What are the old xbox dimensions

Xbox One • News • Discussion • Community

2013.05.21 19:06 homer2320776 Xbox One • News • Discussion • Community

Community is restricted, please post to Xbox! See stickies for details!
[link]


2008.03.19 16:35 Xbox 360

Everything and anything related to the Xbox 360. News, reviews, previews, rumors, screenshots, videos and more! Note: We are not affiliated with Microsoft in any official capacity.
[link]


2012.03.08 23:42 SmellsLikeUpfoo The Way We Were

What was **normal everyday life** like for people living 50, 100, or more years ago? Featuring old photos, scanned documents, articles, and personal anecdotes that offer a glimpse into the past.
[link]


2024.06.02 18:51 Putrid-Cry-3780 Starting a level 7 warlock - spells/invocations list

Hi, im starting a Great Old One warlock, i start at 7th level. i picked th pact of the tome.
here are my spells/cantrips and eldritch invocations:
cantrips:
spells:
except for these spells which i got naturally, i got more spells from race/feats etc:
and i got hideen step from firbolg race, which lets me become invisible for one turn as a bonus action, and has pb slots per long rest.
eldritch invocations:
i think im pretty much fine with my eldritch invocations list, yet im not certain about my spell list. for instance, im not sure if id like to get rid of shatter for i could use sickening radiance instead. also, i could take a second 4th level spell instead of shatter (or other spells that aren't 4th level) but im not sure how useful summon greater demon/shadow of moil/dimensions door (which are recommended) would be.
anyway, let me know what you think, thanks alot!
submitted by Putrid-Cry-3780 to DnD [link] [comments]


2024.06.02 18:32 Fickle-Entertainer84 My First Experience

This story is a little hard to talk about, I've talked about it once but didn't wanna get into it much but thought maybe I should start from the beginning with these 2 orbs. I was only about 11 years old at the time, I had lived down the street from 2 other kids around the same age. I had been to their house many times before and had never experienced something so vivid. But either way I'm about 11 years old and the season outside was fall, I ran down the street to see if me and my friends would be able to hang out. I reach their home and knock on the door, their parents answer and proceed to let me inside. Now for everyone wondering what the set up to this looked like I'll do my best to keep the description but this was over 10 years ago and their house was honestly a disaster. So as I entered the door I'd step into the kitchen, as I stepped through I could smell something burning, it was strong smelling never smelling it before it hit me strong. Not knowing I figured I'd just ask one of my friends, but I stopped before reaching their living room because above their kitchen table I was seeing 2 orbs circling around each. Almost as if they were in fight for control of the house or just constantly in motion but you could see them vividly as they spun around in circles at each other. I couldn't help but stare in amazement from never seeing something so interesting. So I turn through this sheet they have in the doorway of their home into the living room. Sitting on the couch were both my friends playing Halo on the Xbox. I sat near them on the couch and asked them what had been burning and they told me sage, at that time I had no idea what it was but the smell was growing on me but years later my future friend would actually tell me what sage is used for. So after a few mins of watching them play I asked what with the weird light in the kitchen? 1 is black and 1 is white, I'm trying my best to describe what I saw to them as I came inside. They look at each other and a friend says to me that it actually isn't the first time this has happened. As we are all talking about the orbs somehow they made their way through the sheet in the doorway to the living room from the kitchen. But at that point it didn't seem like they were seeing it or letting it bother them but I kept my eyes on them until it got late and I was already given permission to stay there that night. As I began to head towards the bedroom which was back through the kitchen I accidentally ran through the orbs, nothing happened at first. But about 5 mins after walking through the kitchen into my friends room I went to turn on their tv. As I went to turn it on I heard this loud snarling then bark in my ear, I turned around and my friends were still on the bed. I asked if they heard that dog bark and they responded what dog? I said come on y'all didn't hear a dog just now, like you guys didn't just bark in my ear? Again they responded but confused no we don't even own an animal, also I already knew since that wasn't my first time there but I just really needed to know. After the first bark about an hour went by before I would hear it again snarling and barking at me that night. This would happen about 3 times that night. After that night my thoughts on the paranormal have forever been open and I'm curious to know more. But that was my first experience into the paranormal. Question how would someone go about documenting these paranormal events but with little to no budget? I want to try and debunk this small ash that seems to follow me for the past 5 years and now my girlfriend is starting to see it. Any ideas from anyone?
submitted by Fickle-Entertainer84 to ParanormalTrueStories [link] [comments]


2024.06.02 18:04 Big_Grape_3128 How do i start actually living my life?

I (16m) am kinda just doing nothing all the time. My father has told me to get a bit of "oomph" about me, essentially telling me i look sullen and down all the time. My mother says the same stuff and my sister asked me frequently if im ok and if theres anything she can do to help. I always just say im fine. But if im honest i dont think i really am.
I do nothing. Other than school i sit in my room and do 1 of 4 things.
Play guitar Play xbox Watch youtube/tiktok Read
This is it. This is my life. I am quite unhappy with my lack of substance. I have friends but i only see one of them outside of school and i only see him rarely outside of school. Even with my hobbies i feel stuck. I haven't gotten a single bit better at guitar in like a year. Xbox isnt as gun as it was and reading is something i do less and less of as the months go by. Youtube and tik tok just make me feel bad as sometimes i genuinely wake up at like 1pm, go on my phone and will not do anything else all day, then go to bed.
I got a job a few months back at the same job my sister does (lifeguard) and when i was a "shadow" i had to basically follow around an experienced lifeguard all day to see what they do. The lifeguards are on rotation so they change. Every other new employee had to do this aswell. They tried to make conversation but i dont know how to speak to people and would give short, mumbled answers. I was sacked a month later and wasnt told why but i overheard my sister telling my parents it was because the other lifeguards complained about me and said i was creepy. This made me cry for like three days. I didnt say anything out of pocket to anyone, i didnt do anything out of pocket i simply turned up and kept to myself. There was no unprovoked comments or touching or jokes. I genuinley dont know why "creepy" us the word they used but i cant change it now.
My schoolwork is shockingly mediocre. Not good but not failing either. I have never had a girlfriend. I have no real desire to do anything in terms of jobs, further education or employment. My hobbies are solitary. I feel insecure everywhere i go. I feel like everyone staring and laughing and judging. Me being overweight doesnt help this.
I have tried superficial coping mechanisms before. I read the bible, went to mass, prayed every night and began fantasising about moving to canada. None of this helped. I stopped going mass and now am back to my old ways.
Im so lonely, i feel useless, i had a job and lost it for literally keeping to myself and i do absolutely nothing all day. I just really want a hug.
Any advice?
submitted by Big_Grape_3128 to Advice [link] [comments]


2024.06.02 16:56 Temporary-Bet-3971 32 [M4F] - Peterborough, Cambridgeshire, UK - geeky guy seeking someone special

Hey! I’m a 32 year old guy, based in Peterborough, Cambridgeshire, UK. Wondering if Reddit can be the answer in helping me find someone for chats, dates and hopefully a relationship!
About me:
In the future I hope to:
What I’m looking for:
If you think we could be a good match then please do send a message. A bit of info about yourself or something we have in common would be a great starting point. Age range approx 25-35 so hopefully we understand the same cultural references and jokes although would open to considering out of this if you like what you read or think we have lots in common!
Hoping to hear from you soon!
submitted by Temporary-Bet-3971 to ForeverAloneDating [link] [comments]


2024.06.02 16:56 Temporary-Bet-3971 32 [M4F] - Peterborough, Cambridgeshire, UK - geeky guy seeking someone special

Hey! I’m a 32 year old guy, based in Peterborough, Cambridgeshire, UK. Wondering if Reddit can be the answer in helping me find someone for chats, dates and hopefully a relationship!
About me:
In the future I hope to:
What I’m looking for:
If you think we could be a good match then please do send a message. A bit of info about yourself or something we have in common would be a great starting point. Age range approx 25-35 so hopefully we understand the same cultural references and jokes although would open to considering out of this if you like what you read or think we have lots in common!
Hoping to hear from you soon!
submitted by Temporary-Bet-3971 to r4r [link] [comments]


2024.06.02 16:09 Endorphin-Thrush CA Needs to Focus on AI Campaign Map Behavior

Probably we are still in the honeymoon period of the last DLC, which I'm enjoying. But improving the campaign map behavior of the AI would massively boost my interest in playing this game. The main campaign mode is called "immortal empires" after all, and I'm not seeing the AI forming any particularly impressive or durable empires. I think this has a lot to do with their behavior on the campaign map, and there are a couple of dimensions that it seems to me that CA could tweak to improve replay-ability:
-Make the AI more aggressive in targeting their neighboring enemies. I know that many folks bemoaned the days when the AI would hyper-focus on the player, to the exclusion of all other objectives, and I don't think any of us want those days to return. But something (maybe the introduction of favorable habitat restrictions) has made the AI factions extremely timid, to the point where they can't defeat their adjacent adversaries, and won't expand their borders much. With the benefit of shared movement-vision from defensive/military alliances, we've all seen how ineffectually the AI shuffles its armies around the map. I don't know if this is related to the habitat restrictions, or what, but it definitely makes them much weaker than their faction strength would suggest.
-Make the AI more likely to confederate nearby allies. I know, I know, there were times in WH2 where this tendency could be abusive (ex: Tyrion confederating all of Lothern by turn 30, same with Malekeith in Nagaroth, dwarves in the old world, etc), but we need it back to some extent, surely. When the AI fails to confederate, the player can easily divide and conquer them, picking off the weak factions one at a time while the others watch from the sidelines. I've suggested re-vamping confederation in the past and got lots of push-back on this forum, so maybe a toggle-able or scale-able feature (like what CA has implemented for other campaign settings) would be a good compromise.
Cheers folks.
submitted by Endorphin-Thrush to totalwar [link] [comments]


2024.06.02 16:01 Griffon-Knight The Adventures of Warrior Omega Part 6

As soon as Alan said that, he had drawn out the sword "Omnolight". "You shall fall." said The Master Of Zombies. "We will see." said Alan. Then, with that, the battle between Alan and the Master of Zombies had begun. Little did the Master of Zombies know, that the four mercenaries were behind him. Quotor had noticed the mercenaries. "Sire." said Quotor, "Look behind you!".At that moment, the four mercenaries attacked the Master Of Zombies. The Master Of Zombies had drawn out another sword, and is now fighting with two swords. "You shall not stop me." said the Master Of Zombies. As soon as he said that, The Master of Zombies had used his double slice attack on the mercenaries. He then followed it with Dark Blade Storm. That combination was so powerful, that it had fatally wounded Scycortus and Zor'Cortox. "Scycoryus! Zor'Cortox!" exclaimed Atorusk. "Master of Zombies!" Roared Korzon, "I shall see you pay for this!". At that moment, Korzon had charged at the Master Of Zombies. "Oh, you think you can stop me." said The Master Of Zombies, "Well, take a look at this.". At that moment, The Master Of Zombies had summoned the Battleship. "By the gods!" said Kalzortus. "How shall we stop it." said one of the Orc Warriors. "I shall do this." said Aizortun, "Omega Storm!". At that moment, Aizortun had used his Omega Storm attack. "My God!" Exclaimed Aizortun, "It has no effect.". "I'll handle this." said Scaltokas, as he motioned for the griffen riders. "Griffen Riders." said Scaltokas, "Take out the gun turrets on the deck.". "Yes, sir." said the lead Griffen rider. All the While, Alan and the Master of Zombies were fighting.
Both were beginning to sustain damage. "Let's take this somewhere." said the Master Of Zombies, "Where your allies won't help you.". At that moment, Both Alan and the Master Of Zombies were warped onto the Battleship. Outside, on the field, Xeintox had directed some of the Artillery crews to fire upon the Battleship. On-board the Airship, Captain Mortenson had commanded the warriors at the gunners posts to keep firing upon the advancing forces. Slowly, but surely, the Undead forces were overcoming the armies of Zorakhor. Tirus was trying to take on the Battle Knight. She was at a disadvantage. Little did she know, that she will be getting help, in the form of the Ogre Gretack. "Tirus!" said Gretack, "Hold on. I'm on my way.". All the while, Gretack was charging through the hordes of undead creatures. As he was doing so, Gretack was tossing zombies out of his way. The Battle Knight had turned to attempt to block Gretack. Gretack had come crashing in, and sent the Battle Knight flying. "That's for messing with my friend." said Gretack. Meanwhile, back onboard the Battleship, Alan and the Master Of Zombies were fighting all over the ship. Both warriors had sustained a moderate amount of damage.
"You shall fall!" said the Master Of Zombies. "You shall not stop me." said Alan, "This is for all the people you have harmed, with your dark power!". At that moment, Alan had charged at the Master of Zombies. "You pitiful human." said the Master Of Zombies, "What makes you think you can stop me?". "One thing you don't have." said Alan, "A human spirit.". At that moment, Alan had used a overhead slice move on the Master Of Zombies. Alan had followed up with a series of moves. The Battle between Alan and the Master Of Zombies had gone all over the place. Meanwhile, outside the battleship, Aizortun and Khalox's forces had managed to get past the Battleship's defences, but not without heavy casualties. Khalox had come face to face with the Battle Knight. "So." said Khalox, "we meet at last. Finally, i shall have what is rightfully mine.". "Not likely." said the Battle Knight. At that moment, the fight over the power of the Battle Knight had begun.
What The Battle Knight doesn't know, is that Khalox has a plan to separate him from the armor. "You shall not beat me." said the Battle Knight, "No one has ever beaten me.". "Oh." said Khalox, "And what about Joseph Barker?". "Arrgh!" exclaimed the Battle Knight as he charged at Khalox. "Fool." Khalox said to himself, "You fell right into my plan.". "Alright boys." Khalox said to his minions, "Attack!". At that moment, Khalox's minions had attacked the Battle Knight. "Soon." said Khalox, "The power shall be mine.". Meanwhile, back on the Battleship, Alan and the Master Of Zombies had battled their way throughout most of the ship. Just then, Necro-Oracle had contacted Alan. "Alan." said Necro-Oracle, "go to the engine room.". "For what reason?" asked Alan. "If you want to disable the Battleship." said Necro-Oracle, "Target the reactors.". "If you insist." said Alan. At that moment, Alan had attempted to start on his way to the engine room. Alan was stopped by the Master Of Zombies. "You shall not get to the Engine room." said the Master Of Zombies. "We shall see." said Alan. "Where is the engine room, Necro-Oracle?" asked Alan. "The Engine room is at the stern section of the battleship." said Necro-Oracle, "it is on deck 12.". As soon as Necro-Oracle said that, Alan had started on his way to the engine room. The Master Of Zombies had given chase.
Meanwhile, outside the battleship, the army of Zorakhor had managed to fight back against the undead forces. "We have them on the run." said Rotusor. "We may have a chance to win." said Kalzortus. Just then, Vor'Tosus, Commander-In-Chief of the Kor'Drakk forces had contacted Kalortus. "Kaltortus." said Vor'Tosus, "Reinforcements are on their way.". "Excellent." said Kalzortus, "We shall win.". All the while, Khalox and the Battle Knight were fighting. The Battle Knight was on the losing end of the fight. "I shall not let you win." said the Battle Knight, as he charged at Khalox. "Darkness Blast!!" exclaimed Khalox, as he used his Darkness Blast attack. That attack had killed the Battle Knight. "Forgive me, Master Of Zombies." said The Battle Knight, "For i have failed you.". As soon as he said his final words, The Battle Knight, also known as Sir Malcom Herbert, had died. The Battle Knight's armor and the Skull Sword had begun to disappear. "Now's my chance." said Khalox. That was where Khalox had taken the Battle Knight's Armor and Skull Sword. At that moment, the reinforcements that Vor'Tosus had said, had arrived. "Finally." said Captain Zordash, "We're winning.". Meanwhile, on the Battleship, Alan and the Master Of Zombies had already made it down 9 decks. "You shall not win." said the Master Of Zombies.
All the while, Alan was forcing him towards the engine room. "What makes you think you can stop me?" said the Master Of Zombies, "For i have the powers of all those whom i have possessed over the centuries.". "Apparently." said Alan, "You still retain the darkness of your origin.". All the while, the Kor'Drakk forces and the armies of Zorakhor were winning. The Kor'Drakk forces had consisted of several fighters and 2 destroyers. That was where Alex Johnson had encountered Aizortun. “At Long Last." said Alex, "We meet.". "Indeed, Old Friend." said Aizortun, "All Forces, Attack!". At that moment, Alex and Aizortun had started fighting each other. All the while, Alan and the Master Of Zombies were making their way to the engine room. Alan was forcing the Master Of Zombies towards the engine room. Alan's armor had sustained severe damage. At that moment, Necro-Oracle had contacted Alan. "Alan." said Necro-Oracle, "What in the Realms is taking so long?". "I'm trying." said Alan, "The Master Of Zombies is stopping me.". All the while, Alan was forcing the Master Of Zombies down the corridors, all the way to the engine room.
Meanwhile, outside the Battleship, The battle between Alex Johnson and Aizortun was under way. The effects of the spells had affected both sides. All of a sudden, the undead's battleship had opened fire on the mercenaries's ship, using the remaining weapons systems. "Arrgh!" said Captain Mortenson, "We've been hit!". "Wait a minute." said Captain Zordash, "i have a idea.". "What would that be?" asked Captain Mortenson. "The 'Dragon Fire' still has all of its missiles intact." said Captain Zordash. "Oh, you plan on taking down the battleship, using the missiles." said Captain Mortenson, "There's just one problem with that.". "What do you mean?" asked Captain Zordash. "When the Undead Armies had made their way to Castle Diroctor." said Captain Mortenson, "They had examined the ship.". "Fortunately." said Captain Zordash, "The Orc mages and the Arch Mage Alex Johnson had used a spell of cloaking to hide the remaining weapons. Also, there was the electronic counter-measures that countered the battleship's scans.". "That might be crazy enough to work." said Captain Mortenson, "But there's one thing i'm worried about.". "What's that?" asked Captain Zordash. "Alan's onboard the Battleship." said Captain Mortenson. “I have a feeling he'll survive." said Captain Zordash.
"Sir." said the Helmsman, "Incoming enemy fire.". "Evasive maneuvers." said Captain Mortenson. "Aye, sir." said the Helmsman. Meanwhile, on the Battleship, Alan and the Master Of Zombies had made it to the corridor outside of the engine room. "Finally." said Alan, "We'll see about winning.". "Not Likely." said the Master Of Zombies. After he said that, The Master Of Zombies had knocked Alan right into the engine room. Just then, Captain Zordash and Joseph had contacted Alan. "Alan." said Captain Zordash, "You've better hurry, for a missile strike is about to occur.". "Alan." said Joseph, "Get the parts.". "I don't have enough time." said Alan. "Then get out of here." said Joseph. "I'll do it." Said Alan. As soon as he said that, Alan had taken off the heavily damaged armor's top section. "So." said The Master Of Zombies, "The Final battle has begun.". "Indeed, it has." said Alan, "Let's bring it on.". At that moment, the final battle has begun. The battle was fierce, with both sides taking damage. "You shall not win." said the Master Of Zombies. "We'll see about that." said Alan. At that moment, Alan had seen a crucial part of the engine. All the while, the ship that the mercenaries had operated had sustained heavy damage. "Sir." said the Helmsman, "We're about to make a emergency landing.".
At that moment, Captain Zordash had completed the missile launch sequence. "10 minutes to launch." the ship's computer said. "Excellent." said Captain Zordash. After he said that, Captain Zordash had contacted Alan to tell him about the missile strike that is about to happen. "Thanks for the update." said Alan. At that moment, Alan had turned to face the Master Of Zombies. "Alright, you rotting pile of flesh." said Alan, "Let's bring it on.". At that moment, the battle had begun. Soon enough, the action had heated up. Both sides had sustained heavy damage. Alan had managed to fire some shots at the main reactor. "You Fool!" said the Master of Zombies, "You'll kill us both!". "What in the realms are you talking about?" asked Alan. "Ha!" said the Master Of Zombies, "You don't know about my human persona.". "What the..." said Alan. "My human persona was that of a Grave Robber named Ken Williams." said the Master Of Zombies. "Ha!" said Alan, "In case you didn't notice, your human persona would have died, because he can't handle the power.". "Arrgh!" said the Master Of Zombies. At that moment, The Master Of Zombies had charged at Alan. Alan had just managed to dodge his attack. The battle was getting fierce, with both warriors having to dig down deep within themselves, in order to keep on going.
"I can't let him win." Alan said to himself, "If he does, All will be lost. I can't let that happen. Too many people have died.". At that moment, Alan had charged at the Master Of Zombies, and delivered a series of well-placed sword slices and shotgun blasts. That resulted in the Master Of Zombies being worn down enough to fall in battle. Just then, the Gate Master had contacted Alan. "Alan." said the Gate Master, "You must not lose control over your emotions.". "I'm trying." said Alan, "But there is a missile strike that's about to happen in less than 10 minutes.". "Then you must hurry." said the Gate Master, "Also, i have some bad news. Captain Zordash had fallen prey to Necro-Oracle's Fire Blast. He has died.". "Oh Great!" said Alan, "How much time is left?". "6 minutes, 55 seconds." said the Gate Master. "Tell Officer Morgan to intercept me." said Alan, "When i complete this mission.". "I'll do that." said the Gate Master. At that moment, Alan had continued the fight. "Update: 6 minutes, 27 seconds." the ship's computer said. "I must hurry." said Alan.
As soon as he said that, He had unleashed a series of attacks. "For Octiviox!" Alan said as he attacked the Master Of Zombies. That resulted in the Master Of Zombies falling back towards the reactor. The Attacks proved to be fatal. "You shall not survive." said the Master Of Zombies, with his final breath, "Even though you have beaten me, you shall go down with this ship.". "Not likely." said Alan. As soon as Alan said that, he delivered the final blow. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "I'm in the engine room." said Alan, "The Master Of Zombies has fallen. There's 6 minutes and 27 seconds left to a missile launch.". "You have better hurry up." said Joseph. "I'm on my way out." said Alan. At that moment, Officer Morgan had contacted Alan. "So." said Officer Morgan, "You want me to intercept you.". "Indeed." said Alan, "We've better hurry. We have less than 6 minutes before a missile strike hits this ship.". "I'm on my way." said Officer Morgan.
That was where Officer Morgan had headed to the ship. But first, Officer Morgan had to contend with the hordes of the undead. All the while, the clock was ticking for the missile strike. "5 minutes, 39 seconds." the ship's computer said. "Officer Morgan." said Alan, "You've better hurry it up.". Soon enough, after 4 minutes had passed, Officer Morgan had managed to find a clear spot to lift off, in order to intercept Alan. All the while, Khalox, the new Battle Knight, and his forces had retreated. The remaining 2 Generals had switched sides to Necro-Oracle's side. "update: 45 seconds remaining." the ship's computer said to Alan. "Officer Morgan." said Alan, "You've better hurry it up.". Just then, Officer Morgan had arrived. "Alan." said Officer Morgan, "Did you call for a lift?". "Of Course." said Alan, "Let's get a move on.". As soon as Alan said that, the two had escaped through the section of the battleship that Officer Morgan's mech suit had entered in. Seconds later, the missile strike had hit the battleship.
"Phew!" said Alan, "We only made it out with seconds to spare.". “Indeed." said Officer Morgan, "Take a look at the battlefield.". "Well, i'll be." said Alan, "The Enemy forces are retreating.". “Not only that." said Officer Morgan, "We've won.". As they were speaking, the two had seen the remaining undead forces surrendering to the warriors of Zorakhor and the Kor'Drakk Reinforcements. As soon as Officer Morgan and Alan had landed, Necro-Oracle had called over to Alan. "Excellent Work, Alan." said Necro-Oracle, "You have beaten the Master Of Zombies.". "Yeah." said Korzon, "Peace has come to this realm.". "Yes." said Alan, "But at the cost of many lives.". "It is sad, that these beings have died." said Kalzortus. "Guys." said Officer Morgan, "The Battleship's about to crash.". Just then, the warriors had headed for cover to avoid the effects of the crash. Moments later, the ship had crashed. "Is everyone alright?" asked Officer Morgan. "Apparently so." said Gretack. "Then, in that case." said Clint, "Lets celebrate this victory.". “Perhaps." said Alan. After he said that, the warriors of Zorakhor had left to rebuild their lands, but not before taking a moment to remember their fallen comrades.
"Alan." said Necro-Oracle, "We shall see each other soon.". "Indeed." said Alan. That was where the heroes had made it back to Castle Diroctor. "You know something, Adam." said Alan, "This castle is the very spot where our adventure had begun.". "You're right, Alan." Said Officer Morgan, "It's also the place where we met Broktar.". "Not to mention Sir Dante Morgan." said Alan, "Also Ortonk, King Anderson, and the rest of the inhabitants.". "It's a shame that it is now in ruins." said Officer Morgan. "Not to worry." said Kalzortus, "I know of someone who can help in its reconstruction.". "I'm surprised that Telzor didn't try to swing his axe at Dante." said Gretack. Just then, Joseph had contacted Alan. "Alan." said Joseph, "I just want to congratulate you on the mission.". "I'm sorry i didn't get to retrieve the parts." said Alan. At that moment, the heroes had seen the sky darken with the clouds. The clouds had formed the image of the Master Of Zombies. "I shall return one day." said the Master Of Zombies, "Remember this day, hero.".
That was where the clouds had moved away, and the skies brightened. "That was weird." said Alan. "What do you think he meant by 'hero'?" asked Officer Morgan. "I'm not sure." said Alan. "I doubt that this is the last time we'll ever see the Master Of Zombies." said Alex. "If i may add something." said Caleb, "he called Alan 'hero', because he had defended the realm against his evil.". "In that case." said Officer Morgan, "He should have a heroic name.". "In that case." said Alan, "My heroic name shall be 'Warrior Omega'.". "Excellent choice." said Alex. At that moment, the Gate Master had contacted Alan. "Congratulations on the success of your mission." said the Gate Master, "Now i have a plan.". "What would that be, Gate Master?" asked Alan. "It is a way to contact you." said the Gate Master, "Even if you're in other dimensions. By the way, i heard you have a new heroic name.". "Indeed." said Alan, "It is 'Warrior Omega'.". "Most impressive." said the Gate Master. "Well." said Alan, as he checked his watch, "I've better get back to Earth. I have a delivery to complete.". "Could you stay a little longer?" asked Tirus. "Oh, alright." said Alan.
At that moment, the heroes had gone to Chior, for the victory celebration. At the Celebration, there was some unexpected guests, in the form of Necro-Oracle, now known as Arkos Darkblade, and the three former generals of the undead forces. Atorusk and Korzon were there. During the celebration, Alan had managed to have some pictures taken of his new friends. On that day, the realm was at peace, for the time.
The End
Epilogue:
Alan - He had made sure on his promise to Optotorix. After he had buried Optotorix, he had returned to Earth. He had caught up with his work.
Tlowtox Ironhammer - He helps Alan install a new communications device, so that the Gate Master can contact him.
Lieutenant Gotarus - He becomes Captain of the cruiser "Dragon Fire". He also helps to build a outpost in Octiviox, which later expands to be a town.
Kalzortus - He and Broktar had teamed up, and started adventuring through the realms. He regularly keeps in contact with Kar'Gorto.
Tirus - She had travelled to Earth with Alan.
Princess Heather Anderson - She becomes Queen Anderson. She also begins her reign. She also marries her long time boyfriend, Jesse Taltoros.
Gretack - He returns to his post, at the bridge into Chior. His friend, Fortox, had left for the Dimension of the Dead.
Necro-Oracle/Arkos Darkblade - He had departed from Octiviox after the downfall of the Master Of Zombies. No-one knows his whereabouts.
Khalox Wolfclaw/The New Battle Knight - After becoming the new Battle Knight, Khalox and his minions had formed their own empire, located in Zoxtus 7.
Sir Dante Morgan - After the battle, he and Telzor had settled the grudge between them, which has lasted for 11 years.
Aizortun - After the battle, he and Scaltokas had continued to evade the bounty hunters.
Officer Morgan - After the battle, he had returned to Earth. He was promoted to Lieutenant. He had managed to hold onto the Mech Suit.
King Clint Orons - After the battle, diplomatic relations had started between the Barbarian Tribes and the Realm of Zorakhor.
The Orc clan leaders - After the battle, diplomatic relations had started between the clans and the Realm of Zorakhor.
Rotusor - After the battle, he and Zektus had teamed up and had helped the Realm of Zorakhor expand its boundaries. They had teamed up with a Clartoxian Navigator.
Atorusk and Korzon - After the battle, the two mercenaries had left Octiviox with Necro-Oracle. They have also buried their fallen comrades, Scycortus and Zor'Cortox.
Arross - After the battle, Arross had signed a alliance with Queen Anderson.
The Master of Zombies - After the battle, he, In spirit form, has been seen in the shadows, waiting for his time to get his revenge.
Captain Mortenson - After the battle, he and his crew had been hired to find and capture Khalox Wolfclaw.
Joseph Stukov - He still keeps in contact with Alan. He also had continued training recruits.
Alex Johnson - After the battle, he went back to the tower to train new students. He becomes a loyal advisor on Queen Anderson's court.
Caleb Raynor - After the battle, he became a great warrior. He also becomes a student of Alex Johnson. Although very few people had expected him to do such actions, he had managed to progress in his training.
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 16:00 Griffon-Knight The Adventures of Warrior Omega Part 5

