! I’m looking for a detailed writer, who wants to worldbuild along with me!
So who are you? A reclusive sorcerer? A noble in exile? Maybe a vampire similarly in exile, shunted from a castle like Varmutke? Or maybe a wanderer, who just happened to get to this abandoned Cabin days before the Highwayman? Are you here to escape tragedy in your past? Or is this actually your lifelong cabin? Do you want to get out and explore? Or will you need to be convinced? Please think of these questions as you think of your character!
Please include a character description, your ideas (if any) for the story, any questions (if any) I will not reply if you don’t have these!
There lies a NSFW version of this prompt on my profile, but if you reply to this with “found this on roleplaying” I will happily assume you don’t want the NSFW elements. Thank you! Hope we can play soon!
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2024.06.02 17:30 datsBananasyo [WTS] send it Sunday flashlights, knives, parts

Timestamp:https://imgur.com/a/4T1OvCC
$250 SOLD - GooseWorks M.D.C.F. Mekong delta combat folder. M390 steel. Made by Resco instruments. Details can be found here. Knice folder with timascus clip and backspacer, factory edge
$100 - Rike Knives liner lock M390, has skiff ceramic bearings installed
$225 Surefire M951. Oveready bezel installed with OG bezel too. Potted Sportac LED p60 drop in that I added 3M copper heat sink tape for snug fit. Surefire XM00 tailcap. No rattle, no flicker when used on Benelli M4.
$65 - G$ T2 mount. Has all hardware
$30 - Modlite Hog plhv2 adaptor, can put your standard modlite head on 21700 modlite body for maximum juice.
$35 - vltor 1” ring picatinny light mount
$75 - oveready 18650 p60 Lego body. New. Includes lumen factory McClicky tailcap
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2024.06.02 17:20 Dragon_slaya98 Roaming Road/ Lady in White Part 2 final