"M'Lord." said Ortonk, "Are you Alright?". "It's only a minor wound." said King Anderson. "Well." said Quotor, "It seems i haven't finished the job.". That was where Quotor had used his Razor Slash attack against King Anderson. That attack proved to be fatal To King Anderson. "Comrade Ortonk." said King Anderson, "I want you to watch out for my daughter. I also want you ... to... Ack!". At that moment, King Anderson was dead. "I shall do as you say, Sire." said Ortonk. As soon as Ortonk Said that, he rose from the site where King Anderson had fallen. "Generals." Said Ortonk, “You shall pay for this.". At that moment, Ortonk had charged at the Generals.
Meanwhile, at the Tomb of the Knight Lord Joseph Barker, Alan had made it out of the tomb. "Finally." said Alan, "I'm out of the Tomb.". That was where Alan had noticed that most of everyone had died during the battle against the Undead. "Hmm." Said Alan, "I have better be on my guard.". Once he said that, Alan had loaded his shotgun, and started searching for his allies. At that moment, The Gate Master had contacted Alan. "Alan Stukov." said The Gate Master, "The Final Battle between the forces of light and darkness is upon us.". "What do you mean?" asked Alan. "I mean that the Undead Forces are already at the castle." said The Gate Master. "I thought they would have placed defences at the bridges." said Alan.
"They have, young warrior." said the Gate Master, "But they have been overrun by the undead. Not only that, the Generals had already warped to the castle.". "What else has happened?" asked Alan. "Unfortunately." Said the Gate Master, "King Anderson has been killed. Not only that, most of the residents of the castle had fled to the west.". "This is just great." said Alan. As soon as Alan said that, he punched the wall next to the entrance of the Tomb. "I couldn't blame you for feeling that way." said the Gate Master, "But you must remember not to let yourself be corrupted by the darkness.". "Right." said Alan, "But my comrades had been warped upon the ship. I must do something to help them.".
Meanwhile, on the Battleship, the heroes had managed to get by several zombies. "That was easy." said Optotorix. "Yes." said Kazlortus, "But we must be on our guard.". At that moment, A Necro-Guard had appeared in the Area. "Halt!" said the Necro-Guard. That was where the Master of Zombies had appeared in the same section of the ship as the heroes. "By the Gods!" said Kalzortus, "The Master Of Zombies!". "Indeed i am, young Kor'Drakk." said the Master of Zombies, "Now your quest ends here.". "Well." said Optotorix, "your Mission for dominence shall end.". That was where Optotorix charged at the Master of Zombies. "Optotorix, Wait!" said Kalzortus. But Kalzortus is too late, for the Master Of Zombies had overpowered Optotorix. "By the Gods!" said Tirus, "This cannot Be!". That was where Tirus has started firing arrows at the Master Of Zombies.
"Ugh.” said Kalzortus, "This is just great.". "Well, We should help out." said the Felldrakk warrior. "Like Deatok said." said Tlowtox, "we should help her out. After all, we outnumber the Master of Zombies.". "But on the other hand." said Rotusor, "His armies outnumber us.". "Then we should take advantage of the situation." said Deatok, the Feldrakk warrior, "Even though we are outnumbered.". "Perhaps you are right." said Kalzortus. That was where the other heroes had charged at the Master of Zombies. Meanwhile, at the Fort Of The Dead, Officer Morgan had looked around the building. "This is interesting." said Officer Morgan. That was where Officer Morgan had found a mech suit. The Mech suit was 15 feet in height, filled with gadgets and weaponry. "Hmm." said Officer Morgan.
Meanwhile, at Ormrus, Alan had attempted to figure out the controls to the Cosmo Fighter. That was where the Gate Master had contacted Alan. "Alan." said the Gate Master, "i know of a way in which you can easily get to the destination.". "what would that be?" asked Alan. "It is the portals." said the Gate Master, "i could open the portals for you.". "If what you say is true." said Alan, "Then lead the way.". That was where the Gate Master had opened the portals leading to the area of Zorakhor. Little did Alan know, is that the undead forces had already gotten to Castle Diroctor. Meanwhile, at the Barbarian Tribe Base, the remaining forces of Castle Diroctor and the "Shock Rangers" clan had managed to arrive there. "Greetings, Comrades." said Clint, "welcome to the Base of the Barbarian Tribe.". Meanwhile, at the Fort of the Dead, Officer Morgan had chosen the Mech. "This ought to be interesting." said Officer Morgan. That was where Officer Morgan had activated the mech. At that moment, a video message from Necro-Oracle had started playing on one of the vid-screens.
"Greetings, Officer Morgan." the recording said, "I had a feeling you would choose this mech. Well, it's more of a guess.". "Why am i not surprised." said Officer Morgan. "Anyways." said the Recording, "to use the mech, the controls are in front of the cockpit.". That was where Officer Morgan had managed to find the controls. "Next." said the recording, "to use the weaponry, select the particular armament, and wait until the targeting icon is on the target to fire.". "Hmm." said Officer Morgan, I wonder what else does the recording have.". "to activate the Jet Thrusters." said the Recording, "Click on the jet thruster button once. It will be activated, and can use it, as long as there enough jet fuel.".
"This should be interesting." said Officer Morgan. "One last thing." said the Recording, "I had also placed the coordinates of the spots in which the battleship will be headed towards.". "Oh Great." said Officer Morgan, as he had seen the locations on the map screen. "Also." said the recording, "i must warn you, i suspect that the Master Of Zombies is on to me. You will be facing heavy resistance. For Now, i wish you luck on your mission.". That was where the video message had ended. "That was interesting." said Officer Morgan. After Officer Morgan said that, he had started the jetpack. At that moment, the mech had lifted off from the ground, and started to fly all over the place. "Necro-Oracle had never mentioned how to fly this thing in jetpack mode." said Officer Morgan, as he nearly hit the wall. Just then, Necro-Oracle had contacted Officer Morgan. "Officer Morgan." said Necro-Oracle, "I Forgot to mention this.". "Let me guess." said Officer Morgan, "It's about the Jet Thruster mode on the mech.". "Of course." said Necro-Oracle. “Not to worry, Necro-Oracle." said Officer Morgan, "I will get used to it.". "Oh." said Necro-Oracle, “There is something else i need to tell you.".
"What would that be?" asked Officer Morgan. "The Master Of Zombies plans on having one major battle to determine who controls this realm.". "Then i must inform Alan." said Officer Morgan. All the While, Officer Morgan had managed to escape from the fort. Meanwhile, Alan had arrived at the bridge defenses, only to find that the defenses had been destroyed. "My God!" said Alan, when he seen the remains, "What has happened?". Just then, the Gate Master had contacted Alan. "Apparently, it seems that the Master Of Zombies has been here." said the Gate Master. "I'll get the Master Of Zombies for what he has done." Said Alan. "Remember." said The Gate Master, "Do not let your anger take control.". "You're Right." said Alan, "Now, what's the next location?". Just then, Alan had looked over at Castle Diroctor. "My God!" said Alan, "How could he have done this!". "Apparently." said The Gate Master, "He has become more evil than before. Even after the last time i have faced him.". Just then, The Master Of Zombies had managed to contact Alan. "Greetings, Alan." said the Master Of Zombies, "I bet you know who i am.". "Yeah." said Alan, "You're the one who is behind all of this carnage. All of the people have lost their lives.".
"Yeah, It's all part of my plan." said the Master of Zombies, "there's one last part.". "What's that?" asked Alan. "One final Battle will be waged for dominance of this realm." said the Master of Zombies, "it will be held in 3 days, on the Dark Battlefield of Evil land. It's to the east, on the island of Zaltiox. My forces are already stationed there.". "Right." said Alan, "Like i would believe that.". "Alan." said the Gate Master, "I have a feeling he's right.". That was where Alan had headed to the nearest base. All the while, Officer Morgan had managed to fly the Mech suit to Ormrus. Officer Morgan's Mech suit was starting to get low on jet fuel. "Oh Great!" said Officer Morgan. That was where Necro-Oracle had contacted Officer Morgan. "Officer Morgan." said Necro-Oracle, "I have some bad news.". "What would that be?" asked Officer Morgan. "The Master Of Zombies had announced where and when the battle will take place." said Necro-Oracle. "What do you mean?" asked Officer Morgan. "The battle is going to be held on the Dark Battlefield of Evil Land, on the island of Zaltiox, in 3 days." said Necro-Oracle.
"What's the bad news?" asked Officer Morgan. "The Master of Zombies has set an ambush for the heroes." said Necro-Oracle. "Where is the extra fuel can?" asked Officer Morgan. "The Closest fuel can." said Necro-Oracle, "Is the fuel pack. there is also a refueling station a couple of hundred yards to your right.". "right." said Officer Morgan. Meanwhile, Alan had managed to make it to the Barbarian Tribe Base. "Sir." said Deronix, "There seems to be a human here.". "What do you mean?" asked Clint. "there's a human here." said Deronix, "He is wearing strange armor. He seems to be wielding a sword, which seems to look like the sword 'Omnolight'.". "Omnolight?" asked Clint, "if what you say is true, let him in.". "Understood, sir." said Deronix. That was where Deronix had opened the gate, letting Alan into the base. While Alan was walking into the base, he had seen the remaining forces of both the castle and the Orc Clans.
That was where Captain Zordash had approached Alan. "Human." said Captain Zordash, "Finally you have arrived.". “Aye." said Ortonk, "I would have to agree.". That was where Ortonk had noticed that Alan had the Sword "Omnolight" with him. "i see you have the sword 'Omnolight'." said Ortonk, "excellent work. We may win.". "that hardly looks like the sword of legend." said Captain Zordash. "how would you know?" said Ortonk, “The legend of the Knight Lord didn't even reach your planet.". "How dare you even mention our planet." said Captain Zordash, "After what has happened to it recently.". At that moment, Sergeant Dorgarus and Telzor had entered the area.
"About time, Sergeant." said Captain Zordash, "I suppose the orc had attempted to slow down the progress.". "How dare you insult me!" said Telzor, "Let's settle this right here, right now!". At that moment, Telzor had grabbed ahold of his battleaxe. That was where Alan had stepped in between them to stop the fight. "Hold it, guys." said Alan, "In case you two didn't notice, we're on the same side.". "Indeed." said Lieutenant Gotarus, as he was walking into the area. "Lieutenant Gotarus." said Captain Zordash, “About time you showed up.". "Captain, Comrades." said Lieutenant Gotarus, "i have some major news.". "What news would that be?" asked Alan. "The Scouting reports say that the undead forces have left the castle for the island of Zaltiox." said Lieutenant Gotarus. "I have some news to add to that." said Alan. "What would that be?" asked Lieutenant Gotarus. "I had received a transmission from the Master Of Zombies." said Alan, "He made mention of a battle for dominence of this realm. It will be held in 3 days, on the Dark Battlefield of Evil Land.".
"What good would that be, human?" said Captain Zordash. That was where Clint Orons had entered the room. "Ah." said Clint, "You must be the person named Alan Stukov.". "Indeed i am." said Alan. "Alan had brought some major news." said Ortonk. "Indeed." said Deronix, "Alan has brought news of a challenge from the Master of Zombies.". "What do you mean?" asked Clint. "The challenge is a battle for dominence of this realm." said Alan, "It will be held in 3 days on the Dark Battlefield of Evil Land.". "Dark Battlefield of Evil Land?" said Clint, "I've heard of that location. Many beings have died on that land.". "Why should we listen to these foolish humans?" said Captain Zordash. "I have a feeling these humans may just turn the tides of this battle." said Lieutenant Gotarus.
"Oh Really Now?" said Captain Zordash, "I have just gotten a idea.". "Why do i have a feeling you have something in store for Alan." said Lieutenant Gotarus. It was at that moment, That Officer Morgan had arrived at the location. Meanwhile, Caleb Raynor had managed to avoid being detected by the undead forces. Along the way, he managed to pick up some equipment that he found at the remains. "I Can't believe my pals have been killed." said Caleb, "Those blasted Zombies! I'll get them for what they did to my comrades.". At that moment, A vision of Necro-Oracle had appeared in front of Caleb. "Caleb Raynor." said Necro-Oracle, "I am Necro-Oracle.". "you're the one who transformed my pals into zombies." said Caleb. "Wait!" said Necro-Oracle, "It was not i, but the Master Of Zombies whom had transformed your comrades into the undead.". At that moment, Caleb had gone for his chain. "That won't be necessary." said Necro-Oracle. Meanwhile, back at the Barbarian tribe base, Alan had told King Orons about the events leading up to the current situation. "This is serious, indeed." said Clint.
At that moment, Deronix had entered the room. "Finally." said Clint, "now the challenge shall begin.". "Why do i have a bad feeling about this?" said Alan. That was where Alan and Deronix had proceeded to the Arena. "This should be interesting." Said Alan. "Indeed, human." said Deronix. Meanwhile, on the Dark Battlefield Of Evil land, The heroes were placed in a cell, located on a hilly section of the land. "This is just Great!" said Tirus, "Optotorix and Deatok have been killed.". That was where Korzon and Atorusk had approached the heroes. "if you two are here to finish the job." said Tirus, "Get it over with.". "We're not here for that." said Korzon. "Yeah." said Atorusk, "Necro-Oracle wants you guys to help him banish the Master Of Zombies.". At that moment, Broktar had grabbed Korzon by the throat. "Alright, you slimy piece of..." said Broktar. "Broktar!" said Kalzortus, "Silence!". "if you insist." said Broktar. That was where Broktar had lowered Korzon back down to the ground. "Now then." said Kalzortus, "Why does Necro-Oracle want our help?".
"Well." said Atorusk, "Necro-Oracle wants you heroes to ambush the Master Of Zombies.". "Yeah." said Korzon, "It will be happening in 3 days.". "Necro-Oracle has set it up,so that the Master Of Zombies will be situated next to the cell." said Atorusk. "Is that so?" said Zektus. Meanwhile, back at the Barbarian Tribe Base, The Challenge between Alan and Deronix was underway. Alan had started with a charging attack on Deronix. Deronix had countered with a hip toss move. "Most impressive, Alan." said Deronix. All the while, Captain Zordash and Clint Orons were watching the challenge. "This should be interesting." said Captain Zordash. "Like you said." said Clint, "This should be intersting.". Just Then, a Orc Warrior had arrived at the area where Captain Zordash and Clint were located in. "Captain Zordash, King Orons." said the Orc Warrior, "I have some major news.". "What do you mean?" asked Captain Zordash. "The Scouts say that they have found the location of the heroes." said the Orc Warrior. "Where would that be?" asked Clint. "The scouts say that the heroes are located on a hill in the eastern section of the Battlefield." Said The Orc Warrior, "The scouts also report that the heroes have been placed in a cell.".
"What is their condition?" asked Captain Zordash, "What about Kalzortus?". "The scouts have found only five heroes." Said The Orc Warrior, "All five seem to be in excellent condition.". "Five?" said Alan, "Then that must mean...". "What?" said Deronix. "I had already faced one of the allie's deaths." said Alan, "Comrade,were you able to find out which heroes were there?". "Yes." said the Orc Warrior, "The scouts report there is a Kor'Drakk Warrior, A half-Elf Ranger, A Lizardman Warrior, A Ratman Warrior, and a Kor'Drakk/Elf Warrior in the cell.". "That would mean that Optotorix and Deatok were killed." said Alan, "Wait a minute. What about Tlowtox? Were you able to see him?”. "The scouts haven't noticed him." said the Orc Warrior, "But it is assumed that he is till alive.". "Alan, Deronix." said Clint, "You two must complete the challenge.". "As you wish, My King." said Deronix. At that moment, Deronix had turned to face Alan. As he was doing so, Alan had readied his sword. "Ha!" said Deronix, "Do you think you can beat me?". "At Least i will try." said Alan. "Then prepare yourself." said Deronix. That was where Deronix had charged at Alan. Alan had narrowly dodged Deronix's Attack. Alan also managed to get in a hit of his own.
"Arrgh!" Exclaimed Deronix, "most impressive. But you have not seen me in my transformed state.". "Oh great!" said Alan, "as if having to fight the undead wasn't bad enough.". That was where Deronix had transformed into his Weretiger form. "Now." said Deronix, "Let's see you fight me now.". As soon as Deronix said that, he had charged at Alan. Alan had narrowly dodged the attack. Alan had attempted to mount a counterattack, but was unsuccessful. "Imprsssive." said Deronix, "But you shall not win.". At that moment, Caleb Raynor had made it to the base. Little does he suspect, that Officer Morgan is in the base. "Well." said Caleb, "This must be the base for the Barbarian Tribe.". Just Then, Caleb had encountered Officer Morgan. "Oh Great!" said Caleb, "Officer Morgan, you just had to be here.". "I'm surprised you're here as well." said Officer Morgan, as he was getting out of the mech. While the two were talking, one of Captain Mortenson's troops had seen them. "Captain Mortenson." said The trooper, "It looks like Officer Morgan is here. There's also a unidentified person out there with him.". "Excellent." said Captain Mortenson.
That was where Captain Mortenson went and told King Orons, Captain Zordash, and Alan about the arrival of Caleb Raynor and Officer Morgan. Meanwhile, at the Dark Battlefield of Evil Land, Necro-Oracle had examined the Battleship. "This should be interesting." said Necro-Oracle. Just then, the Master Of Zombies had approached Necro-Oracle. "Necro-Oracle." said The Master Of Zombies, "Are the forces ready?". "Indeed, My Master." said Necro-Oracle, "even as we speak, the Zombified version of the Orc Warrior Optotorix is on his way to the Desert Base of the Barbarian Tribe.". "Excellent." said the Master Of Zombies. Little did the Master Of Zombies realize, that Necro-Oracle had planned it, so that Optotorix would still have some of his memories. Meanwhile, back at the Desert Base Of the Barbarian Tribe, Caleb Raynor and Officer Morgan had entered the base. "Excellent." said King Orons, "Now we have a chance to win this battle.". "Battle?" said Officer Morgan. "indeed." said Ortonk. "Apparently, from what Alan had told us, there is going to be a battle for dominence of this realm. It will be held in 3 days, on the Dark Battlefield of Evil Land.". "Oh." said Caleb. All the while, Alan and Deronix were continuing in their challenge.
“We've better finish this soon." said Alan. "Indeed." Said Deronix. That was where the two proceeded to end the challenge. The end part of the challenge was quick, with Alan winning. "King Orons." said Captain Zordash, "The human called Alan Stukov has won the challenge.". That was where King Orons had entered the Arena to congratulate Alan. "Most impressive." said King Orons, "I didn't expect you to win. Even against Deronix when he was in Weretiger form.". "What do you mean?" asked Alan. "Very few warriors have beaten Deronix in the Arena." said King Orons. Just then, Princess Heather Anderson had entered the area. "Guys." said Princess Anderson, "I had just gotten a carrier pigeon with a message.". "What does the message say, your highness?" asked Alan.
"Highness?" said Princess Anderson. "Yeah." said Alan, "Especially after your father, King Anderson, had died. you would have inherited the Kingdom, being next in line.". "I'm not Queen yet, you know." said Princess Anderson, "At least not formally.". "wait a minute." said Princess Anderson, "how did you know about this?". "The Gate Master had told me." replied Alan. "How dare you say that you have talked to the Gate Master." said Princess Anderson, "He hardly shows himself in this realm, since the beginning of this realm.". That was where Princess Anderson slapped Alan, and stormed off. That left Alan in a surprised state. "Oh, Great!" said Alan, "What was that for?". "Princess Anderson was through a lot." said Deronix, "Bringing up her father's death, didn't help.". "Yeah." said Alan, "i guess i didn't help matters much. But i must admit, she would be next in line for the throne.". "Indeed." said Captain Mortenson, "By the way, who is this Gate Master you spoke of, Alan?". "Well." said Alan, "I had only met him hours ago. Apparently, he watches over the portals.". "Is that so." said Captain Mortenson.
"The only thing i'm not sure about." said Alan, "Is the part that Princess Anderson said about the Gate Master being in this Dimension.". "i'm not sure about that." said Deronix. "Do you know what i think you should do, Alan?" said Captain Mortenson. "What would that be?" asked Alan. "First, you should apologize to Princess Anderson." said Captain Mortenson. "For What?" asked Alan. "first of all." said Deronix, "There's the part about mentioning her father's death.". "Yeah." said Captain Mortenson. "Yeah." said Alan, "I guess you're right. I'll get on it right away.". That was where Alan went to find Princess Anderson. All the while, in another part of the Dimension of Octiviox, Aizortun the Dark Mage and Scaltokas the Minotaur had made it to the remains of Ormrus. "My God!!" said Aizortun, "i can't believe that this has happened to Ormrus.". "I can't believe it either, boss." said Scaltokas. "What shall we do now?" said Aizortun. "I have a idea." said Scaltokas.
"What do you mean?" asked Aizortun. "Well." said Scaltokas, "we could team up with the Heroes.". "The Heroes!" exclaimed Aizortun, "We couldn't possible team up with them.". "Well." said Scaltokas, "What do you have in mind?". "I had just remembered something." said Aizortun, "There's a Renegade Elven Warlord named Khalox Wolfclaw.". "Khalox Wolfclaw?" said Scaltokas, "I remember hearing that name mentioned before, but where?". Just after Scaltokas said that, he suddenly remembered where he had heard the name. "My God!" said Scaltokas, "I remember that name. I heard that name when i was on the Island Dirax, up in the northeastern area.". "Yes, that's the person i was thinking of." said Aizortun, "I was thinking that we could get his help.". "Where is he?" asked Scaltokas. "I last heard from him, when he was in a Underground town." said Aizortun, "It's located Directly north of here.". "Let's go." Said Scaltokas. As soon as Scaltokas said that, he and Aizortun had started on their way. Meanwhile, back at the Barbarian Tribe Base, Alan had managed to find Princess Anderson.
"Princess Anderson." said Alan, "I want to say...". "That you're sorry." said Princess Anderson. "How did you know?" asked Alan. "I suspected as much." said Princess Anderson, "Especially when your pals are nearby.". As soon as Princess Anderson said that, She pointed over to the hallway next to the balcony. Ortonk and Deronix were among the group. "Oh, is that so." said Alan, "In that case, I want to apologize for my comments earlier.". "In that case." said Princess Anderson, "Apology Accepted.". "Alan." said King Orons, "The Plans will be set.". "Excellent." said Alan, "What else is there?". "There is still the situation with Arross of the town of Chior." said Deronix. "That was mentioned on the message carried by the carrier pigeon." said Princess Anderson. "Is that so?" said Alan. "Anyway." said Ortonk, "We have 3 days to prepare.". "Yeah." said Deronix, "So, lets get started.". As soon as Deronix said that, the heroes had started on their preparation for the upcoming battle. All the while, Aizortun and Scaltokas were on their way to the Underground town of Coroxion. In the Town of Chior, Arross and his troops were also preparing for the battle.
The Master Of Zombies was waiting for the heroes to arrive. Necro-Oracle had talked to his hired Mercenaries, Even though he suspects that the Master Of Zombies is onto him. Khalox Wolfclaw had prepared his minions for battle. Khalox had only found out about the battle only a day ago, when a spy had spied upon Alan when he was talking to the Master Of Zombies and the Gate Master. Soon enough, 3 days have passed. "Well." King Orons said to Alan, "Three days have passed.". "It sure has." said Alan. "It was a great time, us being together." said Deronix, “even though the circumstances surrounding our alliance isn't the best.".
Just then, Princess Anderson, Telzor, Captain Zordash, and Xeintox had entered the room of the base. "Comrades." said Princess Anderson, "The Time for battle is upon us.". "Indeed it is." said Alan, as he was putting the shotgun and the sword in their holsters. "Guys." said Telzor, "The boats are in position.". "Yeah." said Princess Anderson, "Sir Morgan and the Zorakhoran forces are already there.". "Also." said Deronix, "Telzor had attempted to start a fight with Sir Morgan.". “Ha!" said Telzor, "Like Sir Morgan could beat me.". "In your dreams." said Princess Anderson. That was where Officer Morgan had entered the room. "Hey guys." said Officer Morgan, "Let's get going.". "Are you ready for this, Alan?" asked Officer Morgan. "As ready as i'll ever be." replied Alan. As soon as Alan said that, the heroes had proceeded to the Shoreline, where the ships were located. All the while, Aizortun and his forces were arriving at the field from the north. Also, what the heroes don't realize, is that the zombified version of Optotorix is waiting in the ruins of Castle Diroctor.
"Guys." said Telzor, "We're here.". "About time you guys got here." said Sir Morgan. "Let's just get on with this." said Alan. That was where Alan had noticed someone near the Castle. The person in question, is Optotorix. "That couldn't be possible." Alan said to himself. "Hey, Alan." said Officer Morgan, "Lets get a move on.". "Just hold on a minute." said Alan, "It seems someone is coming this way.". "What do you mean?" asked Officer Morgan. "Officer Morgan." said Alan, "Could you use the long range scanners to identify the person?". "Indeed. I'll get on it." said Officer Morgan. As soon as Officer Morgan said that, he used the long range scanners on the mech suit. "What the..." said Officer Morgan. "What is it?" Asked Alan. "You won't believe this, Alan." said Officer Morgan, "It looks like our old friend Optotorix is back.”. "What else are you able to tell?" asked Alan. "I have some bad news, Alan." said Officer Morgan, “But Optotorix has come back as a undead.".
"This is just great!" said Alan, "I'll handle this.". As soon as Alan said that, he proceeded towards Optotorix. All the while, in the Dark Battlefield of Evil Land, Aizortun, Khalox Wolfclaw, and their forces had set up their positions in the northern section of the field. "Aizortun." said Khalox, "Just who is this Master Of Zombies?". "He is a evil master of the dead." said Aizortun. “Yeah." said Scaltokas, "He had already wiped out the group of warriors Aizortun sent to eliminate him.". "Do you mind?" said Aizortun. "By the way." said Khalox, "Have you repaired your staff?". "I have not." said Aizortun, "But not to worry. I have a second staff, which i have warped in from my tower.". "This should be good." said Khalox. Back at the ruins of Castle Diroctor, Alan had confronted the undead version of Optotorix. "You shall not stop my new master." growled Zombie Optotorix, "The dead shall rule this realm.". "Not likely." said Alan, "I shall see that your death was not in vain.". That was where Alan had turned to face the warriors at the boats.
"Guys." said Alan, "Start going on without me. I'll catch up to you.". "Not likely." said Sergeant Dorgarus, "I'll stay with you.". "In that case." said Clint Anasaszi, "I'll stay with you two.". As he was speaking, Clint has unholstered both of his guns. "If that's the case." said Sir Morgan, "We'll keep a boat ready for you three.". That was where Sergeant Dorgarus and Clint Anasaszi had gone over to accompany Alan. "Alright guys." said Sir Morgan, "Lets get a move on.". "Yes, sir." said the soldiers of Zorakhor. "Comrades." said Xeintox, "I may be able to spare a boat for the trio.". That was where Xeintox went to the base to get the boat. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "I'm at the ruins of Castle Diroctor." said Alan, "I'm facing a undead version of the Orc Warrior Optotorix.”. "Is that so?" said Joseph. "Also." said Alan, "The Battle for dominence of this realm happens today.". "Then you must hurry." said Joseph, "But i should tell you something.". "What would that be?" asked Alan. "You should be careful." said Joseph, "also, good luck. Bring back the parts, if possible.".
"Indeed." said Alan, "I shall do so.". "You shall fall!" said Zombie Optotorix. As soon as Optotorix said that, he charged at Alan. Clint had intercepted the Zombie. All the while, The troops were proceeding to the Dark Battlefield of Evil Land. "Alan." said Sergeant Dorgarus, "Let us deal with him.". "Not likely." said Alan, "I knew Optotorix longer than you have.". At that moment, Alan had moved into position, with the sword "Omnolight" in hand. "Optotorix." said Alan, "I won't let you stop us from our mission.". "We Shall see, Comrade." said Optotorix. At That moment, the battle between former allies has begun. "Sergeant Dorgarus, Clint." said Alan, "You guys better get on the boat.". "I should have figured." said Sergeant Dorgarus, "You would sacrifice yourself for the advancement of this mission.". "Come on, let's go." said Clint. As soon as he said that, he had seen a boat in the distance. "If you insist." said Sergeant Dorgarus,"But we should wait for Alan.".
As the two warriors were talking, Alan and Optotorix were fighting. Alan was trying to convince Optotorix to come back to his side. "I don't know why you fight me?" said Alan, "But you must remember, we were on the same side.". "Oh really now." said Optotorix, "You shall not stop me.". "You must remember." said Alan, "You were once a honorable warrior.". "You still hold onto those impressions." said Optotorix, "You are even more foolish than i had imagined.". All the while, Xeintox was bringing the boat close to the shore. "Alan." said Sergeant Dorgarus, "You have better hurry it up. The Boat is coming.". "Right." said Alan. At that moment, Optotorix had charged at Alan. Alan had managed to counter Optotorix's attack. "Alright, Optotorix." said Alan, "Why has the Master Of Zombies sent you?". "You're not getting anything from me." said Optotorix. "What do you mean?" asked Alan. "First of all." said Optotorix, "He's not behind this.". "Could it have been Aizortun?" Alan said to himself, "On second thought, Necro-Oracle is also a suspect in this case.". At that moment, Alan had realized just who it was, behind Optotorix's reanimation. "By any chance." said Alan, "Was Necro-Oracle behind your reanimation?".
"So." said Optotorix, "you have figured it out.". "Alan." said Clint, "The Boat's here.". As soon as Clint said that, Alan had attempted to get to the boat. Optotorix had charged at Alan. "Alan, Watch out!" exclaimed Sergeant Dorgarus. Optotorix had managed to knock Alan down to the ground. "Now you shall die, my old comrade." said Optotorix. As soon as he said that, Optotorix had raised his sword in preparation for the finishing blow. At that moment, Alan had noticed a opening for a counter-attack. Alan had managed to duck out of the way, and counter with a shot from his shotgun and a slash with the sword. "Yarrgh!!" Exclaimed Optotorix, as he fell to the ground. At that moment, Optotorix started to revert to his actual self. "Optotorix." said Alan, as he rushed over to Optotorix. “Optotorix." Alan said to Optotorix, "You have been a worthy ally.". "So have you." said Optotorix, "It was a honor to fight alongside you.". "Just hold on, Optotorix." said Alan.
“It is too late for me, friend." said Optotorix, "i have already died. But know this.". "What would that be?" asked Alan. "I have always trusted you humans." said Optotorix, "I have respect for you. In all the time that i have known you, you are a honorable warrior and a good friend.". "Also." said Optotorx, "There is one last thing i want to tell you.". "What would that be?" asked Alan. "I want you to get those zombies." said Optotorix, "Also, your allies are alive, except for Deatok.". As soon as Optotorix said that, he had died. "Optotorix." said Alan, "I shall make sure your death is avenged.". "It's about time." Said Clint. "Do you mind?" said Alan, "Our friend has just died.". "Lets get going." said Sergeant Dorgarus, "The others are already on their way to the Dark Battlefield of Evil Land.". "I'm coming." said Alan. That was where Alan had turned towards Optotorix's body. "Optotorix." said Alan, "I promise i will make sure you have a warrior's burial.". As soon as Alan said that, He went over to the boat. "Comrades." said Xeintox, “We must get a move on, if we are to catch up to the others.". "Indeed." said Clint.
That was where Sergeant Dorgarus,Clint Anasaszi, and Alan had boarded the boat. "Onto the field of battle." said Xeintox. "This should be good." Said Clint. The rest of the army is almost at the Battlefield. Meanwhile,at the Dark Battlefield of Evil Land, Aizortun and Khalox's army had confrontd the Master Of Zombie's Army. Little did Aizortun realize, is that Khalox has a plan of his own, to get more power. Soon enough, the army had gotten to the Battlefield. "Alright Troops." said Sir Morgan, "We are about to step foot onto the Battlefield. We Must stop the Master Of Zombies from taking over this realm.". "If i may add something." said Caleb. "Yes, Caleb, What is it?" said Sir Morgan. "We must make sure to stop Aizortun." said Caleb, "even though i used to work for him, i have a feeling he's here.". "Whatever makes you say that?" asked Sir Morgan. "When i used to work for him." said Caleb, "He said that he suspected that the Master Of Zombies would have a battle here.". "Is that so?" said Sir Morgan. Meanwhile, Xeintox, Clint, Sergeant Dorgarus, and Alan were making their way to the Dark Battlefield.
"Well." said Officer Morgan, "We're here.". At that moment, Necro-Oracle had contacted Officer Morgan. "Officer Morgan." said Necro-Oracle, "It is good to see you.". "Necro-Oracle." said Officer Morgan, "I didn't expect to get a transmission from you.". "Anyway." said Necro-Oracle, "I want to inform you that there is another army here as well.". "I begin to see what you mean." said Officer Morgan. That was where Officer Morgan had checked the radar screen. At that moment, Officer Morgan had contacted Sir Morgan and informed him on the situation. "Thanks for the update." said Sir Morgan. That was where Sir Morgan had turned to the troops. "Troops." Sir Morgan said to the troops as they were getting off the boats that had just landed, "It seems we have another army to battle.". "This should be good." said Gretack. "You're telling me." said Jesse. Meanwhile, on board the Mercenaries's airship, "Metal Dragon", Captain Mortenson and Captain Zordash were observing the events from the bridge.
"This should prove to be an interesting battle." said Captain Mortenson. “What makes you say that?" asked Captain Zordash. "Well." said Captain Mortenson, "It was years since i had last fought alongside the forces of Zorakhor.". At that moment, The boat carrying Xeintox, Alan, Sergeant Dorgarus, and Clint had arrived. "Finally." said Alan, "we're here.". "About time." said Clint. "Do you mind?" said Sergeant Dorgarus. "Besides." said Alan, “Our allies are here.". Meanwhile, on the hill in the Dark Battlefield of Evil Land, the Master of Zombies had moved closer to the cell. That was where Necro-Oracle had given the allies the signal. "Now's the time." said Tirus. That was where the heroes had ambushed the Master Of Zombies. Kalzortus had started off with his plasma sabre. Tirus and Broktar were providing cover fire. Zektus and Rotusor were defending the rest of the team. Tlowtox was trying to fight the four generals. At that moment, The Master of Zombies had seen the Armies of Zorakhor. "All forces." The Master Of Zombies said to his troops, "Attack!". That was where the undead army had confronted the armies of Zorakhor. "Warriors." said Sir Morgan, "Counterattack!". At that moment, both armies had started the battle for dominance of Octiviox.
The Master Of Zombies had ended up moving off of the hill, and right into the main action. That was where Alan had just barely seen the Master of Zombies. Alan had also seen Gretack. "Hey Gretack." Alan said to Gretack, "Do you think you could get me over the bunch of zombies.". "I sure can help you." said Gretack, "Just hold on, and i'll get you past the zombies.". That was where Gretack went over to Alan, and picked him up, in order to catapult him over the zombies. "There's one thing you should know." said Gretack. "What is that?" asked Alan. "Try to remain limp." said Gretack, "Because you're going to hit the ground hard.". "Right." said Alan. "Are you ready?" asked Gretack. "As ready as i'll ever be." said Alan. At that moment, Gretack had catapulted Alan over the zombies. As soon as Alan had landed, he came face to face with the Master Of Zombies. "At Long last." said The Master of Zombies, "We meet face to face.". "You!" said Alan, "How could you kill all those innocent people. Those people never meant you any harm. Your quest for dominence ends here!".
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:58 Griffon-Knight The Adventures of Warrior Omega Part 3