I took a week off of work and college had started their two-week break before the next semester. I took my chance and cleared my calendar and booked a trip to the town where my grandfather stayed while he was a journalist. The greyhound ride was a good time for me to figure out my approach, while the busy cityscape outside my window slowly faded into Southern African wilderness, nothing but trees and empty kilometers of road before I reached my stop, a homely town that seemed well connected to the rest despite the distance. It had been many years since my grandfather had set foot in this town, yet I could feel his influence. The roads were now cracked and showed their wear, shops and residences had been renovated and upgraded, looking more modern and slightly out of place.
The hotel my grandfather stayed at while on the investigation was now a more comfortable looking lodge, with a view over the rolling foothills of the Drakensberg and the surrounding cities, one of which I could see my home, vaguely. The sun had begun to set and I still needed to get my information from the residents. I unpacked my things after booking my room and set out, like a tourist with a pen and notebook in hand asking anyone what they may know. To no one’s surprise, they mostly looked at me like I was insane or a knock off Leon Schuster trying to get them to react in a funny way. I had almost given up completely until I sat near one of the social areas where they would light a fire and residents at the lodge would sit and relax while watching the sun go down. I was alone there and just sat drawing the distant landscape dreading the silence for the next week while I waited for the next bus to arrive and I’d return home. Two days passed in mainly silence.
That was until a man sat near me, dressed in weathered jeans and an old top with work boots covered in dust and dirt, his face obscured by a large hat covering his face, his hands in his pockets even as he sat but his arms almost looked skeleton like, his long white hair flowing from either side of his hat.
“Can I help you?” I asked, feeling like he was trying to get my attention.
“No, but I can help you. You cause quite a lot of noise, trying to get the people to talk about something that scares them.” He said, his voice didn’t come across as harsh, more like cautious. The first person who decided to talk to me in a casual manner since a couple days ago. He wanted to tell me what I wanted to know.
Without any hesitation I turned to the page I set aside for notes when the man chuckled.
“Something funny?” I asked.
“You’re going to need more pages than that.” He said, flicking his hat up slightly while he sat back and got comfortable.
“Trust me, this is all I need.” I said feeling like I had to tiptoe around the subject as to not let the opportunity slip, but I also felt overwhelmingly anxious, almost like someone else was watching us. I felt my gaze shift every so often over my shoulder trying to find the entity that was staring a hole through me, apart from a quiet street crossing and some pedestrians; nothing.
“Something there?” Asked the man, as I shook off the feeling. I started getting a bit annoyed by the short answers and questions.
“Just feel like-, never mind. If you’re ready to help give me some information, what should I call you?” I asked as the man took a moment.
“Call me ‘Farmhand’. Since it’ll sound better than my real name, you’ll find that out in time.” Said Farmhand as I wrote that down in my notebook and began phrasing the question in my mind as to get the proper answer. Furiously tapping my pen on the page.
“Just ask, I already know what you want to know.” He said, I looked up from the page, slightly irritated by the confidence.
“How can you be so sure, Farmhand?” I blurted.
“You aren’t the first person to go on this goose chase. The Lady in White is very particular in her targets.” Farmhand explained, I wrote down everything.
“What’s her story, like the true story; why does she haunt this stretch of road?” I asked. Farmhand chuckled.
“She doesn’t haunt, she’s simply looking for a lift.” He said in the distinct Afrikaans twang that so many white South Africans have, it’s by no means ominous, more of a conversation encouragement than anything else.
“A lift? To where?” I asked. I heard so many different types of tales, from her being hostile to men, a companion to young women and a bit of both to younger males. But the main part that stayed the same was that they were alone.
“Her matric dance, my seun.” Farmhand said, the only other person to call me ‘Seun’ was my dad, the Afrikaans for son.
“What exactly happened?” I asked, pen at the ready.
“The legend goes far back, but the main story that my pa always told me was that she was with her boyfriend in the car, they went along this road and broke down; one of the worst places to break down since around eight is when the busses shut down and the last train has departed from the station. She chose to try down the street, bearing in mind how dangerous that is these days, it was a little bit less so then.” Farmhand said as he took off his hat, keeping his gaze at the setting sun.
“How much less dangerous?” I asked.
“Snakes, though the venomous Boomslang doesn’t go out of its way to kill you, no Black Mamba’s live up here. No, we have jackals and caracals, they hunt in packs and pick you off in the dead of night.” Farmhand explained.
“Is that how it happened, how she died?” Farmhand chuckled lightly.
“Nope, she saw a car in the distance and flagged them down, asked them to help take her to town or help her boyfriend. The man took her up the road and when they started to approach where she had broken down, the boyfriend tried flagging them down. Her joy turned to terror as the stranger sped up and before the boyfriend knew it, the car had hit him. The last she saw of him was him tumbling down the hill among the trees.” Farmhand said. Placing his hat on his chest, closing his eyes and bowing his head. After a short silence, I asked:
“What happened next?”
“Well, the girl was hysterical, the car was still speeding up and she yelled at the man to stop, and kept pleading for him to let her go. Eventually the man had stopped, the girl got out and started calling to the boyfriend to see if he had somehow survived, as she did, the stranger hit her on the back of her head and had his way with her.” Farmhand said, provoking a sour taste in my mouth, a sheer sense of guilt welled up in my stomach.
“Now I understand why no one was willing to tell me the story.” I said, slightly defeated. The man put a hand on my knee like my grandfather used to and looked me in the eye. For the first time I noticed his wrinkled but kind face, he smiled.