Meanwhile, at the Base of the Barbarian Tribe, the King, Clint Orons had talked to the Messenger. "I shall consider the proposal." said Clint. "Sire." said Deronix, "we should be watching for the so-called 'Heroes'.". "so be it." said Clint. That was where one of the Council Members came towards Clint. "King Orons." said The Council Member. "Yes." said Clint. "With all due respect, we don't really know what the heroes are all about." said the Council Member. Meanwhile, at the crash site of the Kor'Drakk Cruiser, Alan had informed Joseph about the situation that had happened so far. "Where is the Undead Keep?" asked Kar'Gorto. "I'm not certain." said Kalzortus, "Perhaps we could ask the Orcs.". "I can't believe this." said Broktar, "of all the possible situations, you suggest asking the Orcs. Even when you said that you found them to be brutish in nature.".
At that moment, a Orc Warrior had approached the ship. "Sir." said Helmsman Mecator, "There's a Orc warrior at the side of the ship.". "Patch the Transmission to the Ready Room." said Captain Zordash. That was where Helmsman Mecator had patched the transmission to the ready room. "Captain Zordash." said the Orc. "yes, Comrade." said Captain Zordash, "What is it that you want?". "Xeintox has suggested that i come and help the Heroes." said the Orc, "i can help, by leading you to the Undead Keep.". At that moment, Tirus, Rotusor, and Officer Morgan had arrived at the area. "So." said Officer Morgan, "This is the object that had been sighted.". "I wonder where Alan And Broktar are located?" said Tirus.
That was where the Orc Warrior had turned to face Tirus, Rotusor, and Officer Morgan. "I should have figured." said the Orc, as he went for his axe. Tirus had gone for her bow and arrows. "wait a minute." said Rotusor. "What do you mean?" asked Tirus. "The Orc may actually be trying to help the crew of the ship." said Rotusor. "You may be right." said Officer Morgan, "i say we let him have a chance.". "if you insist." said Tirus. That was where the Orc had approached Tirus, Rotusor, and Officer Morgan. "I'm quite surprised." said the Orc, "i thought you would have fired on me, without a second thought.". "state the reason you have approached the ship." said Rotusor. "It is because my boss, Xeintox had sent me to lead a group of warriors to the Undead Keep." said the Orc. "Is that so." said Rotusor.
At that moment, Alan and Broktar had exited the cruiser. That was where Broktar had noticed Rotusor. "By the Moons of Artiox." said Broktar. "What do you mean by that?" asked Alan. "It's a figure of speech." said Broktar. That was where the Orc warrior had approached Alan and Broktar. "Well, Comrade." said Broktar, "Let's get a move on.". "What about our mission of finding allies to help fight the Master Of Zombies and the Undead Forces?" Asked Alan. "You are Right." said Broktar. As soon as Broktar said that, he went back to the ship, and accessed the comm-link. Meanwhile, at the Undead Keep, Ghoultor, Quotor, and the Battle Knight had entered the main room of the Keep. The Master Of Zombies And Necro-Oracle were waiting in the room for them. "Master, it is good to see you." said the Battle Knight, "Even after all these years.". That was where an undead soldier had arrived in the room."Sir." said the Undead Soldier, "we have captured several outlying towns, that surround the Plains of the Kordoz.". "What about the search for the Tomb of the Knight Lord Joseph Barker?" asked The Master Of Zombies. "Well, Sir." said the Undead Soldier, "They still haven't found the tomb yet.". "What!!!" the Master Of Zombies Roars, "This is unbelievable. They still haven't found the tomb.". "On the Bright side." said the Soldier, "when we captured the towns, we had transformed a good deal of the population into zombies.".
"Is that so." said the Master Of Zombies. Just then, K'Dartok and Captain Ghoulax had entered the room. "About time the two of you have arrived." said Quotor. "Yeah, That was wise." said The Battle Knight, "sending in a couple of shambling corpses to do a warrior's job.". "we may be reanimated corpses." said Captain Ghoulax, "but we actually had managed to do some damage to the heroes.". "Bah!" Said the Battle Knight, "You have battled only two of an entire group of Heroes.". "An Entire Group?" Said Captain Ghoulax. "yes, apparently there was a clan of Orcs and a crew of Aliens in the area, when i tried to contact the Battle Knight." said Quotor. "How do you know of such things?" asked Captain Ghoulax. "yeah." Said K'Dartok, "Neither of us were at the site.". "You're not helping matters." said Captain Ghoulax. "Oh, Really Now." said K'Dartok, "And i suppose that tactic of charging at the human with the two guns was effective.". “Oh." said Captain Ghoulax, "And i suppose that letting yourself be seen was any better.". "In case you two didn't notice." said Quotor, "We're on the same side.". "Oh, Right." said Captain Ghoulax. "in case any of you haven't noticed." said Necro-Oracle, "The plans must proceed, if we are to cover this Realm in darkness.". Meanwhile, At the Kor'Drakk Cruiser, Broktar, Tirus, Rotusor, Officer Morgan, Alan, and the Orc Warrior had started on the Way to the Undead Keep.
Just then, Kalzortus had caught up with them. "Kalzortus." said Broktar, "i'm surprised that you are coming with us.". "Captain Zordash figured that i would make a great representative on this mission." said Kalzortus, "Even though he doesn't really trust humans.". "Why does Captain Zordash distrust humans?" Asked Alan. "I'm Not sure." said Kalzortus, "but he did mention something that happened several hundred years ago, between him and a human.". "Several hundred years." Alan Said Curiously. "Yes." said Kalzortus, "i guess you don't really know too much about our people.". "Indeed." said Broktar, "The Kor'Drakk can live for hundreds of years. Kalzortus here, is one thousand years old.". "One thousand years." said Tirus. "I'm surprised the Kor'Drakk live that long." said Officer Morgan.
"Guys." said Rotusor, "it looks like these hills are about to curve over to the other side.". "it's not far now." said the Orc. "just what does this Undead Keep Look Like?" asked Officer Morgan. "last time i was in the area." said the Orc, "the place had been falling apart.". "Falling apart?" said Rotusor. "but when i had seen some undead creatures around the place." said The Orc, "upgrading the place. They had also placed some pieces of weaponry outside the gates.". "pieces of weaponry." said Broktar, "it should be no problem.". As soon as Broktar said that, he shifted his weapon mount to long range cannon mode. "What kind of weaponry?" asked Kalzortus. "I have only seen the two guns placed outside the Undead Keep." said the Orc, “It looked like they're long range rifles. Both of the guns are operated by a team of two zombies each.". At that moment, Joseph had contacted Alan. "Alan." Said Joseph, "What is your status?".
"i'm headed towards the Undead Keep." said Alan, "Officer Morgan is here as well. So are some of our new allies.". "Is that so." said Joseph, "Who are they, if you don't mind me asking.". "First of all." said Alan, "We have Broktar the Cyborg Lizardman, Tirus the Ranger, Rotusor the Warrior, Kalzortus, and, Wait a minute, We didn't ask the Orc Warrior what his name is.". "Yeah, That's Right." said Officer Morgan. "My name is Optotorix." said Optortorix. "Is that so." said Kalzortus. “Yes." said Optotorix, "and the Undead Keep is straight ahead.". As soon as Optotorix said that, He aimed at the Keep. "Well, i'll be." said Officer Morgan. "Hmm." said Joseph, "Apparently, Optotorix wasn't kidding.". Joseph had checked the database for any records on the weaponry. "I say we take it on directly." said Broktar. "Hold it, Broktar." said Kalzortus. "What do you mean?" asked Broktar. "there might be a weakness in the weaponry we may be able to exploit." said Kalzortus. "You may be right." said Officer Morgan. Just then, one of the zombies had seen the heroes. "Oh great." said Tirus, "they spotted us.". At that moment, Optotorix had charged at the guns. "For the Glory of the clans." Optotorix exclaimed as he charged at the guns. "Hold position." said Kalzortus. All of a sudden, a mysterious force had taken out both of the teams of zombies. "What in the Realms was that?" said Rotusor. "I haven't the slightest." said Tirus, "but whoever, Or whatever, had caused this, it sure helped us.".
"yeah." said Broktar, "And to think, i had shifted my weapon mount to long range cannon mode. Now i don't need to use it, for the time being.". "Just what doesn't your cyber-arm come attached with?" said Officer Morgan. "The kitchen sink, for one thing." said Broktar. "I should have figured." said Officer Morgan. "you must have learned that expression while you were on Earth." said Alan. "You mean to tell us, that Broktar was on Earth." Said Officer Morgan. "Of Course." said Broktar, "it was in the late 19th century, that i have been on Earth. The Location was England.". That was where Tirus had noticed a message near the Remains of the Gun emplacements. "i wonder what's on the message." said Tirus. That was where Tirus went over and picked up the message. "Hey, Tirus." said Officer Morgan, "what's on the message you have there?". "Apparently, it's in a Elven Language." said Tirus. "Are you able to Translate it?" asked Kalzortus. "I'll see what i can do." said Tirus. As soon as Tirus said that, she started to translate the message. Meanwhile, In Xerdas, The "Fire Griffens" had just started on their way. Little did they realize that there was someone watching them from a distance. "Hmm, this looks like the gang is headed towards the Undead Keep." said the Person, "if my instincts prove correct, They're going to be in danger.".
As soon as the Person said that, he opened a Portal. Meanwhile, back at the Undead Keep, Tirus had just finished translating the message. "What does it say?" asked Broktar. "Apparently." said Tirus, "it says that, to stop the Master Of Zombies, one needs The Sword of the Knight Lord Joseph Barker.". "What else does it say?" asked Officer Morgan. "it says that the Master Of Zombies has already placed the parts in the Battleship." said Tirus, "Not only that, it seems that the person had left several pieces of equipment.". "any idea on the identity of our mystery ally." said Alan. "as a matter of Fact." said Tirus, "it says the person's name is Zektus Skystar.". "Zektus." said Kalzortus, "that sounds like a word we Kor'Drakk use.". "Oh, Really Now." said Broktar, "Could we get on with this mission.". Just then, Zektus Skystar had appeared, via a portal. "Greetings, Heroes." said Zektus. "Hold it right there." said Officer Morgan. "Wait." said Tirus, "allow him to explain himself.". "thank you." said Zektus, "as i was saying, i am the warrior known as Zektus Skystar.". "If you don't mind me asking." said Alan, "But Kalzortus had mentioned that your first name is a word in Kor'Drakk. What does it mean in english?". "Ah, an inquisitive person." said Zektus, "Zektus means Warrior in Kor'Drakk.". As soon as Zektus said that, he went over and picked up the pieces of equipment he left for the heroes.
"You may need these." said Zektus. That was where Zektus handed Officer Morgan several clips of ammo. "Good thing you arrived with these clips." said Officer Morgan, "i was about to run out of ammo.". "indeed." said Zektus, "I had a feeling that you will be needing them. After all, i had witnessed your fight with the zombies.”. After Zektus said that, he turned to face Alan. "Alan." said Zektus, "I know that you intend on completing the mission. But i must warn you, The Master Of Zombies knows that you are headed to his base.". "What do you mean?" Asked Alan. "I mean that the Master Of Zombies has laid traps in advance." Said Zektus, "Not only that, but the Battleship that the Undead Forces have constructed, is not here.". "What do you mean the Battleship isn't here." said Officer Morgan. "You mean to tell us that this search was in vain." Said Alan. "All is not lost." said Zektus, “I know where the Battleship is being held in.". At that moment, an Zombie had spotted the heroes outside the Keep. That was where the zombie signalled for reinforcements. "Oh, Great." said Officer Morgan, "We must get going.". "Understood." said Zektus, "But before we go, Alan, Here's your equipment.". As soon as Zektus said that, he handed Alan a shotgun, a chainsaw, and a piece of Metal Plate Armor.
"Interesting pieces of equipment." said Alan. "Now can we get on with the mission." said Broktar. "Hey, what about Rotusor, Broktar, and Me?" said Tirus. "Yeah, She's Right." said Optotorix, "What about us?". "I hadn't expected to be with more than two heroes." Said Zektus. "I couldn't really blame you." said Kalzortus, "I mean, That you must have learned of the legend of the heroes.". "If that is true." said Tirus, "Than you must know of the sword 'Omnolight', and its role in this battle.". "Indeed." Said Zektus, "but the legend said that there is a group of only 2 heroes.". "Could we just get on with the mission." said Broktar. "Broktar seems to have a point." said Kalzortus, "After all, We're here to stop the Master Of Zombies.".
"He's Right." said Optotorix, "let's get going, before we're swarmed by shambling corpses.". "Good idea." Said Alan. That was where the heroes had entered the Undead Keep. Meanwhile, in the Mountain Town Of Ormrus, The townspeople were preparing the defences. That was where a messenger had arrived at the main building. "Sir." said one of the warriors, "There's a messenger for you.". That was where the warrior had escorted the Messenger to the leader. The Leader of the town, is Mayor Reinhart Jackson. "So, This is the messenger you mentioned." said Reinhart, "What is it that you have to say?". "First of all." said the messenger, "King Anderson requests that you would help him and his forces in the battle against the Armies of the Undead.". "Is that so." said Reinhart, "Then prepare a reply, saying that i will provide assistance.".
Just then, a Drwarven Warrior had entered the area. "Sir." The warrior said in a gruff voice, "the defensive perimeter is set up.". "Excellent work." said Reinhart, "is the Tomb of The Knight Lord Joseph Barker secured?". "Aye, Sir." said The Warrior. Little did the warriors know that there was a undead Scout spying on them. Meanwhile, Back at the Undead Keep, The heroes have already passed by several corridors. All the while, Necro-Oracle was watching the situation. Necro-Oracle was in the Observation room. That was where Quotor had entered the Room. "Necro-Oracle." said Quotor, "I just wanted to...". That was where Quotor had seen Necro-Oracle without his hood over his head. "By the Gods." said Quotor, "It cannot be possible.". "Then you know who i truly am." said Necro-Oracle, "That i am, in fact, an Dark Elf named Arkos Darkblade.". "That couldn't be possible." said Quotor, "Arkos was killed 7000 years ago.". "indeed i was." said Necro-Oracle, "However, i was resurrected by Dark Powers, that even i don't understand completely.". "Is that so." said Quotor. "Look, Quotor." Said Necro-Oracle, "Let's settle this when we're out of the way.". "What For?" Asked Quotor, "For What Reason?". "I have a plan." said Necro-Oracle, "I have set up a explosive for levelling this base. Not Only that, i had managed to hire a giant Cyclops to help in the plan to stop the Heroes.".
"This should be interesting." said Quotor. "Yes, indeed." said Necro-Oracle, As he was putting his hood over his head."Now, then." said Necro-Oracle, "Let's Get going.". Meanwhile, in another part of the Undead Keep, The heroes had managed to come across a room with three doors. "Which Way now?" said Officer Morgan. "I haven't the slightest." said Tirus, "What do you say, Broktar?". "I find it odd that you would ask me." Said Broktar, "Even though Zektus might be better at this than i.". "I'm surprised you would say that." said Zektus. "What do you mean?" asked Rotusor. "I mean that you would be the ones to trust me completely." said Zektus, "Even though you guys don't really know much about me.". “Indeed." said Kalzortus. "Let's just choose a path and keep going." said Officer Morgan. "Alright then." said Optotorix, "let's choose the middle path.". As soon as Optotorix said that, the heroes entered through the middle door. Little did the heroes realize that the doorway leading to the right, leads to a secret passageway leading outside of the Keep. Meanwhile, in the main room of the keep, the Giant Cyclops was waiting for the heroes to arrive in the area. "I wonder when they will arrive." said the Cyclops. That was where Quotor had contacted the Cyclops. "General Quotor." said the Cyclops, "i didn't expect you to call.".
"yes, indeed." said Quotor, "There is one thing i want you to do.". "What would that be?" Asked the Cyclops. "I want you to set the explosives to explode in 60 minutes." said Quotor, "Also, make sure the heroes don't make out of the keep.". "Anything else?" Asked the Cyclops. "That is all." Said Quotor. That was where the Cyclops had heard some footsteps in the distance. "Hmm." said the Cyclops, "The heroes must be nearby.". That was where the heroes had arrived in the room. "What on Earth?!" Said Alan, As soon as he seen the Cyclops. “Ah, Humans." said the Cyclops, “What's this, Non-human creatures?". "There seems to be a Rat-Man, An Orc, Two Half-Elves, A Lizardman, and a Alien there." said Quotor, "Along With the humans.".
"I shall make sure they don't make it out." said the Cyclops. As soon as the Cyclops said that, he had set the explosives for 60 minutes. "Oh, Great." Said Broktar, "There's a bomb.". "I thought you would have experience in that." said Tirus. "You think you're wise, with your comments." Said Broktar, "You just wait and see.". "Guys." said Kalzortus, "It looks like we only have less than an hour to deal with both the bomb and the Cyclops.". "Kalzortus is right." said Optotorix, "I say i will do the bomb defusing. You guys try to hold off the Cyclops.". "That sounds risky." said Officer Morgan. "I say we let him have a chance." said Rotusor, "I'll help Optotorix.". That was where Rotusor and Optotorix went to defuse the bomb.
All the While, The Cyclops was chasing after Alan, Broktar, Tirus, Kalzortus, Officer Morgan, and Zektus. At that moment, Joseph had contacted Alan. "Alan, What's your status?" Asked Joseph. "I'm inside the Undead Keep." said Alan, "The allies are here as well. There is one setback.". "One setback?" said Joseph. "Two, in fact." said Alan, "One, a bomb that is apparently set for 60 minutes, and Two, a Giant Cyclops.". "Is that so." said Joseph. "I just thought of something." said Kalzortus. "What's That?" asked Alan."What if we were able to convince the Cyclops to help us?" said Kalzortus. "That might be crazy enough to work." said Rotusor, "Although i doubt if it will work.". "Then i shall be the person to attempt that plan." Said Zektus. That was where Zektus had started to talk to the Cyclops. "Comrade." said Zektus, "Why is it that you serve the Forces of Darkness?". "I was hired to do so." said The Cyclops, "And i shall not fail in my mission.". "Even if it means that you will go down with this Keep." said Zektus. "What do you mean?" asked the Cyclops. "I mean that you will go down." said Zektus, "when the bomb explodes.". "Yes." said Kalzortus, "In other words, you'll be sacrificing yourself to help the enemy.".
"If what you say is true." said the Cyclops, "Then i shall help you.". That was where the Cyclops had gone over to the bomb and attempted to deactivate the bomb. At that moment, the bomb started up again. "Foolish Heroes." said a voice from the comm-link next to the bomb, "You think you can stop us.". "By the Gods." said Zektus, "It can't possibly be whom i think it is.". "What do you mean, Zektus?" Asked Broktar. "It is none other than Necro-Oracle." said Zektus. "Indeed, It is i, Necro-Oracle." said Necro-Oracle. "Who's Necro-Oracle?" Asked Alan. “Necro-Oracle is a Dark Oracle." said Zektus, "He has lived for centuries. It is rumoured that he feeds on the lifeforce of others.". "Also." said Rotusor, "It is rumoured that no-one has ever seen him without his hood.". "Indeed." said Necro-Oracle, "As for you, Comrade, you are no longer needed.". As soon as Necro-Oracle said that, he activated a remote, which controlled the bomb. The countdown timer went from 35 minutes to 15 minutes. "Oh Great." said Officer Morgan, "What are we going to do now?". "I have a idea." said the Cyclops. "What's that?" asked Officer Morgan. "There's a passage that exists under this Keep." said the Cyclops, "I'm not sure where it leads to, but it may be our way out of here.". "It sounds like a good idea." said Zektus, "let's get going.".
As soon as Zektus said that, the heroes went out of the main room, and headed towards the room with the three passageways. "Which Way Now?" Asked Officer Morgan. "It's this way." said the Cyclops, as he pointed to the door on the right.". "Excellent." said Kalzortus, "Let's go.". "Right." said Broktar, "Alan and i should take up the front.". As soon as Broktar said that, he shifted his cybernetic optic sensor to infra-red sight. "This should be good." said Alan. As he was talking, Alan had put a couple of shells in the shotgun. All the while, Necro-Oracle had warped in some troops to stop the heroes. "Captain Abomtus." said Necro-Oracle, "See to it that the heroes don't make it out of here.". "Yes, Master." said Captain Abomtus. That was where Captain Abomtus had moved into towards the location of the heroes. Meanwhile, At Castle Diroctor, An Orc Warrior had arrived at the Castle. There was a Barbarian Warrior at the Castle. "Greetings, Comrade." said the Barbarian Warrior. "You must be here to form an alliance with the Humans." said The Orc Warrior. "Indeed i am." said the Barbarian Warrior, "You must be here for the same reason as well.". "Of Course." said the Orc Warrior.
At that moment, King Anderson had Arrived in the Courtyard. "Ah, Greetings Comrades." said King Anderson, “How have you been?". "We've been Great." Said the Barbarian Warrior, "Wouldn't you agree with that?". "Indeed." said the Orc Warrior. Just then, Ortonk had appeared. "Sire, i was thinking." said Ortonk, "There might be a possible plan.". "What would that be, Ortonk?" asked King Anderson. "The Citizens of Chior might be able to help." said Ortonk. "Anyways." said the Orc Warrior, "Both the Barbarian and I are here on behalf of our respective peoples to usher in an alliance.". "Aye." said the Barbarian Warrior, "Even though i suspect Telzor and his clan would be reluctant in joining.". "I would Think so." said King Anderson.
"Yeah." said the Barbarian Warrior, "Telzor's brother was killed by a Knight.". "How did you know about it?" asked the Orc Warrior. "I heard it from Tlowtox Ironhammer." said the Barbarian Warrior, "He said he heard it from a friend of his.". At that moment, Princess Anderson had arrived in the Courtyard. "Jesse." said Princess Anderson, "Is that you.". "Heather." said Jesse, "I didn't expect to see you here. I thought you were with your Uncle and Cousin.". "I was." said Princess Anderson. "Why are you here?" Asked Jesse. "Yeah." said the Orc Warrior, "He's Right.". "Uncle Arthur wanted to make sure i was safe." said Princess Anderson. Meanwhile, in the Tunnels under the Undead Keep, The Heroes had ventured into the lower levels. That was where Kalzortus had attempted to contact the crew of the Cruiser "Dragon Fire". "Comrades." said Kalortus, "This is Kalzortus reporting in. I just...". That was where Kalzortus noticed the comm-link had shorted out. "Bah!" said Kalzortus, "This Thing must be low on energy.". "Either that." said Broktar, "Or these Tunnels have an Communications Interference Device in them.". That was where Broktar turned to face Alan.
"Hey, Alan." Said Broktar, "see if your Communications device works.". That was where Alan had attempted to contact Joseph. "What The..." Said Alan, as soon as he seen the Comm-Link short out. "What Heppened?" asked Rotusor. "Apparently my Comm-Link is inoperative." said Alan, "For the Time Being.". "Well, That's just Great." said Officer Morgan, "what are we going to do now?". "Not to worry, Comrades." said Zektus, "I have a plan.". "What would that be?" asked Broktar. "You guys forget about my abilities." said Zektus, "Including Telepathy.". "Oh, Really now." said Broktar.. While the Heroes were in the Tunnels, The "Fire Griffens" gang had arrived at the Undead Keep, only to find it was about to blow up. That was where one of the Bikers had started to approach the Keep.
"Hold it, comrade." said Greg, "I have a feeling that something is about to happen.". At that moment, the Keep blew up. "All Bikers, head for cover." Said Greg. Fortunately, all 20 of the bikers had hidden behind the rocks. "Is everyone alright?" asked Greg. “All present and accounted for." said Caleb, "All are in one piece.". "then let's get going." said Greg. “Shouldn't we at least call Aizortun." David said. "Of Course." said Greg. As soon as he said that, he called Aizortun. Meanwhile, in the Tunnels under the Undead Keep, the Heroes had progressed through the tunnels. "So, Zektus." said Rotusor, "You haven't told us much about yourself.". "Indeed." said Broktar. "Then i shall tell you about my history." said Zektus.
As soon as Zektus said that, he had seen something in the distance. "What in the Realms was that?" said Rotusor. "Scans show a humanoid creature." said Broktar, "The closest i could figure, it is a Troll.". "Wait a minute." said the Cyclops, "The only Trolls in the Undead Forces i know of, are Fortox the Undead Troll, and Zoutoxas the Dark Troll.". "Fortox." said Rotusor, "that name sounds familiar.". "That's because Fortox was, at one time, a friend of Gretack the Ogre." said Tirus. At that moment, the creature showed itself. "By the Gods!" said Optotorix. "Mua-ha-ha." said the Creature, "so you have figured out who i am.". "indeed." said Tirus, "You are, in fact, Fortox.". "indeed." said Fortox, "But your quest ends here.". As soon as Fortox said that, he went right for Alan, With both Handaxes. "Alan, Duck out of the way!" said Tirus. Alan had managed to duck out of the way, also managing to fire off a couple of shots. one shot had hit Fortox in the Shoulder. "Arg!!" Fortox exclaimed in pain, as he clinched his left arm. "You shall pay for this, Human." said Fortox, As he charged at Alan. Fortox had taken a swipe at Alan with one of his axes.
"Alan, Watch out!!" said Tirus. That was where Alan had managed to move the metal plates of the armor in the path of the axe. That resulted in one of the axes being broken. "You shall pay for this, human." Said Fortox. "I wouldn't be so sure." said the Cyclops. At that moment, Fortox was surrounded by the Heroes. "You heroes shall not defeat me." said Fortox. "Care to try." said Officer Morgan. "You shall not stop the Master Of Zombies." said Fortox. "How could you fall so far from the light?" said Tirus, "You were once a noble warrior, Fighting along side your old friend, Gretack the Ogre.". "Bah!" said Fortox, “Do you really think i would willingly betray my friend.". "You mean to tell us, you're not a traitor." said Alan. "I say we deal with him immediately." said Broktar. "I wouldn't be so certain." said Zektus, "i have a plan.". "What would that be?" asked Alan. "We have a leader of the Undead Forces here." said Rotusor. "Exactly my point." said Zektus. "Where are you going with this?" asked Broktar. "We will try to interrogate Fortox to get the whereabouts of the Master Of Zombies." said Zektus. "Yeah, That's an excellent idea." said Alan, "with that data, we could find the two parts that had been stolen from the Military base From Earth.".
"I would have to agree with Alan." said Officer Morgan, "This could be advantageous.". All the while, above the Tunnels, and outside the remains of the Undead Keep, The "Fire Griffens" had gotten their new instructions. "Alright, boys." said Greg, "Let's Get going.". "Hey Greg, Where are we headed to now?" asked David. "Aizortun says the Location lies up to the North." said Greg, "It's a place called the Fort of the Dead.". "Then why did you have that confused look on your face?" asked David. "That's because Aizortun had first said the name of the location in another language." said Greg, "The Language he used, was a dialect of Troll.". “What was the place called in Troll?" asked Caleb. "That would be 'Nertos Dox Fareous'." said Greg. "Anyways." said David, "Let's get going.". As soon as David said that, the gang started on their way to the Fort of the Dead. Meanwhile, in the Tunnels, the heroes had managed to get the information they needed. At that moment, Captain Abomtos and the Troops had arrived. "Oh Great!" Said Officer Morgan. "Finally." said Fortox, "The odds are now stacked against you.". "I wouldn't be so sure." said Broktar.
As soon as Broktar said that, he grabbed ahold of Fortox. "Troops, Hold your fire." said Captain Abomtos. All of a sudden, Fortox had hit Broktar right in the mid-section. That resulted in Broktar loosening his grip, long enough for Fortox to escape. "We shall meet each other soon." said Fortox, as he was running towards the exit. "You won't be going too far." said Zektus, as he tossed a homing device on Fortox. At that moment, the Undead Troops in the Tunnel attacked the Heroes. "Heroes, Defensive Position." Said Tirus. At that moment, the Cyclops had hit the Wall. "What was that for?" asked Officer Morgan. "Just clear out of here." said the Cyclops, "i'll hold them off.". "If you insist." said Broktar. "We shall go." said Kalzortus. That was where all of the heroes, except for the Cyclops had started on their way out of the tunnels. "Your efforts shall not be in vain." said Kalzortus. "C'mon, Let's get going." said Broktar. "i shall stay here with the Cyclops." said Optotorix. "You go along with the others." said the Cyclops, "i shall catch up with you later.". "Alright then." said Rotusor. That was where the heroes went after Fortox. "How far is it now?" asked Alan.
"I haven't the slightest." said Officer Morgan, "But we'll find out soon enough.". All the while, Fortox was activating the mechanism for the exit. "I shall be out of here, finally." Fortox said to himself, "and i don't have to deal with these so called 'Heroes'.". Meanwhile, outside of the tunnels, The "Fire Griffens" had reached the outskirts of the towns surrounding the Plains of the Kordoz. "How far is it to the Fort of the Dead?" asked David. "Aizortun says it's only 3 days ride from here." said Greg, "Whatever that means.". That was where a Ogre had appeared. "Oh great!" said Duane. "Let me handle him." said Caleb. That was where Caleb stepped forward to deal with the Ogre. "we come in peace." said Celeb, "We are here on a mission to stop the Master Of Zombies.". "Tell him about the Location we are headed to, Caleb." said David. "Right." said Caleb, "we are headed to a place called the Fort of the Dead.". "is that so?" said The Ogre, "i know of someone who can help.". "Who is this person of which you speak of?" Asked Caleb. "you'll find out soon enough." said the Ogre. Meanwhile, under the tunnels, all of the heroes, except for the Cyclops, had made it in time to see Fortox enter the Mechanism to leave the tunnels. That was where Fortox turned to face the Heroes. "If you plan on getting those parts." said Fortox, "You're Too late.".
"Not if we can help it." said Officer Morgan. As soon as Officer Morgan said that, he charged at Fortox. At that moment, Fortox's comrades had arrived. "Commander Fortox." said the Captain of the Transport, "get a move on, sir.". That was where Fortox headed to the transport. "Until next time, heroes." said Fortox, as he boarded the Transport. "Officer Morgan, Hold position." said Kalzortus. But Officer Morgan didn't listen. He grabbed ahold of Fortox, just when Fortox stepped into the Transport. "By the Gods!" Said Kalzortus, "This cannot be!". At that moment, The Transport started to head to the Fort Of The Dead. "Oh, Great." said Rotusor, "They're getting away.". "Not if i can help it." said Broktar. As Soon as he said that, he targeted the Transport.
"Hold your fire." said Tirus, "Officer Morgan's in the ship.". "Oh, Right." said Broktar. At that moment, Optotorix had arrived. "Optortorix." said Broktar, "What Happened?". "I have some bad news." said Optotorix, "The Cyclops had Died.". "By the Gods!" said Kalzortus, "This is a dark day, indeed.". "What shall we do now?" asked Broktar. "I have a idea." said Rotusor. "What would that be, Rotusor?" asked Tirus. "I know of someone who can help us." said Rotusor, "He is Tlowtox Ironhammer, a Goblin.". "where does he reside?" Asked Tirus. "He resides in a area to the east of here." said Rotusor. "Let's get a move on." said Optotorix. "I just hope Officer Morgan is alright." said Tirus. "Of Course he'll be alright." said Alan, "i knew him for years.". "If you say so." said Tirus. That was where the heroes went to Tlowtox Ironhammer's base. All the while, on the Transport, Officer Morgan had been surrounded by several Ghouls. "Alright, you rotting pieces of flesh." said Officer Morgan, "You and your masters shall not conquer this realm.". All of a sudden, Officer Morgan was hit in the back of the head by a zombie. "That ought to keep him quiet." said the Zombie. Meanwhile, the Heroes made it to Tlowtox Ironhammer's Base. At that moment, Aizortun and Scaltokas had appeared. That was where the Heroes were taken off guard by their appearance. "Aizortun!" said Tirus, "I might have figured you would be around.". "However did you know, young Tirus." said Aizortun.
"I could sense your dark energy." said Tirus. "You must know of my history, and my role as it involves the Territory Wars." said Aizortun. "Yeah, i've heard the news." said Tirus, "You betrayed the Humans to the Orcs.". "Hey, do you mind." said Optotorix. "Right, Optortorix." said Tirus, "i have also heard the news that you had helped the 'Shock Rangers' clan get some new weapons.". "indeed, i have done so." said Aizortun, "And now your quest ends here.". "yeah, like he said." said Scaltokas. As soon as Scaltokas said that, he raised his battle-axe. At that moment, Tlowtox Ironhammer had appeared. "Tlowtox." said Aizortun, as he turned to face Tlowtox, "i didn't expect to see you here.".
"Nor i." said Tlowtox, "Now begone from here.". "Not likely." said Aizortun. All of a sudden, Aizortun had tossed an energy ball at Tlowtox. Fortunately, Tlowtox had managed to dodge the attack. "Now It's time to teach you a lesson." said Tlowtox. As soon as Tlowtox said that, he pressed a button on his wrist-mounted computer system. "What's happening now?" asked Alan. "Tlowtox is armoring up." said Rotusor. "Armoring up?" Alan said, curiously. "Indeed." said Rotusor. That was where Tlowtox had completed the Armoring up sequence. In his armored mode, Tlowtox stood over 8 feet in height. There are weapons systems over most of the robotic Armor.
"I shall not ask you this." said Tlowtox, "You two must leave here, and never return.". "Make us." said Scaltokas. "Stubborn Minotaur." said Aizortun. That was where Scaltokas charged at Tlowtox. All of a sudden, Tlowtox lifted Scaltokas off of the ground. Tlowtox then tossed Scaltokas out of the area. "By the Gods!" Exclaimed Aizortun, "You shall not beat Me.". As soon as Aizortun said that, he launched another energy ball. The energy ball hit Tlowtox directly in the armor. Tlowtox retaliated by using his grappling hook mechanism. Tlowtox had tossed Aizortun to the ground. "What do we do?" asked Alan.
"I suggest we try to find a mode of transportation." said Rotusor. "If you are looking for a mode of Transportation." said Tlowtox, "there's one on the launch pad.". "That does it!" said Aizortun, "i shall use my ultimate attack.". As soon as Aizortun said that, he raised his staff in preparation for his ultimate attack. The ultimate attack is "Omega Storm". "Now you shall fall." said Aizortun. "Boom!", a shot rang out, and Aizortun's staff was broken in two. Everyone looked over directly at Alan. Alan was holding the Double-Barrelled Shotgun, which was smoking.
That was where Alan Cleared the Smoke from the Barrels. "You know." said Alan, "You should listen to the Goblin.". "You Foolish weakling!" said Aizortun, as he planted his staff in the ground, "Don't you know how long it took to create this very staff with the best type of wood and a special type of crystal, which was available.". "Your Point?" said Alan. "You shall pay for this!" said Aizortun. "I don't think so." said Tlowtox. As soon as Tlowtox said that, he went for Aizortun. "You think that i could be beaten so easily." said Aizortun, "We shall meet again.". As soon as Aizortun said that, he summoned a Griffen. The Griffen swooped down to pick up Scaltokas. "This isn't the last time you'll see me." said Aizortun, As he was riding off. "Shouldn't we chase after him?" said Alan. "Not to worry, human." said Broktar, "i have a feeling he'll be facing a larger threat.". Meanwhile, in another dimension, The Gate Master was watching the events. "Most impressive." said the Gate Master. That was where the Gate Master noticed some of the events on another one of the View screens. "i have a bad feeling about this." said the Gate Master.
The situation that the Gate Master is referring to, was the "Fire Griffens" had made it within the Borders of the Undead Territory. "I have better tell the heroes about this." said The Gate Master. That was where the Gate Master went over to the communications console. Meanwhile, at Tlowtox's base, the heroes had met Tlowtox. At that moment, a call came over the communications console. "i'll be right back." said Tlowtox. That was where Tlowtox went over to the Communications Console. "I'm Surprised that you did that." said Broktar. "Yeah." said Optotorix, "i thought that Broktar would be the one to try something like that.". "Do you Mind?" said Broktar.
"The most unusual things happen in this dimension." said Kalzortus. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "where on Earth have you been? the Troops were getting concerned. even the President had contacted this base.". "The President?" Asked Alan, "Well, the allies and i were in the tunnels under the Keep.". "Yeah, There was some sort of device that blocked communications." said Broktar. "Yeah." said Optotorix, "Not only that. we had a new ally join our side for a while, until his death.". "you mean that the Cyclops helped you." said Joseph. "yes, indeed." said Optotorix, "he sacrificed himself to help us.". "yes." said Kalzortus, "he died honourably.". That was where Tlowtox had come back from being inside the base. "guys." said Tlowtox, "There's someone you should meet.". "Alright." said Alan, “We're coming.". That was where the heroes had entered Tlowtox's base. "Alright, who is it you are referring to?" asked Broktar. "It is none other than the Gate Master." said Tlowtox. "Gate Master?" said Broktar, "i didn't expect to see you.". "Indeed." said The Gate Master, "So, you must be Alan Stukov.". “Indeed i am." said Alan. "So." said Kalzortus, "You are the Gate Master.".
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:57 Griffon-Knight The Adventures of Warrior Omega Part 2