“It’s not a story everyone can stomach. Come, let’s finish this so you can write your story.” Farmhand said as he sat back on the couch, a thought struck me; was I so obvious that he knew I was a journalist writing a story? Because I don’t remember ever disclosing the fact I was a journalist. Regardless, we continued.
“After the stranger- did the act, what happened?” I asked uneasily, feeling sick to my stomach.
“He put her in his car, and drove back to the spot where they broke down, but a half a kilometer away she woke up and he pushed her out of the car at high speed. She should’ve died there, but she crawled, half her body scratched, scraped and broken. She died slowly and alone. Before she died she heard her boyfriend calling for her.” Farmhand continued.
“Did he ever find her?”
There was silence, even the birds had stopped chirping and the street had gone quiet.
“No, I don’t believe he did. Whether or not he died looking is another story, but that’s not what you’re here for.” The Farmer said as he stood up, placed his hat on his head and began to walk off, before he passed me, he put a hand on my shoulder and squeezed it.
“Promise me one thing; be careful. Can you do that for me, Alex?” Farmhand said before he patted me on the shoulder and walked off without waiting for my answer. I turned to confront him but he was gone, it couldn’t have been more than a second, but it was like he vanished into thin air. I was left confused and bewildered. The notes were real, the pen marks solid and clear. The events I was informed of felt vivid, yet the silence that fell around me felt otherworldly. I was feeling lost and exhausted before, now I was more awake than I had ever been.
Around eight that night, the sun had set and the mountain had cast a chilling shadow over the down I stayed, sleet had been reported near us and snow on the mountain. If I was going to get the answer I so desperately wanted, I was going to have to earn it. I walked to my car, steam cascading from my nostrils as the cold air turned frigid with even the slightest of breezes. I got in my car and drove to the first rest point along the mountain to gather some supplies: Some water and snacks, a couple of pre-charged battery packs for my recorder as I don’t want to stop every fifteen to twenty minutes to write down my experience. This would also prove if I was going insane or not, when asked by a couple of the staff at the store, I told them my intentions and they sounded interested for the first time. When I left I tested the packs and sure enough; fully charged and my recorder was clean and ready to be used.
I approached the entrance to the mountain pass that had been the setting for this ghost story that has latched on to me since childhood. No street lamps, no signs, yet the road itself was painted brightly and every so often a glowing marker was placed to ensure you knew when to turn and when to slow down. The threshold felt like a portal, the point where light didn’t reach and would not pass, even down to the road, where it was light, it looked traveled on, occupied and used; the mountain pass looked pristine; almost as if it hadn’t been touched for decades. As I looked beyond the pass, far below what was called the foothills of the Drakensberg, a large highway was built, the lights from the cars, the lamps and signs glowed for kilometers in the distance. After delaying for twenty minutes, I turned my car on, flicked on the high-beams and began my journey.
Every few minutes I would check my recorder, to make sure it was on and still functioning, it lay on the passenger seat in plain view, I could see some bright lights giving me the information if the screen was somehow obscured. It was a long while before anything happened. Maybe it was paranoia, maybe it was anxiety, whatever it was wouldn’t stop me from exploring this legend. Worst thing that could happen is I travel sixty kilometers and nothing happens and it turns out my grandfather was just trying to scare me. I turned again after a lengthy passage of time and I got my answer.
I don’t remember stopping, I don’t even think I saw anyone on the side of the road, maybe it was while I was looking at my recorder, but I felt a cold presence behind me.
“Do you know where you’re going?” Asked a voice, a quiet but feminine voice. A chill erupted throughout my body; a violent sense of panic coursed through my mind because I knew where the sound came from. It came from behind me. My hands began to shake but I dared not take my hands away from the wheel.
“Do you?” It asked again. The answer got caught in my throat, I found myself unable to speak.
“No, not really.” I managed though my voice felt hoarse.
“You seem to know what you want.” The voice said again, it sounded curious. I stayed silent, the road twisted and wound around the mountain in a chaotic and frantic fashion.
“Are you scared?” She asked again, the voice coming from next to me. I turned to look but a cold hand kept my eyes glued to the road.
“Keep your eyes on the road, enough people have died here.” She said, as my nerves calmed slightly.
“Who are you?” I asked, my eyes focused and the world around me much less than an echo.
“Why do you want to know?” She asked, sounding more like she was in a void, her voice had more of an echo than anything else.
“I want to know what happened here. The true story.” I said after taking a breath and gathering my nerves, the road seemed to calm down, from sharp uphill turns to moonlight sweeping curves that allowed my gaze to rest as the shadow of the trees passed us by.
“Can I trust you?” She asked, the question rang through my head as I remember what Farmhand said, how she trusted a stranger who took advantage of her.
“Yes. Yes you can.” I said after a while. The figure turned to me; I could feel her eyes scrutinize every inch of me.
“You’re not like him?” Her questions kept hammering into me, I felt a mix of fear and guilt, knowing who she was referring to.
“I won’t hurt you. I want to help.” I said after a while, gathering a fragile sense of courage as my hands shook furiously. The road seemed to twist and turn, harsh rising hills. Sharp corners told the tale of her many victims as my headlights passed by, the scrapes and dents of hard hits leading to a drop that seemed to have no end, not a single tree could be seen and the moonlight from high above could not pierce the dark veil that lingered joust over the edge of the road. After a while, she spoke again.
“Alright, I trust you.” She said as I allowed my eyes to wander, the figure relaxed in the passenger seat for a while, my recorder on the center console as I saw her blue skin, almost emitting a frozen chill as I saw her dress, torn and tattered, my stomach felt uneasy when I saw bruising and swelling near her inner thighs. Her hands crossed in her lap as I saw the scratches and what looked like deep cuts on her arms and exposed shoulders from the straps on her dress. I could not see much of her face as it seemed her face was bleeding.