"Alert, level 2." said the ship's computer. "Computer, where are the hostiles?" asked Captain Zordash. "Hostiles located ahead of ship, and to the left side." said the ship's computer. Just then, the ship was hit by several rockets. "all crew, prepare for defense." said Captain Zordash. "Sir" said Lieutenant Gotarus. "Yes, Lieutenant Gotarus." said Captain Zordash. "I have some bad news." said Lieutenant Gotarus. "What is it?" asked Captain Zordash. "Our Armor Walkers are Off-line. also they're beyond repair." Said Lieutenant Gotarus. "this is just great." said Captain Zordash. Just then, several more rockets had hit the ship. "Helmsman" said Captain Zordash, "Prepare Autocannons.". "Yes, sir." said Helmsman Mecator. Meanwhile, at the Arch Mage's tower, Alan, Officer Morgan, and Broktar had arrived in the main room.
"Ah, you must be the people my apprentice told me about." said Alex. At that moment, Broktar noticed something in the distance. "First of all, i would like to introduce myself." said Alex Johnson, "i am Alex Johnson. You three have already met my Apprentice, Lucas Sorbo.". "I am Tirus, Ranger Of the Town Of Chior." Said Tirus. "A Elf, I should have known." said Broktar, "I sensed her energy level when we were on the seventh floor.". "Actually, i'm a Half-Elf." said Tirus. "What do you mean by that, Broktar?" asked Alan. "My People, The Lizard Creatures, have a history with the Elves." said Broktar. "Yeah, Elves have a history with the Lizard Creatures." said Tirus. As soon as Tirus said that, she went for her Bow And Arrow, and aimed it at Broktar. That was where Broktar had aimed his weapon mount at Tirus. "Hold it." said Alan, "We're supposed to be on the same side.". "Sir." said Lucas, "There seems to be a disturbance in Orc Territory.”. "What is the disturbance?" asked Broktar. "apparently, the Shock Rangers are raiding a ship of some sort." replied Lucas. "Then we must do something about it." said Officer Morgan. "Yes, i agree, but you should be careful." said Alex. "What do you mean?" asked Officer Morgan. "The Shock Rangers are a dangerous clan. Their warriors ride upon creatures called Griontors." said Alex, "They also have weaponry from other dimensions.".
"Other dimensions?" Said Officer Morgan. "Yes, but we should go there to help out any survivors." said Alan. "It's agreed then." said Alex, "Tirus will show you the way.". As soon as Alex said that, Broktar, Alan, Officer Morgan, and Tirus had gone back down to the first floor, After Alex Convinced Tirus to go with the team. "I can't believe this." said Tirus. "What's that?" asked Alan. "It's Being stuck with a creature, such as Broktar." said Tirus. "Hey, just because Lizard Creatures and Elves have a history of being enemies, that doesn't stop our two peoples from reconciling our differences." said Broktar. Just then, Joseph had contacted Alan, via the comm-link. "Alan." said Joseph, "What's your status?". "We've just started our trip." said Alan, "But we have been informed about a disturbance in Orc Territory.". "Yeah, and the Clan that resides in the territory is the Shock Rangers." said Officer Morgan. "Shock Rangers." said Joseph. "Yes, Shock Rangers." Said Broktar, "We Must get a move on.".
"Yes, then you better get there." said Joseph, "I will contact you once you're in position.". Once Joseph said that, he ended the transmission. "Hey, i just realized something." said Broktar. "What's that?" asked Officer Morgan. "We don't have any mode of transportation." replied Broktar. "That's right." said Officer Morgan, "We couldn't use the police car, because it's in the Earth Dimension.". "So is my truck." said Alan. "I know of someone who can help." said Tirus. "Who's that?" asked Alan. "Rotusor the Rat-Man." Replied Tirus. "Rotusor?" asked Officer Morgan. "Yes, Rotusor lives in a encampment to the south of the Castle." said Tirus, "I'll go talk to Rotusor.". "We'll meet you on the way." said Alan. "I will accompany Tirus on her way to Rotusor's place." said Officer Morgan. "Alright, Officer Morgan." said Alan, "We'll start to head to the area where the disturbance is located in.".
As soon as Alan said that, he and Broktar started on their way. "Tirus, what is area where the Orc Territory is located in?" asked Alan. "it's Directly to the north." said Tirus, "go past the bridges and keep going north until you find two cliffs.". "is that where the boarders of the begin?" asked Broktar. "not quite, it starts a couple of meters off from it." said Tirus, "there is a sign stating that it is Orc Teritory.". "i understand." said Alan. That was where Alan and Broktar had started on the way to the Orc Territory. "Tirus, who is this Rotusor whom you speak of?" Asked Officer Mogan. "He's a good friend of Mine." replied Tirus, "he had helped my hometown from being invaded by Orcs.". Little did Tirus and Officer Morgan know that the Ghoul K'Dartok was following them.
"General Quotor." said K'Dartok, "i have something to tell you.". "What would that be?" Asked Quotor. "Apparently, the Half-Elf Ranger Tirus is getting involved." said K'Dortok, "and now Tirus and the human known as Officer Morgan are going to the base of the Rat-man Rotusor.". "this is most serious." said Quotor, "i'll send a squad of zombies in to deal with the human known as Officer Morgan and the Ranger Tirus.". "what shall i do, General Quotor." said K'Dortok. "Hold your position." said Quotor. At that moment, a squad of zombies had entered the main room of the Keep, where Quotor was located in. That was where the Captain of the Squad came Forward. "Sir, Captain Ghoulax reporting for duty, sir." said Captain Ghoulax. "finally, the troops i sent for have arrived." said Quotor, "i have a mission for you and your troops.". "what is it, sir?" asked Captain Ghoulax. "it seems that a group of warriors have started a quest to stop the Master Of Zombies." said Quotor, "so far, two of the warriors are headed to the base of the Rat-Man Rotusor. I want you to make sure they don't get any farther in their quest.".
"understood, sir." said Captain Ghoulax. At that moment, Quotor had moved into position to warp the troops into the Area. Meanwhile, outside of Rotusor's base, Tirus and Officer Morgan had made it to Rotusor's place. That was where Rotusor had noticed Tirus and Officer Morgan. "well, i'll be." Rotusor said To himself. That was where Rotusor went over to the Front door and opened it. "Rotusor." said Tirus as soon as she saw Rotusor. "ah, Tirus." said Rotusor, "it's been a long time.". "It sure has been a long time." said Tirus. At that moment, a squad of zombies had appeared in the area. "By the Gods." said Rotusor. "Finally, the targets." said Captain Ghoulax, "Alright Troops, surround and attack.". "Yes, sir." said the zombie troops, as they moved into position. "Oh, great." exclaimed Officer Morgan, "how did they get here?". "Apparently it's the work of General Quotor." said Rotusor. "Quotor?" said Officer Morgan, "who's that?". Just then, a zombie tried to jump at Rotusor. Fortunately, Rotusor managed to dodge the attack. Officer Morgan had unholstered both of his guns and aimed both at the Zombies.
"if i remember Correctly." said Officer Morgan, "to stop a zombie, aim for the head.". "where did you learn that?" asked Tirus. "That was from watching Zombie Movies." replied Officer Morgan. That was where most of the Zombies had surrounded Officer Morgan. "This should be good." said One of the Zombies. All of a sudden, The zombies had charged at Officer Morgan, Tirus, and Rotusor. "Bang!", "bang!". Shots rang out as several Zombies fell. Several Zombies had tried to gang up on Tirus. "Tirus, Watch Out!!" exclaimed Officer Morgan. just then, a zombie managed to injure Tirus. "Yaah!!" Tirus exclaimed as she fell to the ground. "Now for the Human and the Rat-man." said Captain Ghoulax. "how dare you harm a friend of mine." said Rotusor. As soon as he said that, Rotusor had charged at the remaining Zombies. "Rotusor, wait!" said Tirus. But before Rotusor could react, he was hit with a arrow from one of the Zombies.
"yaargh!!" Rotusor exclaimed when the arrow had pierced his shoulder. That was where Officer Morgan had moved into position. "trying to be the hero, eh, human." said Captain Ghoulax, "Zombies, attack.". Just then, the zombies had charged Officer Morgan. Officer Morgan had started charging at the zombies, with both guns blazing. "This is for harming Rotusor and Tirus." said Officer Morgan. While that was going on, K'Dortok was watching from a distance. "This is most interesting." K'Dortok said to himself, "the human seems to be quite a fighter.". Meanwhile, Broktar and Alan had crossed the bridge leading north into Orc Territory. "You're probably wondering how i had gotten these cybernetics." said Broktar. "How did you get those cybernetics?" asked Alan. "It was in the late 19th century, in your home realm of Earth." said Broktar, "when i had entered the realm by accident. the location i landed in, was England.".
"19th century England?" Alan Said, curiously. "i know it sounds strange." said Broktar, "during that time, i had encountered a time-travelling Mad Bomber.". “A time Travelling Mad Bomber." said Alan. "Yes, during the encounter, one of his bombs went off." said Broktar, "i tried to move it out of the way, but it went off, and it cost me my arm.". "how did you get the cybernetics?" asked Alan. "that was with the help of a alien warrior whom had arrived there centuries before." said Broktar, "ever since the incident, i didn't see the Mad Bomber ever again.". Just then, Broktar had seen something in the distance. "Computer." said Broktar, "access long range visual scan.". “Accessing long range scan." Broktar's computer Replied. "What on Earth is that?" said Alan.
That was where the Recon Patrol, lead by Sergeant Dorgarus had moved into position. "wait a minute." said Sergeant Dorgarus. "apparently there are two individuals in the distance." said Kalzortus. That was where Kalzortus had checked the viewscope. "Are you able to tell who, or what they are?" asked Dorgarus. "there is a human and a lizardman." replied Kalzortus. "a human and a Lizardman?" asked Kar'Gorto. "yes, young warrior, a human and a lizardman." said Kalzortus. "how were you able to recognize that there is a lizardman with the human?" Asked Dorgarus. "i have seen many different kinds of life forms throughout my life." said Kalzortus, "i have witnessed these lizard creatures, and some of the events in their civilization.".
"what events?" asked one of the members of the Recon Patrol. "one such event happened during the battles in the sister realm of this realm." said Kalzortus, "it was when a sacred object that the Elves had deep respect for, had been stolen.”. "what Happened next?" asked Kar'Gorto. "the Elves had suspected the Lizard Creatures of being the culprits." said Kalzortus, "it was later revealed that a clan Of Orcs had stolen the object known as the Vase Of Light.". "Why would the Orcs steal the Vase Of Light?" asked Dorgarus. Just then, Alan And Broktar came closer to the Recon Patrol. "Well, I'll Be." Broktar said, "it's a patrol of Kor'Drakk Warriors.". "Kor'Drakk?" said Alan. "yes, it just so happens that a member of their people had helped me get these Cybernetics." said Broktar.
Just then, Kalzortus came forth from the Recon Patrol. “Wait a minute." said Kalzortus, "is that you, Broktar?". "Kalzortus?" said Broktar. "Well, i'll be." said Kalzortus, "it is you.". That was where Broktar and Kalzortus came forward, and started acting like old friends, which, in fact, they are. Alan was standing there, with a rather confused look. So were the other members of the Recon Patrol. "it's sure been a long time." Broktar said to Kalzortus. “Yeah, it's been 500 years." said Kalzortus. "500 years?" Alan Asked, curiously. "yes, young human." said Kalzortus, "500 years ago, i had met a young Lizardman by the name Of Broktar.". "yes, it was during a time of conflict between my people and the Elves." said Broktar, "the Events took place in a dimension that just so happens to be the sister realm of this realm.".
"hey, wait a minute." said Alan, "Broktar, when you told me the events in which you got your cybernetics. The events you said, took place in the late 19th century, in England.”. "Yes, what about it?" asked Broktar. "How were you able to arrive in England during the Late 19th century?" asked Alan. At that moment, Captain Zordash had contacted the Recon Patrol. "Sergeant Dorgarus." said Captain Zordash. "yes, Captain." said Sergeant Dorgarus. "There's a situation here at the ship." said Captain Zordash. "The Orcs must be near." said Broktar. "how would you know, Lizardman?" said Captain Zordash. "we were told by Tirus the Ranger." said Broktar. "we were on our way to the site of a crashed object in Orc Territory." said Alan.
"the Object you are referring to, is our ship." said Dorgarus, "how dare you insult the Kor'Drakk cruiser 'Dragon Fire', the glory of the Kor'Drakk Armada.". Just then, Dorgarus had attempted to strike down Alan for the perceived insult. "stand Down, Dorgarus." said Kalzortus. "What do you mean, Kalzortus?" said Dorgarus. "you're letting pride cloud your judgement." said Kalzortus, "you must learn to control your emotions.". "if you insist." said Dorgarus. After Dorgarus said that, she started heading back to the cruiser. "i must apologize on Dorgarus's behalf, and on behalf of our patrol." said Kalzortus, "Dorgarus tends to get riled up whenever someone insults the Kor'Drakk, its People, Army, or its Technology, or even the home planet.".
"we've better get a move on, if we are to be of any help." said Alan. "That's Right." said Broktar. "why don't you hop on-board." said Kalzortus. "On-Board?" said Broktar. "yes, on-board the Drakkus 7." said Kalzortus. The Drakkus 7 is a 4-wheeled recon vehicle. Its features include a cloaking device. "i just hope we can get there in time to be of any help." said Alan. That was where Alan, Broktar, And Kalzortus started to make their way to the Kor'Drakk cruiser. Meanwhile, at Rotusor's place, the zombies were shot down by Officer Morgan. "you won't be able to stop the Master Of Zombies." said Captain Ghoulax. As he was saying that, he looked over at Tirus and Rotusor. Then he looked back at Officer Morgan. That was where he started moving towards Officer Morgan.
"it seems your friends are in a bad position." said Captain Ghoulax, "you shall not proceed any farther.". As he was moving closer, Captain Ghoulax had reached for his battle-axe. "The Master Of Zombies shall thank me for eliminating these so-called 'heroes'." said Captain Ghoulax. "you won't stop us." Said Officer Morgan, as he was reloading his guns. "alright you rotting piece of flesh." Officer Morgan said under his breath, "just a moment longer.". That was where Captain Ghoulax has started to quicken his pace. At that moment, Tirus had managed to toss an arrow in Captain Ghoulax's path. The Arrow that Tirus tossed, had crossed the path of Captain Ghoulax. At that moment, Captain Ghoulax had tripped over the arrow. "Arrgh." Captain Ghoulax said, as he fell to the ground. "now's your chance, Officer Morgan." Tirus said to Officer Morgan. that was where Officer Morgan had gotten into position. "Alright, you rotting piece of flesh." said Officer Morgan, "get up.".
As he saying this, he aimed both of his guns directly at Captain Ghoulax's head. "human, why do you even bother with this talk?" Captain Ghoulax said to Officer Morgan. Once he said that, Captain Ghoulax went for his Battle-Axe. "Don't even bother trying to get your axe." said Officer Morgan. While Officer Morgan was dealing with Captain Ghoulax, the Ghoul K'Dortok was moving closer to the scene. "i must help Captain Ghoulax." said K'Dortok. Just then, the archers whom were stationed at the south wall of the castle had come back from the armory. "wait a minute." said one of the archers. "what is it, Greg?" another one of the archers asked Greg, "it looks like a ghoul is fighting Officer Morgan." said Greg, "not only that, it looks like a Half-Elf and the Rat-Man Rotusor are in the area. It looks like they're injured.".
"We've better do something to help them." said one of the archers. Just then, the Knight Dante Morgan had come onto the Wall. "What's going on?" asked Dante. "it Seems that there is a situation going on just outside Rotusor's place." said Greg. "i shall get a squad of troops ready." said Dante. Just then, one of the archers had noticed the Ghoul K'Dortok. "hey guys." the Archer said, "there seems to be a ghoul here.". At that moment, K'Dortok had noticed the Archers at the wall. "Oh, Great." said K'Dortok, "hey, Captain Ghoulax, you've better hurry up and finish off the Human, the Half-Elf, and the Rat-Man.". "yeah, yeah." said Captain Ghoulax, "i'm on it.". After he said that, he went for his secondary weapon, which is a short sword.
"hold it right there." said Officer Morgan. "You won't stop me from completing my mission." said Captain Ghoulax. As soon as he said that, he charged at Officer Morgan. "for the Glory of the Master Of Zombies." Captain Ghoulax exclaimed as he charged at Officer Morgan. "watch out!" exclaimed Tirus. Just then, Officer Morgan had managed to dodge out of the way of Captain Ghoulax's charge. "huh." said Captain Ghoulax, "how are you still able to move?". Little did Officer Morgan, Tirus, and Rotusor realize that Captain Ghoulax isn't the only undead creature in the area.
All of a sudden, K'Dortok had started charging towards the area where Officer Morgan, Tirus, Rotusor, and Captain Ghoulax are located in. All the while, the archers were firing at K'Dortok. Just then, K'Dortok had turned to face the Archers and the barrage of arrows. K'Dortok then took a Blade Disc from his belt and tossed it at the archers. The Blade Disc is a circular disc weapon with a curved blade on each section. "incoming Projectile!!" exclaimed one of the archers. As soon as the archer said that, the archers had put up their shields, in a attempt to block the Blade Disc. But it was too late, the Blade Disc had managed to hit its target, as it sliced through several of the Archers' Armor.
"auggh!!" exclaimed the injured Archers as they fell to the floor, next to the outer edge of the wall. "someone get the healer up here." said Greg Myers. That was where one of the archers had started on his way to get help. Meanwhile, at the site of the crashed Kor'Drakk cruiser, Kalzortus had joined with the rest of the crew. All of a sudden, one of the Orcs had targeted Kalzortus. "this should be good." The Orc Said, as he loaded a missile launcher. "Helmsman." said Captain Zordash, "What's the status?". "i'm getting several incoming projectiles." said Helmsman Mecator, "they're coming in from Starboard Side.".
Just then, several rockets hit the cruiser right below the Autocannons on the starboard side. "ka-boom!!" the rockets hit directly at the shields, which rocks the ship. "Chief Engineer Jor'Dorus." said Captain Zordash, "how are you and the crew doing on the engine repair?". "Warp coils are nearly repaired." Replied Jor'Dorus. At that moment, Kalzortus had contacted Captain Zordash. "sir." said Kalzortus, "recon Patrol Alpha reporting in.". "Kalzortus, what's your status?" asked Captain Zordash. "Apparently, this realm has many different cultures." said Kalzortus. "Cultures?" asked Captain Zordash, "What kinds?". "there is a medieval type of area to the south of this area." said Kalzortus. At that moment, several Orc warriors came charging at the recon patrol, Alan, and Broktar. "For the glory of the clans!!" one of the Orc Warriors exclaimed. "warning: incoming hostiles", Broktar's computer said. "i suggest we defend ourselves." said Broktar, as he was getting into defensive position.
"Kor'Drakk Warriors, begin defensive maneuvers." said Sergeant Dorgarus. As the Kor'Drakk Warriors were getting into defensive position, Xeintox had motioned for his Gatling cannon artillery crews. "Alright, Comrades." said Xeintox, "move into position.". "yes, sir." said the Artillery Crew Captain. That was where Broktar had noticed that the Artillery crew was moving towards the rear of the cruiser. "guys." said Broktar, "there seems to be a artillery crew headed towards the rear of the ship.". "oh, great." said Dorgarus, "if they make it to that part, they'll be able to knock out the external propulsion system.". "aren't there any shields in that area, or at least some way of defense in that area." said Alan. "There's only a couple of chain guns and an energy shield protecting the external propulsion system." said Dorgarus. "i'll help defend the position." said Kar'Gorto. Little did the Kor'Drakk crew, the Recon Patrol, Alan, Broktar, and the Orcs realize that the Battle Knight Was Watching the situation. "Most Impressive." The Battle Knight said to himself, "these Orcs have some powerful weapons.". Just then, Quotor had contacted the Battle Knight.
"Battle Knight, What is your position and status?" Asked Quotor. "I'm Outside the site of a c rashed Alien ship." said the Battle Knight. "Crashed Alien ship?" asked Quotor. "yes, a alien ship." said the Battle Knight, "I'm not waiting.". As soon as the Battle Knight said that, he had unsheathed the Skull Sword, and started charging towards the site. That was where one of the Orc Warriors had noticed that the Battle Knight was charging towards the site. "sir." said the Orc, "the Battle Knight is approaching.". "Prepare defensive maneuvers." said Xeintox. That was where two Artillery crews moved into position, Along with a squad of Orc Warriors, both on Griontors and on foot. "all troops, fire upon the Battle Knight." said the Artillery Crew Captain. That was where every troop in the defensive position started firing at the Battle Knight.
"pow", "Pow". Each of the shots from the Artillery cannons had hit the Battle Knight. However, the Gatling cannons had no effect on the Battle Knight and his armor. "that can't be possible." said one of the Orcs. "this guy isn't going down." said another Orc. That was where several rocket launcher wielding Orcs moved into position and fired upon the Battle Knight. "That should do it." said the Artillery Captain. All of a sudden, the Orcs had started to see a shadow emerge from the shadowy Smoke. It was that of the Battle Knight. "is there anything that he can do to stop him." said one of the Orcs. "Look guys." said another Orc, "it looks like most of the Battle Knight's armor is heavily damaged.".
The Battle Knight's Armor had sustained heavy damage, including his helmet. "hey guys." said one of the Orcs, "we might have a chance of beating this guy.". All of a sudden, one of the Orcs had seen the Battle Knight Start to recover his armor. The Battle Knight's Armor is created from Dark Powers. It can recover itself, using the Dark Powers. As the Battle Knight's Armor was repairing itself, he looked down at his tunic. He had remembered that there was a cut on the tunic, right over his chest. "it's been years." the Battle Knight Said to himself, "that i faced Joseph Barker.". The events that the Battle Knight is referring to, happened many, many years ago. It was when the Battle Knight had battled the Knight Lord Joseph Barker. The Battle had left the Battle Knight with a scar on his chest.
That was where Quotor had managed to contact The Battle Knight. "Battle Knight." said Quotor, "return to base immediately.". "Not until i finish what i have started." said the Battle Knight. "Get Back here immediately." said Quotor, "the Master Of Zombies is expecting you here at the Undead Keep.". "the Master Of Zombies is there?" said the Battle Knight. "the Master Of Zombies is there?" said the Battle Knight. "yes, and he's waiting for you." said Quotor. "If you insist." said The Battle Knight. That was where the Battle Knight had faced the Orcs, Broktar, The Crew of the "Dragon Fire" and Alan.
"Until Next Time." said the Battle Knight. Once he said that, he started to head towards the Undead Keep. "Who was that?" Asked Alan. "i haven't the slightest." said Kalzortus, "Even in all my years. i have seen hundreds of worlds and hundreds of people. Never before have i seen a being such as him.". That was whee the Orcs had turned to face the crew of the Kor'Drakk cruiser, Alan, And Broktar. "All Warriors." said Dorgarus, "Prepare to defend the ship at all costs.". Once Dorgarus said that, she and the Warriors had readied their weapons. All of a sudden, an Orc Warrior came forth from the clan. "All Warriors, Hold your fire." said Xeintox. "What on Earth?" said Alan. At that moment, Joseph had contacted Alan, Via the Comm-link. "Alan." said Joseph, "What's your status?".
"Officer Morgan and i had arrived in Octiviox." said Alan, "i am currently at the site of an crash landed alien cruiser.". "interesting." said Joseph, "what else had happened? Were you able to find the creature that stole the parts?". "i haven't found him yet." said Alan, "but i have a idea where he might be at.". "Oh, Really now." said Joseph, "where would that be?". "Well, when the Knight was talking to the Dark Being, The Dark Being said something about an Undead Keep." said Alan. "an Undead Keep?" asked Joseph. "i haven't the slightest what that is." said Alan. Just then, the Orc Warrior had reached the Kor'Drakk Cruiser. "What On Earth?" said Alan. "On behalf of Captain Xeintox, Leader of the Shock Rangers clan, and on..." said the Orc Warrior. But before the Orc Warrior could finish the sentence, Broktar had grabbed him by the throat, and started to lift him into the air.
"Alright you slimy...." said Broktar. "Hold it, Broktar." said Alan, "let the Warrior speak.". "If you insist." said Broktar, as he put the Warrior back on the ground. "Continue with what you are saying." said Alan. "As i was saying." said the Orc, "On Behalf of Captain Xeintox and the Shock Rangers, Captain Xeintox wishes to apologize for any inconvenience the situation has caused.". “Apologize." said Broktar, "for What? Trying to raid this ship.". As Broktar was saying this, he aimed his weapon mount at the Orc Warrior. "Apparently, there is something more to this situation that what it appears to be." Said Kalzortus. Meanwhile, in another Dimension, The Gate Master had seen the recent events. "It is time." said the Gate Master, "That i meet Alan in person.". That was where the Gate Master Realized that if he was to leave the portals unwatched, creatures from all dimensions could cause chaos.
"Hmm, how shall i meet Alan." said the Gate Master, "without leaving the Portals unwatched.". Meanwhile, at the Kor'Drakk cruiser, The Orc Warrior had sent a message from Xeintox, Leader of the "Shock Rangers" clan to Captain Zordash of the Cruiser "Dragon Fire". "I still don't trust these Orcs." said Broktar. "After witnessing the events in your homerealm, i couldn't really blame you." said Kalzortus, "Maybe you should let them have a chance to prove themselves.". "Maybe you're right." said Broktar, "Who knows. Maybe they might prove to be worthy allies.". That was where Captain Zordash had contacted Dorgarus. "Dorgarus, What is your status?" asked Captain Zordash. "It seems that the Orcs have stopped the attack." said Dorgarus, “and the Clan leader has sent one of his warriors to negotiate a possible alliance.".
"Allow them to enter the Ship." said Captain Zordash. "But, Sir." said Dorgarus, "they just attacked our ship.”. “they may be able to prove themselves." said Kalzortus. "i would have to agree with Kalzortus." said Kar'Gorto. "Then it's agreed." said Captain Zordash, "escort the warriors inside.". That was where Xeintox, leader of the "Shock Rangers" clan came forth from the Orc Clan. "so, your leader has decided to accept my proposal." said Xeintox. "Why, you Slimy..." said Broktar. "Hold it, Broktar." said Alan. "it seems your lizardman friend is a bit of a hothead." said Xeintox. After Xeintox said that, he started to head towards the Kor'Drakk Cruiser.
Meanwhile, in the Town Of Chior, Aross was having a meeting in the main room of the Town Hall with his advisors. "sir." said one of the Advisors, "we must improve our defenses if we are to stand a chance against the forces of the undead.". "by the way." said another one of the Advisors, "how is your sister?". "the last i heard from her." said Aross, "was that she was headed to the Arch Mage's Tower. I haven't heard from her since then.". Just then, Gretack the Ogre had entered the scene. "Gretack." said Aross, "What in the Realms are you doing here? You're supposed to be guarding the Bridge.". "One of the Advisors told me to see you." said Gretack, "I had also made sure that the bridge is still being watched.".
Meanwhile, at Rotusor's base, Captain Ghoulax and K'Dortok had retreated from the base. "that was unusual." said Officer Morgan. That was where Sir Dante Morgan had arrived on the scene with the healer with him. "Ah, Comrade." said Sir Morgan, "i have heard so much about you.". "How on Earth do you know about me?" asked Officer Morgan, "i have only just arrived here not too long ago.". "Never mind that." said Sir Morgan, "lets get you guys healed up.". That was where the Healer had proceeded to heal Officer Morgan, Tirus, and Rotusor. Meanwhile, back at the Kor'Drakk Cruiser, Xeintox had been escorted to the Ready Room section of the Cruiser. "So what you're Saying." said Captain Zordash, "is that, if we were to join forces with you, we would get the help of great warriors.". "Basically." said Xeintox, "not only that, my warriors know more about this land then even your recon patrol, or even your Probes could tell.".
"How dare you insult our people?!" exclaimed Sergeant Dorgarus. "Dorgarus, You're doing it again." said Kalzortus, "You're letting your pride cloud your judgment.". "Ha hah." said Xeintox, "it seems i have riled up one of your troops.". "The boss tends to do that." said one of the Orc Warriors. "Yes, apparently so." said Kalzortus. Just then, Joseph had contacted Alan. "Alan." said Joseph, "What's your status?". "i'm inside the Kor'Drakk cruiser." said Alan, "the Orcs have stopped fighting against the Kor'Drakk.". "the Orcs have stopped fighting." said Joseph, curiously. "they're going over a proposal for an alliance." said Alan. Meanwhile, at the Desert Base Of The Barbarian Tribe, the council had assembled. That was where Clint Orons, King of the Tribe, had stepped forward. "Comrades." Clint Orons said, "It is time for all of the tribes to unite, and stand against the oncoming Forces Of Darkness.". "Sire." said Deronix. "Yes, Deronix." Said Clint. "There seems to be a messenger waiting outside the borders." said Deronix. "Allow them to enter." said Clint. That was where Deronix went to the Outer Gates, and informed the messenger to come see the King in person. Meanwhile, at the Kor'Drakk Cruiser, The Kor'Drakk Captain Zordash, and the Orc Warrior Xeintox had signed the Aliiance. "This shall mark the beginning of a new era." said Xeintox. "Sir." said Mecator, "Kor'Drakk High Command is contacting this ship.". "Bring it on screen." said Captain Zordash.
That was where the vid-screen in the ready room came on-line. The Kor'Drakk Commander-In-Chief, Vor'Tosus had contacted the crew. "Captain Zordash." said Commander-In-Chief Vor'Tosus. "Commander Vor'Tosus." said Captain Zordash, "I was thinking of contacting you.". "i have some bad news." said Vor'Tosus. "what would that be?" asked Captain Zordash. "Our Homeplanet, Dracronus, was destroyed." said Vor'Tosus. "By the Gods." said Captain Zordash, "When did this happen?". “It was a hour ago." said Vor'Tosus. "How Could this happen?" said Gotarus, "who has done such a thing?". "It was the Slortaxons." said Vor'Tosus, "Not only that, but a pirate crew.". "A Pirate crew?" Said Kar'Gorto. "This is a dark day, indeed." said Kalzortus. "What is the pirate crew?" asked Kar'Gorto. "The Crew is comprised entirely of humans." said Vor'Tosus, "their captain is Amadeus Ironside. The ship's name is 'Gatronus'.".
"Humans." said Captain Zordash, "I should have known better.". "Captain." said Kalzortus, "Don't let your distrust of humans prevent a new era from dawning.". "Apparently humans had been responsible for this situation." said Captain Zordash, "i say we deal with the Humans.". "I wouldn't be so certain about the humans." said Kalzortus, "Not all humans are bad.". "Name a example." said Captain Zordash. "One such example is the human whom is with us." said Kalzortus. "What is his name?" asked Captain Zordash. "I actually didn't get to ask his name." said Kalzortus. "That was bright." said Broktar. "Apparently, you still haven't lost your comments." said Kalzortus. That was where Alan had stepped forward.
"Human, What is your name?" asked Captain Zordash. "It is Alan Arthur Stukov." Replied Alan. “Stukov?" said Captain Zordash, "How interesting.". "Sir." said Kalzortus, "We should start to rebuild our homeworld.". "That's a good idea." said Vor'Tosus. "Hey, Wait a minute." said Alan. "What's that?" asked Kalzortus. "Vor'Tosus's Voice Sounds familiar." replied Alan. "What do you mean?" asked Gotarus. "Ah, so you recognize my voice." said Vor'Tosus, "Maybe this might help.". As soon as Vor'Tosus said that, he started to transform. "What on Earth?" said Alan, as he watched Vor'Tosus transform into a human form. That was where Vor'Tosus had fully Transformed into a human form. "So, do you recognize me now." said Vor'Tosus. "What on Earth?" said Alan, "You Couldn't possibly be my teacher.". "Indeed i was." Replied Vor'Tosus. "What do you mean, Vor'Tosus?" asked Kar'Gorto.
"I was once a teacher at a school on the Planet Of Earth." said Vor'Tosus, "It was there, where i had taught history to a young Alan Stukov.". "Is that so." said Captain Zordash, "Apparently you seem to trust humans too much.". "Captain Zordash." said Vor'Tosus, "it seems you haven't lost your distrust of humans.". "I might have figured you would say so." said Captain Zordash. "Now then." said Vor'Tosus, "Let's Get a move on.". "For What reason?" Asked Kalzortus. "Apparently the patrol has been interrupted." said Vor'Tosus. "Yes, we were getting to that." said Kalzortus. "Kalzortus is right." said Dorgarus, "but we were side-tracked when we inadvertently entered a wormhole, and entered into this dimension.".
"Not only that." said Kar'Gorto, "we had encountered a clan of Orcs.". "yes, and also the ship had suffered moderate damage around the ship." said Captain Zordash, "we were doing the repairs when the orcs had attacked.". “yes." said Vor'Tosus, "well, you've better get a move on.". "There's one last thing." said Kalzortus, "there's the matter Of the Master Of Zombies.". "The Master Of Zombies?" asked Vor'Tosus. "yes, the Master Of Zombies." said Captain Zordash, "All we know is that he is a dark being.". "Apparently so." Said Vor'Tosus, "if you wish, you can remain in that dimension.". "We may need reinforcements." said Gotarus. "We shall see what we can do." said Vor'Tosus, "When he have supplies for you, we shall warp it to you.". "What about troops?" asked Dorgarus. "unfortunately, we can't spare any troops at the moment." said Vor'Tosus. "Why is that?" asked Dorgarus. "For one thing." said Vor'Tosus, "most of the troops were killed in the battle against the Slortaxons and the Pirate crew.". "Of course, this realm may make a suitable location for a outpost." said Gotarus. "you may be right." said Vor'Tosus. "then we shall send you the data for the Alliance." said Captain Zordash. "It shall be done." said Vor'Tosus, "When we have available supplies and troops, we shall warp them to you directly.". Just then, A Kor'Drakk Warrior had entered the room where Vor'Tosus was located in.
"Sir." said the Kor'Drakk Warrior. "Yes, Comrade." said Vor'Tosus. "All of the Repairs have been completed." said the Warrior. "Most Excellent." said Vor'Tosus. Meanwhile, at Castle Diroctor, King Anderson's Daughter, Heather Anderson, had arrived at the castle. "Finally, you have arrived." said Ortonk, "i was starting to get worried about you.". "how have you been?" asked Heather. "I have been great." said Ortonk, "although these events have been a bit stressing, not only on me, but on the other residents of the castle.". At that moment, Sir Dante Morgan had entered the area. “M'Lady." said Sir Morgan, "it is good to see you.". "it is good to see you, too." said Heather. At that moment, King Anderson had entered the Area. "Father." said Heather, as she headed towards King Anderson. "It is good to see you." said King Anderson, "How was it with your Uncle and Cousin?". "It was excellent." Said Heather, "Duke Arthur sends his regards.". "Sire." said one of the Archers.
"Yes, what is it?" asked King Anderson. "The Heroes haven't returned from the object in the distance." said the Archer. That was where Officer Morgan, Tirus, and Rotusor had started on their way to the Crash-landed Kor'Drakk Cruiser. "I'll Come along." said Dante. "It's much better that you stay here, at the Castle." said Tirus. "then allow us to help by sending troops." said Sir Morgan. "That won't be necessary." said Officer Morgan. That was where the trio continued on their way. That was where Alex Johnson had arrived at the Castle. "Greetings, Alex." said King Anderson. "Greetings, King Anderson." said Alex Johnson. "Any news of the Heroes?" asked King Anderson.
"I haven't heard from Alan and Broktar." said Alex, "Or even Tirus and Officer Morgan. I have sent a messenger to the Barbarian Tribe.". “Excellent." said King Andrson, "Do you really think the Barbarians would be a worthy ally?". "Of Course." said Alex Johnson, "The Barbarians are Strong Warriors.". Meanwhile, at the crash site of the Kor'Drakk Cruiser, the orcs have left the ship. "I'm surprised." said Kalzortus. "What do you mean?" asked Gotarus. "I mean I'm surprised that this situation hadn't gotten any worse than it was." said Kalzortus. "whatever makes you say that?" said Broktar. "when i was in Artiox, i had encountered a clan of Orcs." said Kalzortus, "i had found those Orcs to be a bit Brutish.". "Is that so." said Broktar. "Of Course, Orcs can also make great Allies." said Kalzortus, "Even though Orcs can be a bit brutish.". "Oh, Really Now.” said Kar'Gorto. "Let's get going." said Dorgarus. Meanwhile, at the Undead Keep, The Battle Knight had arrived at the Keep. Quotor was waiting at the gate for him. "What in the Dark Realms were you trying to do?" asked Quotor. "Whatever do you mean?" said the Battle Knight. "You know what i mean." said Quotor, as he looked at the Battle Knight with one eyebrow raised. That was where Ghoultor had appeared at the gate. "Ah, Ghoultor." said Quotor, "About time you have gotten here.". "The Master Of Zombies wants to see both of you, Immediately." Said Ghoultor. "Is that so." said Quotor. "yes, indeed." said Ghoultor. That was where Ghoultor, Quotor, and the Battle Knight went into the Undead Keep.
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:55 Griffon-Knight The Adventures of Warrior Omega Part 1