“What happened that night?” I asked, concentrating on the road again. My passenger stayed quiet for a while, quietly shuddering and sniffing before she spoke again.
“I was happy, a man I loved decided I would be his date for the matric dance. We’d known each other since we were children. My best friend. We were driving along this road to get to the lodge, where the dance was being held.” Her voice sounded sourly-joyful, her hands didn’t move from her lap much, so as to not distract me with her hand movements.
“It was a while before town, the car started shaking. I thought the tire had blown, but smoke came from the front. We stopped nearby.” She pointed and I could see the flashing of hazard lights and the smell of smoke invaded my nostrils.
“I thought I’d get some help, he said he’d be fine and that I should hurry back. I walked for a while; it was a cold night still. I walked for, I don’t know how long. But I managed to get an old man to stop. He said he’d help; we just need to get my man and he’d sort out the car.” She said as the road began to crack and fall apart at the edge.
“Do you know what he did?” She asked me, I assumed it was a test to see if I was listening.
“He deceived you.” I answered. She nodded, looking down for a short while before continuing.
“He asked why I was alone on this road. I told him I wasn’t, that I was on my way to town with my man, and I told him about who he was, what he meant to me. I was overjoyed when I saw him, my joy turned to confusion, to horror as he sped up and ran him over. I saw his body roll into the trees, I thought for sure he was dead.” She pointed to the part of the road that had a piece of cloth swaying in the breeze, marking where her man was hit and last seen by her.
“After I witnessed my childhood innocence be ripped from me, he finally stopped, that butcher! I blacked out with a sharp pain, when next I woke, I couldn't feel my legs and my fingers were numb. Just before I said anything, he pushed me out of his car. I remember falling, the road was like ice, all I could do was crawl.” She said, her anger translating to the road shifting and breaking apart, turning violently uphill only for the sheer drops and sharp turns that threatened to throw me off the edge. I barely managed to keep the car on the road as the road shifted again, it was so silent that I could hear the tires screeching like a distant wail.
“I’ve searched for years, if he’d ever return, I’d make sure he never left like he left me.” She said as the note my grandfather left in his books, the man who was panicked and sketchy, had his autopsy reveal that he was of the elderly group. I felt a slight pang of guilt as I realized that the man who did this to her was probably dead for a while. I weathered her storm of rage as the stretch of road became calm, as did she.
“I’m sorry you suffered like that; I wish there was something I could do.” I said unconsciously. I felt her gaze soften to me; her rage calmed as she went back to her neutral position.
“He was called ‘Farmhand. Because he was trustworthy, kind and reliable..” My eyes widened as the realization crashed on my face: He lived.
“If you aren’t like how he was, then you don’t deserve to leave this road.” Her voice was harsh, the road began to fall apart, the cracks forming as parts fell away like they had been falling apart for years, though my body was fatigued, I kept the car on the road. As uncomfortable as the ride was, the road soon turned into dirt paths, completely unlit and unpredictable. It felt like hours before it returned to normal, albeit slowly, my hands still shook relentlessly. I understood her outrage. I couldn’t imagine the trauma she experienced, the sadness.
“If you would like, I can take you back to town.” I asked. In retrospect, that was a stupid question.
“I don’t know.” She replied, unsure and confused.
“No rush, we have time.” I said as I turned around and began my long drive back to town. The road swerved and waved calmly, completely different to the approach. I drove to the point where The Lady in White was last seen, after a while I parked my car near the spot and looked to my side. The woman wasn’t there. I looked at my watch and my recorder. The sun had begun to rise over the hills, the air was crisp and fresh, I stayed for a while to just take in the sight of a calm morning before turning my recorder off and driving back.
I returned to my hotel room and after placing everything on the desk, I fell onto my bed and fell asleep, my body was exhausted and my mind was fatigued beyond words. I fell into a dreamless sleep and woke up in the afternoon. Having something to eat I went over the events from last night, pen and paper at the ready, I prepared to hear myself talking to nothing and no one. The doubt set in before I even hit the play button, after a while of convincing myself that I have some concrete evidence, I pressed play. To my surprise, it sounded like there were two people in the car, me and a woman, although the woman’s voice was covered by static. I wrote down all I could, that is what you’re reading.
The next couple of days went by and nothing special happened, I kept to myself most of the time. While analyzing everything I captured. It all seemed like a dream, an incredibly vivid dream. The last note I made during this investigation was: if something like that exists here, surely more stories remain in this part of the world. As the trees faded into the distance as the bus trundled along the trail back, the forest retreating as I returned back to the concrete and steel, it wasn’t long before the questions I had before, followed me home.
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2024.06.02 17:10 arrow-bane The Wandering God - Chapter 1: Waldo

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


2024.06.02 16:57 SaladDioxide 95297

95297 submitted by SaladDioxide to CountOnceADay [link] [comments]


2024.06.02 15:50 peter_bi-per300 Tiktok Sunday Trend

I’m so glad that sunday in the park with george is getting a little bit of exposure rn, it’s my favorite show, but I find it so hilariously ironic that the sondheim clip that tiktok has made a dance trend is from the one song where the singer is specifically NOT supposed to move at all 😭
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2024.06.02 15:22 ankitakash_ If you are planning to watch Black Mirror episodes...Here is a list of my fav ones.

Playtest, Joan is awful, Crocodile, White bear, USS callister, Black museum, White christmas, Hang the dj, Loch henry, Shut up and dance, Men against fire
submitted by ankitakash_ to blackmirror [link] [comments]


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DnD5e [link] [comments]


2024.06.02 15:11 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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