The Adventures Of Warrior Omega
By Ryan Baker
Date: May 16, 2000
Location: South Eastern Part Of The U.S.
It was a normal day In May, when Alan Arthur Stukov, trucker for the company "Aconor Trucking Ltd." was on a delivery. Alan was on his way down to Florida. Meanwhile, at a army base, not far from Florida, Alan's brother, Joseph Stukov, had just finished a training exercise with some new recruits.
"Excellent Work, Soldiers." said Joseph. Just as Joseph said that, Sergeant Caleb Anderson had entered the scene. That was where Joseph Stood at Attention and Saluted Sergeant Anderson. "At Ease, Joseph." Said Sergeant Anderson. "Sir, I hadn't expected you to be on the field. I thought you still had work to do at the barracks?" Said Joseph. "I had Just finished that work you are referring to." said Sergeant Anderson, "Next on my list was a inspection of the Training exercises. By the way, how is your brother?".
"He's Doing Alright sir." Said Joseph, "He said he was on a delivery to a diner, not far from here. As for the training exercises, We've just completed the first part.". "Excellent, were there any problems?" Said Sergeant Anderson. While Sergeant Anderson and Joseph were going Over the inspection, Alan Stukov had just passed the Florida State Border, on the way into Florida. While Alan Was driving, he had the radio on. One particular song was "Puttin' the Dark Back into the night" By Sawyer Brown. Alan was singing along with the Song. That was where Bobby Raynor, a friend of Alan, and a fellow truck driver, came over the C.B. Radio. "Hiya Alan." Said Bobby. "Bobby, Is that You?" Asked Alan. "Of Course it's me, Alan." replied Bobby. "I didn't recognize you there for a moment.” said Alan, "How have you been all this time?".
"I'm doing great." replied Bobby. As Bobby and Alan were talking, Alan noticed someone in the distance. "I wonder whom the Person is?" Alan Said to himself, "It's Probably an illusion.". Meanwhile, in the distance, the person was going over his mission statement. "This should be interesting." The person said to himself, "The boss shall be pleased once the mission is completed.". As soon as the person said that, he started watching and waiting for when the coast is clear. Little did the person realize that there was a biker gang headed his way.
"Alright guys, the diner's not far off." said the leader of the biker gang. The Biker gang leader was a leader whom seemed to have a ruthless side to him, but on the other hand, a bit honourable. The gang he leads is a rough and tumble bunch. Meanwhile, Alan had just entered the area where the diner was located at. That was where he had seen Bobby Raynor at the parking lot of the diner "Diner of the Clouds". "Hi Alan." replied Bobby. "Hi Bobby." said Alan as he parked his truck and had gotten out of the truck. "Just let me go see the owner for a moment. I'll tell her i'm here." said Alan. "I'll come with you.” said Bobby. Meanwhile, the biker gang had just passed the Florida state border. That was where the lead biker had noticed a person in the distance. That person was the same person Alan had seen earlier. "Hey guys." said the lead biker, "It looks like we have a new target to rough up.". That was where the biker gang moved towards the person. Then one of the bikers had tossed a chain at the person. That was where one end of the chain had wrapped around the person.
"What matter of magic is this?" said the person. As soon as the person said that, he fell to the ground as the biker wielding the chain sped up. As a result, The person started to slide along the ground, getting dragged by the biker. Little did the bikers realize that the person isn't who he seems. All of a sudden, the person had managed to free himself from the chain. Just then, one of the bikers notices that the person had freed himself from the chain. "Hey Guys, it looks like our target is out of the chains." said the biker. As soon as the biker said that, he and the rest of the bikers turned right around and face the person. "You shall not stop me from completing my mission." said the person, "For The Glory Of The Master Of Zombies.". "The Master Of Zombies?" said the Gang Leader. "What do you say guys?" asked one of the Bikers. "I say we take this guy down." Said another biker, "What about you, boss?". "you're Right." said Greg Anderson, the biker gang leader.
That was where the gang had surrounded the person. "Alright, Bring it on." Said the person. That was where the person got into a defensive stance. Meanwhile, at Castle Diroctor, in the Dimension of Octiviox, King Eduardo Anderson had called for His Councillers. "Sire, State the reason why you have called for us." said John Taylors. "I have called you because of a major event." Said King Anderson. "What would that be, sire?" Asked John Taylors. "The Reawakening of the Master of Zombies." replied King Anderson. "The Reawakening, sire?" Said another Councilor. "Yes, the Reawakening." Said King Anderson, "It was 175 years ago this very month, when the Master of Zombies had attempted to plunge this realm into darkness. It was only with the help of the Knight Lord Joseph Barker and his sword, called the 'Omnolight', that stopped the Master Of Zombies and his minions of Darkness.". Meanwhile, back in Florida, The Biker Gang had managed to do some damage to the person. That was where on of the bikers had knocked the person down.
As soon as the person fell down, part of his mask was torn off, revealing his actual form underneath his mask. "What on Earth!?" Said one of the bikers, as he had noticed the torn piece of the person's mask. "I Guess you humans have figured out my secret." Said the person. "What Secret?" Asked Greg. "i am not from this realm." said the person. As Soon as the person said that, he took off his mask. "What the..." said one of the bikers as they witnessed the person transform into his actual form. As the Person Transformed, he also changed sizes. "Let's get him guys." said another biker. As soon as the biker said that, the gang attempted to rush at the person. Little did the gang realize that the person, in his actual form, is much stronger. That was where the person had finally transformed into his actual form. His Actual form is that of an undead creature. His entire body is covered in decayed flesh, and has a arch in the back. There are several sword slices in his body. He is a hulking Creature, standing over seven feet in height.
That was where one of the bikers had attempted to attack the creature. All of a sudden, the creature raised his hand. "Alright, i will see you pay for trying to mess with me." said the creature, "but first, allow me to introduce myself. My name is Ghoultor.". "What do you say boys?" one of the bikers said. "Leave 'im to me" Another biker said. The biker is named Caleb Raynor. "Caleb, What do you have planned?" asked Greg. "I'm planning on taking him down with my power." said Caleb. "Alright Then, Show him that no one messes with the Fire Griffens." Said Greg.
That was where Caleb picks up several pieces of equipment from his motorcycle's side pack. The Equipment included a shotgun, a chain, and a Brass knuckle. As soon as Caleb picked up his gear, he started walking towards Ghoultor. "This Is Gonna be Fun." Caleb Said as he walked towards Ghoultor. As Caleb Walked towards Ghoultor, he equipped the brass knuckle on his right hand. Meanwhile, at the diner, "Diner Of The Clouds", Alan And Bobby were going over old times. That was where Officer Adam Morgan had entered the diner. Officer Morgan was a "Take Charge" kind of person. He had his regular equipment with him. All of a sudden, a call came over the radio in Officer Morgan's police Car. "I'll Be Right Back." Said Officer Morgan, as he headed towards the Police Car. That was where Officer Morgan had Picked up the comm-link in the police car. "Calling all available Officers." the voice from the other end said, "there's a fight going in the vicinity of the local military base.". "I'm on my way." said Officer Morgan. That was where the biker gang and Ghoultor had managed to take the fight even closer to where the diner was located at. Meanwhile, back at the diner, Alan had just started unloading his delivery.
Just then, Bobby had noticed something in the distance. It was the biker gang and Ghoultor fighting in the distance. As the Gang was fighting Ghoultor, Ghoultor had managed to toss several of the Gang Members. Just Then, Officer Morgan had arrived at the scene. "What The..." Officer Morgan said to himself. That was where Officer Morgan had called in for back-up. After Officer Morgan did that, he tried to break up the fight. "Alright, Break it up, all of you." Said Officer Morgan. That was where Ghoultor had turned to face Officer Morgan. "Good Thing i called for Back-up, before stepping out of the Car." Officer Morgan said to himself, "I just hope they can arrive in time.".
Just Then, Ghoultor had charged at Officer Morgan. Officer Morgan immediately moved out of the way. At that moment, Ghoultor came crashing into the police Car. "Alright, whoever you are, You're not going to mess with me." said Officer Morgan, "You're Going Down.". Meanwhile, in the Dimension of Octiviox, a spy had just entered Castle Diroctor. "Ah lad, you're here." said Ortonk Poreon, "How have you been?". "I've Been Better, but i have some dire news to tell the king." Replied Angus Davidson. "What do you mean?" asked Ortonk.
"It would seem that the Master Of Zombies's minions are trying to construct a giant battleship of some sort." replied Angus. "This is most Dire." said Ortonk, "the King Must Know about this.". "Fortunately, i had managed to acquire a copy of the plans, and had seen that the battleship is incomplete. They still need two more parts." said Angus. Meanwhile, back on Earth, Ghoultor has just started to head for his Objective, which was located in the military base. Both Officer Morgan and the biker gang had given chase to Ghoultor, as he was heading to the part of the base where the Objective of his mission is located at. At That moment, one of the Soldiers at the base had noticed the situation on that side of the base. "What On Earth?" The Soldier said to himself. At That moment, Corporal Mel Barker had entered the scene. "Soldier, What's Going On?" asked Corporal Barker. "I'm not sure, but it looks like some sort of decayed creature being chased by a biker gang and a police officer." Replied the Soldier.
"We've better do something about this." said the Soldier. As soon as the Soldier said that, the soldier and Corporal Barker had called for other soldiers to come and help in the chase. Meanwhile, in the Dimension Of Octiviox, at the Tomb of the Master Of Zombies, the Master Of Zombies had arisen from his Tomb. "Has it been 175 years already?" the Master of Zombies said to himself. That was where the Master Of Zombies looked around his surroundings. Just then, he went over to a mirror. His Reflection showed a creature that had suffered hundreds of years of decay. His Skin had turned grey-green in colour. His Eyes had sunken back into their Sockets. "Hmm, it seems that the objects in this tomb had sustained quite some wear." said the Master Of Zombies, "This must mean that the Knight Lord Joseph Barker is long Gone.". After he said that, the Master of Zombies went over and picked up his sword and shield, only to find that time had deteriorated the sword and shield. "Well, i have better get some new equipment." said the Master Of Zombies. As soon as the Master Of Zombies said that, he headed out to the entrance of the tomb. Little did the Master Of Zombies realize that a spy was outside the tomb, in the Graveyard of Darkness.
The Graveyard of Darkness is a dark, and almost Desolate place. Most Of the gravestones have fallen apart. The Spy is Loyal to King Anderson. The Spy was located partway between the centre of the Graveyard and the entrance. At that moment, the Spy had seen the Master Of Zombies. "By the Elder Beast God." the spy said, under his breath, "I Must tell the King about this.". All of a sudden, a Shadow Phantom had appeared behind the spy. That was where the spy turned to face the Shadow Phantom. Then the Shadow Phantom had raised his sickle. The Spy had attempted to block the sickle as it came down upon him. "Yaargh!!" Exclaimed the Spy as he fell to the ground. Then, with his last bit of Strength, he had written a message.
That message was "King Anderson, there is bad news. The Master Of Zombies has arisen from his tomb. I suspect he is going to join up with his legions of the undead. A suggested plan of action is to prepare the defenses. Unfortunately, i might not be able to help. Next Time you see me, i might be one of the undead. Please Tell my brother i still care about him.". As soon as the spy completed the message, he had attached the message to a carrying case on the homing pigeon he had carried with him. Meanwhile, at the military base, Ghoultor had made it to the mission objective. "Excellent." said Ghoultor, "The Master Of Zombies will be pleased.".
At that moment, Ghoultor had grabbed the objects he was sent to acquire. The objects were a computer system and hover tech circuits. Just then, Officer Morgan, the biker gang, and the soldiers had blocked the entrance to the building. "You won't capture me." Ghoultor sneers. At that moment, the soldiers aimed their rifles at Ghoultor. "You think your puny weapons can affect me." Sneers Ghoultor, as he was preparing to charge at the soldiers, the biker gang, and Officer Morgan. "Soldiers, prepare to fire on my mark." said Corporal Barker. At that moment, Ghoultor had charged at the group blocking his way. Meanwhile, at the diner, Bobby had noticed the incident at the base. At that moment, Bobby went to his truck and picked up a pair of binoculars. "What on Earth?" said Bobby, "Alan, you have better see this.". "What are you talking about?" Asked Alan. "Apparently, there's some sort of situation going on at the base." replied Bobby. "Wait a minute." said Alan, "My Brother is stationed at the base.". At that moment, Ghoultor had made it over to the other side of the road.
That was where Alan and Bobby had gone closer to investigate. Little did either of them realize that the situation is far more dangerous, because of the plans being put into motion, and Ghoultor's undead powers. While the situation was happening, in another dimension, a robed individual was watching the events unfold. "this is most dire." the individual said to himself. At that moment, Broktar, a Cyborg Lizardman had entered the room. "Sire, you have called for me." said Broktar. "Yes indeed, Broktar." replied the individual, "It seems that there is a major disturbance in the dimension of Octiviox.". "Is it the Master Of Zombies?" asked Broktar. "I'm Afraid so, Broktar." replied the Individual.
"Hmm, this is most dire, indeed." said Broktar, as he moved his cybernetically enhanced left arm. "Broktar." said the Individual. "Yes, Gate Master." said Broktar. "i want you to go into the dimension of Octiviox." said the Gate Master. "For what reason, Gate Master." asked Broktar. "I want you to intercept an individual whom will be entering that dimension very shortly." replied the Gate Master. "Whom is the individual that you want me to intercept?" asked Broktar. "The Individual in question is Alan Stukov." Replied the Gate Master. Meanwhile, near the base, Ghoultor had made it to the designated sector where he will enter a portal leading to the dimension of Octiviox. "i shall complete the mission." Ghoultor said to himself. At that moment, Ghoultor was surrounded by the soldiers, the gang, and Officer Morgan. "You humans shall not capture me!!!" Ghoultor said.
As soon as he said that, Ghoultor had opened a dimensional portal into Octiviox. "Soldiers, don't let him get away." Corporal Barker said to the soldiers. Just then, the back-up Officer Morgan radioed in earlier, had arrived. "What on Earth is that creature?" Officer James Sorbo said, when he arrived at the scene. "i haven't the slightest what the creature is, but we better not let him get away with the gear he's holding." Officer Diana Joelson said. At that moment, a giant came through the Portal. "Sir" said the Giant, "the Master Of Zombies is awaiting your arrival back in Octiviox.". "I'll be there right away." said Ghoultor. As soon as Ghoultor said that, he tossed a smoke bomb to cover his tracks. "soldiers, fire upon the target." Corporal Barker said the soldiers. "take him down." Officer Morgan said. But the soldiers and the cops were too late in stopping Ghoultor and the Giant from entering the portal.
"Oh, Great." said Officer Morgan, "They're Gone.". At that moment, Alan Stukov and Bobby Raynor had arrived at the scene. "What's going on?" asked Alan. "Apparently, the creature had escaped into some other dimension." replied Officer Morgan. "It looked like the creature was carrying two devices. What were the two devices?" asked Bobby. Meanwhile, in the Karnoxus sector of space, a Kor'drakk cruiser was continuing their patrol. "Computer, access database." said the Captain. The Captain is Captain Zordash, captain of the cruiser, "Dragon Fire.". Zordash is distrustful of humans. "Sir." said one of the crew members. "Yes, Helmsman Mecator." said Captain Zordash. "There seems to be a wormhole several light years in front of the Cruiser." said Helmsman Mecator.
At that moment, the ship started experiencing technical problems. little did the crew realize that they would be on a trip to the dimension of Octiviox. Meanwhile, on Earth, Alan had talked to his brother, Joseph. "Joseph, what are the capabilities of the objects that the creature had stolen?" Asked Alan. "Not much, on their own." replied Joseph, "but when they are connected to a vehicle, it could be dangerous.". "then allow me to help in retrieving the objects." said Alan. "That could be risky." said Joseph, "Do You really want to help in the situation?". "Of Course, Joseph." said Alan. "Hey Alan, i just thought of something." said Bobby. "What is that?" asked Alan. "You might be gone a long time. Shouldn't you at least call your boss, and tell him you won't be in for a while." replied Bobby. "That's right, Bobby." said Alan, "i have better do so.". As soon as Alan said that, he went back to his truck and picked up his cell phone and phoned his boss. "Mr. Jackson" said Alan. "Yes Alan, what can i do for you?" said Mr. Jackson. "i will not be in for the next while. I'm not sure how long." said Alan. "For What reason, Alan?" asked Mr. Jackson. "It is a major situation. Apparently there was a robbery at the military base here in Florida." said Alan. "Wait a minute, isn't your brother stationed at the base." said Mr. Jackson. "Yes, Joseph is stationed at the base." said Alan.
"Alright then, i'll get one of the other truckers to cover your loads." said Mr. Jackson. At that moment, Alan and Mr. Jackson had finished up the conversation. Alan went over to Joseph. "Then it's agreed." said Joseph. After Joseph said that, he and the other Soldiers prepared to retrieve the Gate Portal Generator. "Alan" Bobby said. "Yes, Bobby." Said Alan. "I just wanted to wish you luck on this mission." said Bobby, "and i would like to say that I will volunteer for this mission.". "But Bobby, what about your fiance?" asked Alan. "Oh yeah, that's right." said Bobby, "Julie and i were planning on going out tonight. thanks for reminding me.".
Meanwhile, in the dimension of Octiviox, Telzor and his clan, the Shadow Wolves were in the main building of the clan's encampment. At that moment, an Orc Warrior had just entered the building. "Sir, i have some major news." said the Orc Warrior. "What news is that?" asked Telzor. "Our Scouts had found some evidence of the awakening of the undead." said the Orc Warrior. "This is major, indeed." Telzor said, Grimly, "then this would mean the Master Of Zombies had arisen from his tomb.". Meanwhile, back on Earth, the Gate Portal Generator was put into position. Little did the soldiers, the Police, Alan, and Bobby realize that the biker gang was still around the area. All of a sudden, Greg had gone over to Officer Morgan. "Adam." Said Greg, "This isn't over between us.".
At that moment, Greg had motioned for the other bikers. "We will see each other soon." said Greg. After he said that, Greg got on his motorcycle and started to drive away. "All Bikers, let's roll." said Greg. "Alan." Said Joseph. "Yes, Joseph." Said Alan. "The Portal Generator is up and ready." Said Joseph. "what dimension is the portal generator set to?" Asked Alan. "It seems to be a dimension called Octiviox." replied Joseph. "Octiviox?" said Alan. "Apparently it's a dimension of magic and fantasy." said Joseph. After Joseph said that, Alan started moving towards the portal. "Wait a minute, Alan." said Joseph. "What is it, Joseph?" Asked Alan. "You should have some equipment." Said Joseph, "Just in case you get in trouble.".
As soon as Joseph said that, he went and retrieved some equipment for Alan. One such piece of equipment was some armor. Another piece of equipment was a comm-link communicator. "Alan, i just want to wish you good luck." Said Officer Morgan. Just then, Joseph had returned with to the site. "Alan, here is the equipment that you will be working with." said Joseph, as he presented the equipment. "First, is the visor helmet. It has several visor modes, which includes night vision mode." said Joseph. As Joseph was presenting the equipment, Greg Anderson and the other members of the "Fire Griffens" had turned around and started to head towards the portal. At that moment, a cloaked person came into the area. "Wait a minute." said one of the bikers. "What is it?" asked another biker. "There Seems to be a cloaked figure behind us." said the biker. Just then, the bikers had turned to face the person. "Alright, whoever you are, explain yourself." said Greg. "I am the Dark Mage known as Aizortun." said Aizortun, "I have come here to Earth to request your services.".
"Services, For What?" Said Caleb. “Yeah, Caleb's Right. What do you want us to do?" said David Joelson. As Soon as David said that, he and several other bikers started to surround Aizortun. "Hold it guys. let him explain his situation." Said Greg. "Thank You." said Aizortun, "i come from a dimension called Octiviox. It is a realm of magic and fantasy. At this time, a dark being called the Master Of Zombies has arisen from his tomb.". "Hold it." said David, "For all we know, Aizortun could actually be this 'Master Of Zombies'.". "Wait a minute." Said Caleb, "Didn't Ghoultor mention his name when we encountered him earlier.". "Yeah, that's right, Caleb." Said Duane Jackson.
"As i was saying." said Aizortun, "The Master Of Zombies had tried to conquer the dimensions several times. However, he has been stopped by many heroes. The Most recent hero in history was the Knight Lord Joseph Barker.". "How are we involved in this situation?" asked Greg. "I have come here to request that you bikers help in defending Octiviox from the darkness that is known as the Master Of Zombies." Said Aizortun. While Aizortun and the bikers were talking, the portal generator had been set for the coordinates of Octiviox. "the coordinates have been set. You're ready to go." said Joseph. That was when Alan headed towards the Portal. "One last thing, Alan." Said Joseph. "What's that?" asked Alan. "Good Luck." Said Joseph.
As soon as Joseph said that, Officer Morgan came over to the portal area. "Alan, I'm Coming along." said Officer Morgan. "Well, I'm Surprised." said Alan, "i didn't know you were the adventurous type.”. "Knock it off, will you." said Officer Morgan. "Why would you want to join me on this mission." asked Alan. "First of all, he had stolen those two parts." said Officer Morgan, "second, he had wrecked my Police Car.". Meanwhile, in the dimension of Octiviox, at the Orc Encampment, Telzor and the leaders of the other Orc Clans were discussing a course of action. "The best course of action is a direct assault on the Undead Keep." said Telzor. As Telzor was speaking, he rolled out a map of the Undead Keep, and started putting symbols to show the plan. "That sounds like a good plan." Said G'tekor, leader of the Crimson Tigers clan, "but from what my scouts have informed me about the situation, the Master of Zombies had acquired various pieces of technology from other dimensions.".
"What do you mean, G'tekor?" asked Raiztor, leader of the Atorton Clan. "For one thing." said G'tekor, "My scouts report that there are several gun emplacements at the front of the Keep. These guns are operated by a team of two zombies each.". "What if we were to send one of our faster troops in and have them move between the gun emplacements, so that they would hit each other instead of us." said Raiztor, "Would That Work?". "It Sounds Risky." Replied G'tekor, "But it might Work.". Meanwhile, back on Earth, Alan And Adam had entered the portal, after they had talked about the situation. "This Should Be interesting." said Alan. "What do you mean, Alan?" asked Officer Morgan. "we would be entering an unknown dimension." said Alan. Little did Alan and Officer Morgan realize that Aizortun the Dark Mage had warped the Biker gang and himself to the dimension of Octiviox. Meanwhile, in The dimension Of Octiviox, At Castle Diroctor, King Anderson had contacted his advisors. At that moment, The homing Pigeon had flown through a open window. That was where one of the soldiers went over and picked up the pigeon and retrieved the message.
"Sire." said the soldier, "i have some bad news.". "What has happened?" asked King Anderson. "The Spy whom was stationed at the Graveyard of Darkness has died." said the soldier. "What else does the message say?" asked King Anderson. "Apparently the Master Of Zombies has awakened from his tomb." said the Soldier. "That does it." said King Anderson, as he rose from his throne, "we must take action.". At that moment, outside in the main part of Castle Diroctor, Alan And Officer Morgan had arrived through the portal. "Hmm, Most impressive." said Alan. Just then, Joseph had contacted Alan via the comm-link communicator. "Ah, Alan." Said Joseph, "It seems that you have finally arrived in Octiviox.”. "Yeah, and this device actually works." said Alan, "Joseph, where exactly are we in this dimension?". "You and Officer Morgan are located in Castle Diroctor." Said Joseph. "Any idea whom the ruler of the castle is." Asked Alan. "I have a feeling that we'll soon find out." said Joseph, "but from what i know, his name is King Eduardo Anderson.". At that moment, King Anderson had arrived at the courtyard. "What is all this commotion about?" asked King Anderson. "Greetings, your Highness." said Alan, "I am Alan Stukov, and he is Officer Adam Morgan.". "We're here to....” said Officer Morgan.
But before Officer Morgan could even finish the sentence, he and Alan were surrounded by the King's Soldiers. Just then, Ortonk Poreon had arrived at the scene. "Sire, What's going on?" asked Ortonk. "it seems that two intruders were found trespassing on the grounds of this kingdom." said King Anderson. "intruders?" asked Ortonk. "Yes, intruders." said King Anderson, "And they must be dealt with immediately.". "Wait a minute." said Ortonk, "I think I have seen these two so-called 'intruders' before.". "What do you mean, Ortonk?" asked one of the soldiers. "I remember seeing two individuals pictured in a book at the Arch Mage's Tower." said Ortonk, "The text was in a form of Orcish language, but it said that the two individuals would be the heroes that will help in stopping the Master Of Zombies.". At that moment, the sound of gunfire had sounded outside the walls of the castle. All of a sudden, Officer Morgan had charged at several of the King's Soldiers. "hold it right there, intruder." said one of the soldiers. "Wait, he might be able to help." said Ortonk. That was where the soldiers had moved out of the way, so that Officer Morgan could get past them.
Once he got past the soldiers, Officer Morgan ran up the stairs to the top of the wall. As soon as Officer Morgan had reached the top of the wall, he saw where the gunfire was coming from. It was coming from the weapon mounted on Broktar's Cybernetic Left Arm. "Hold Your Fire." said Officer Morgan. "We couldn't possibly do that." said one of the Archers. "what do you mean?" asked Officer Morgan. "the Creature fired at us first." said one of the Archers. "Yeah, we were only defending ourselves." said another archer. "I am here for the human known as Alan Stukov." said Broktar. "What is your reason?" asked Officer Morgan. "i am here on a mission for the Gate Master." said Broktar. "Who is this Gate Master you are talking about?" asked Officer Morgan. "He is the Master Of the Gate Portals." replied Broktar.
"Let the person in." said one of King Anderson's Advisors. "Do you really think it's a good idea?" asked another one of the Advisors. "of course." replied the advisor, "the Gate Master is a highly regarded person, especially in my homeland.”. Meanwhile, in the Karnaxus sector, the Kor'Drakk crew of the ship "Dragon Fire" had entered the wormhole. "Computer, what is the coordinates?" Captain Zordash had asked the ship's computer. "Unable to access interstellar location circuit system file." the ship's computer replied. "This is just great." said Captain Zordash. "Sir, it seems that a opening to the wormhole is just ahead of us." said Helmsman Mecator. "Chief Engineer Jor'Dorus." said Captain Zordash, "What is the situation in engineering?". "Captain." said Jor'Dorus, "The engines are still functioning. But, Warp coils are malfunctioning.". "what's the status on the teleporter device?" asked Captain Zordash. "i'll patch you right into the teleporter room, sir." said Jor'Dorus.
At That moment, the ship had entered through the opening in the Wormhole. "Sir, there seems that land is coming into view." said Helmsman Mecator. "Land?" said Captain Zordash, "Helmsman, prepare for evasive Maneuvers.". Meanwhile, at the castle, Broktar had explained the situation to Alan, Officer Morgan, and the residents of Castle Diroctor. "So, what you're telling us." said Alan, "is that the Master of Zombies is planning to take over this realm.". "Why doesn't the Gate Master just come in and Battle the Master Of Zombies in person?" asked Officer Morgan. "For One main Reason." said Broktar, "if he were to leave the Gate Portals unwatched, creatures from other worlds and dimensions could cause havoc among the worlds.". At that moment, one of the archers stationed at the top of the castle wall had seen something in the distance. That something is, in fact, the Kor'Drakk cruiser "Dragon Fire.".
"Wait a minute." the archer said to himself, "It looks like the object is about to land in a short time.". As soon as the Archer said that, he took out a telescope and aimed it in the direction where the object is about to land in. "What on Earth?" said the Archer. "What is it, Jean?" asked one of the archers. "it seems that the object is about to land in Orc territory." said Jean, "to be more precise, territory controlled by the 'Shock Rangers' Clan.". "What is the first act of business?" asked Alan. "we should definitely prepare defenses around the castle." said John Taylors. "Aye, and we should also send a team of warriors to stop the Master Of Zombies." said Ortonk, "not only that, but we should also find some allies whom are willing to help.".
"Yes, that definitely sounds like a plan." said King Anderson, “but we should also acquire the sword called 'Omnolight'.". "Omnolight?" asked Alan. "Yes, it's the sword that the Knight Lord Joseph Barker used 175 years ago this month to defeat the Master Of Zombies." Said King Anderson. "We must get going, if we are to stand a chance." said Officer Morgan. "If it must be, so be it." said King Anderson, "but before you go, you should have this.". As soon as King Anderson said that, he handed Alan a map of the land. "Your first destination should be the Arch Mage's Tower." said King Anderson, "The Arch Mage, Alex Johnson, is a friend of mine. He would be a worthy ally in this mission.". Meanwhile, in a village located to the north-west area, not far from a entrance to the Queen of the Witches's hideout, Aizortun the Dark Mage was going over the plan with the "Fire Griffens" biker gang. At that moment, a minotaur had arrived in the area. "Ah, Scaltokas." said Aizortun, “Finally you have arrived.".
"Comrade." said Scaltokas, "i am surprised you haven't been captured by now.". "What do you mean by that?" asked Greg. "I mean that there are some bounty hunters after Aizortun." replied Scaltokas. "why are the bounty hunters after him?" asked Caleb. "It was during the final battles of the Territory Wars between the Orc clans lead by Telzor, leader of the 'Shadow Wolf' Clan, and the human forces." replied Scaltokas, "that Aizortun had betrayed the human forces.". "Yes, but i had escaped just before the orc clans were repelled from Castle Diroctor." said Aizortun. "How did you meet the Orc clans?" asked Caleb. "I haven't met the leader of the Orc Forces personally." said Aizortun, "but i had met Xeintox, leader of the 'Shock Rangers' Clan. In fact i had helped them gain some new weaponry, some of which are from Earth.".
While Scaltokas was talking to Aizortuns the Dark Mage and the biker gang, just north of the village, and a little way to the East, the Kor'Drakk cruiser had just crash landed. "Helmsman." said Captain Zordash, "What is the status?". "Most of the systems are still functioning." said Helmsman Mecator, "But they have sustained a serious amount of damage.". "Is the shield generator still operational?" asked Captain Zordash. "Shield generator is still functional, and so is the weapons systems." replied Helmsman Mecator. Just then, Sergeant Dorgarus had entered the bridge. "Sir." said Dorgarus, "Permission to scout out this sector.". "Acknowledged, Sergeant Dorgarus." said Captain Zordash. As soon as Captain Zordash said that, he had contacted Lieutenant Gotarus.
Meanwhile, near Castle Diroctor, Alan And Officer Morgan had checked the map. "Ah, so this must where the Arch Mage's tower is located." said Alan. "I find it odd that you humans would try and find allies, when it would be much easier to go straight into the main base, and take on the Master Of Zombies in direct battle." said Broktar. "That may seem easier, Broktar." said Officer Morgan, "But Remember, he has a army at his command.". "Not only that." said Alan, "But from what King Anderson had told us, he has a flying Battleship.". "what makes you so certain that your chances at victory will be better with any allies?" asked Broktar. "you just wait and see, Broktar." Said Officer Morgan, "We will win this battle.".
Little did they Realize that they were being spied upon by a Ghoul. "Hmm, humans are about." said the Ghoul, "i must tell the Master Of Zombies.". As soon as he said that, the ghoul had tapped once on a button on his comm-link. Immediately, the comm-link had contacted the forces at the Undead Keep. At that moment, Quotor the Wraith had seen that the communications console had been accessed. That was where Quotor went over and accessed the Communication console. "General Quotor." said the Ghoul, "Ghoul Agent K'Dortok reporting in.". "What is your status?" asked Quotor. "There are two humans and a cyborg lizardman headed to the Arch Mage's Tower." Said K'Dortok. "Excellent." said Quotor, "Follow those humans and the lizardman.". After Quotor said that, he went over to the main section of the Undead Keep. It was there, that he met the other leaders of the Undead Forces. "Ah, General Quotor." said the Battle Knight, "It is good to see you.".
"Battle Knight." said Quotor, "I'm quite surprised you haven't already attempted to attack Castle Diroctor.". "Arrgh!!" Exclaimed the Battle Knight as he went off in a blind rage. "Ooh, that's a wise move." said Fortox. "Why am i not surprised, Fortox." said Quotor. Just then, Zoutoxas the Dark Troll had entered the scene. "Ah, Air Commander Zoutoxas." said Quotor, “How are you?". "Excellent." replied Zoutoxas, "Fortox, what is the status of your troops' mission to find and destroy the tomb of the Knight Lord Joseph Barker?". "My forces are searching for it as we speak." said Fortox. Meanwhile, Alan, Officer Morgan, and Broktar had arrived at the Arch Mage's Tower. "Hmm, I'm Rather surprised." said Alan. "Why is that, Human?" said Broktar. "I was expecting something more magical." replied Alan. "Yeah, After All." said Officer Morgan, "This is supposed to be a realm of magic and fantasy.".
After Officer Morgan said that, he went over to the door and used the door knocker. Meanwhile, inside the Arch Mage's Tower, Alex Johnson was going over his spellbooks. "Hmm, there doesn't seem to be any information on the object that you had said, Tirus." said Alex. Just then, Alex's Apprentice had entered the main room. "Sir" said the Apprentice, "There are two people and a lizardman outside the Tower.". "What do they look like?" asked Alex. "The two people are dressed in unusual clothing, those not found in this realm." said the apprentice, "The Lizardman, however, seems to have metallic parts connected to organic flesh.". "That seems to be a similar description to that of the heroes of legend." said Alex, "Allow them in.". "Yes, sir." said the Apprentice, as he was heading towards the main door. Meanwhile, at the door of the Arch Mage's Tower, Alan, Officer Morgan, and Broktar were waiting outside the place. Just then, the Apprentice had arrived at the main door. "The Arch Mage will see you now." said the Apprentice, as he opened the door. "It's about time." said Broktar. "Who is this Arch Mage?" asked Alan.
"The Arch Mage is Alex Johnson." said the Apprentice, "He is quite Powerful.". "Just how high does this tower extend to?" Asked Broktar, "My servo joints are about to malfunction.". "it's only 10 floors." replied the Apprentice. "that doesn't seem to long, does it, eh Broktar." Alan said to Broktar. "Ha, you humans may laugh, but you don't know what it is like to have cybernetics replacing any limb that is lost." said Broktar. Meanwhile, in the main room of the Arch Mage's Tower, Alex had brought the Book of Legends over to the table. "Why did you bring the book over to the table?" asked Tirus. "It is to check up on the legend of the heroes." replied Alex. Just then, the Apprentice had arrived in the main room, ahead of Broktar, Alan, And Officer Morgan.
"Sir" said the Apprentice, "the people in question are on their way.". "Excellent." said The Arch Mage. Meanwhile, at the Crash site of the downed Kor'Drakk ship, the crew were working on the repairs. "Chief Engineer Jor'Dorus." said Captain Zordash, "What is the status of the repairs?". Just then, the ship was hit by a outside force. "Alert." the ship's computer said, "Unidentified hostiles located in area.". "Computer, where was the ship hit?" asked Captain Zordash. "Middle section of port side." said the ship's computer. Outside the ship, two Orc Warriors, riding on Griontors had moved into postion. That was after one of the warriors had fired a rocket at the ship. "Sire." said one of the Orc warriors. "Yes, Comrade" said Xeintox. "We have started phase one of the raid." said the Orc Warrior. "Excellent." said Xeintox, "Prepare to move to phase two.".
submitted by Griffon-Knight to WarriorOmega [link] [comments]


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


2024.06.02 15:09 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 15:07 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 DndAdventureWriter [link] [comments]


2024.06.02 15:06 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 UnearthedArcana [link] [comments]


2024.06.02 15:02 freakaso Best Old School Scotches?

What are the best "Old School Scotches"? They say, "they don't make 'em like they used to," and that's often true. With the caveat that 50 years ago, almost no-one drank single malts, they drank blends. But what I'm wondering is, what affordable ($120 or hopefully much less) scotches are the least "modern," in whatever ways we define modern. I'm interested in things that are:
a) Not mass market commercial 40% Glenfiddich type stuff (obviously)
b) Not so cask-driven as a lot of modern stuff, ideally more distillate-driven, less active casks
c) Maybe whisky made with certain old school methods like worm tubs, etc? (Not necessary, but that's an example of one possible dimension of old-school-ness)
What do you guys think?
submitted by freakaso to Scotch [link] [comments]


2024.06.02 13:07 Emotional_Ad3129 Air Cooling Questions

I'm planning out my first PC build. I want to replace my Xbox and PS5, and I have limited cabinet space, so I'm very conscious of noise/airflow.
This is my cabinet space: https://imgur.com/Mw1OsYd Cabinet dimensions: W56cmxH60cmxD38cm
Here are the parts I'm planning on going for: https://uk.pcpartpicker.com/list/3jDpwg
Parts summary:
Case: NR200 mesh panel
CPU: Ryzen 7 7800x3d
MB: Asus Rog Strix B650E-I
Cooler: Phantom Spirit 120 SE
GPU: Asus ProArt 4080 super
I'm hoping I can fit 2xT30 fans at the top, and 2xT30 fans on the cooler. I was wondering if anyone can confirm whether this is possible, and what the optimal configuration of the fans on the cooler would be? (e.g one in the middle, one on the left, as rear intake?)
I'm also assuming that I won't really be able to fit any meaningful fans at the bottom of the case below my gpu, so I'm currently just hoping the gpu will be quiet/cool enough! Although I'm open to suggestions.
Any help/advice would be greatly appreciated!
submitted by Emotional_Ad3129 to NR200 [link] [comments]


http://rodzice.org/