What are the names of veins and venules

Name Nerds

2013.06.21 19:10 Name Nerds

A community for those interested in names. Your posts are welcome so long as they stay on the topic of names and remain civil
[link]


2010.06.30 20:03 cryptogirl Mostly cringe-y images of Nice Guys™

Niceguys demean others while simultaneously expressing a favorable view of themselves. This is a lighthearted subreddit for funny, cringey images, NOT a subreddit for showcasing general acts of misogyny or for debating gender roles. Please be sure to understand the concept of Virtue Claim as explained in the rules as it is a core requirement of posts in the sub.
[link]


2016.09.12 04:43 Entitled People

https://www.reddit.com/ModCoord/comments/1476fkn/reddit_blackout_2023_save_3rd_party_apps/ Stories from your lives about people who think the rules don't apply to them and they should get what they want. Sister subreddit of /entitledparents
[link]


2024.06.02 17:48 Silly_Attorney7863 Atlas: Daughter to Darkness

Atlas: Daughter to Darkness
(The girl stirs, fitful rest interrupted by a noise at the edge of her awareness…a voice, she realizes. She can’t make out the words, but it’s clear that someone is speaking nearby. She opens eyes that glow with an inner light of purest gold, snarls and bares fangs that were not there when she fell into slumber.)
(She is changed…)
(She is hungry)
“Oy now, was wonderin’ when you’d come out of it. Welcome back, lass.”
(The girl leaps toward the voice, rising from where she rests with little effort and hurling herself at the source with newly grown claws reaching for where a neck should be. She knows nothing, in this moment. Only that the hunger must be satisfied. The Thirst must be quenched…)
(A man stops her. He holds out one thin arm and snatches her out of the air, fingers closing around her throat. She claws wildly at him, desperate to tear into warm flesh and drink deep of the crimson waters which flow only in the veins of the living. She can smell the stench of blood; and it drives her into a deeper fury)
“Now now, calm down lass. I’ll not harm you, but neither will I allow you to harm me. Made that mistake myself, never lived it down.”
(She does not listen. Cannot listen. His words are just noise, carrying no meaning.)
“Let…me go!” (She manages, forcing the words out.) “LET ME GO!”
(The man before her smiles. He’s short, thin, but his strength is unbelievable. He holds her in place seemingly without exerting himself to the fullest extent; her thrashing an inconvenience, not a burden)
(He holds his free hand up to his mouth, and bites deeply into the wrist. Blood pools on his tongue, and he draws his wrist away swiftly before spitting it back out on to the floor. The waste angers her, but the rage is brief. Slowly, almost tenderly, he brings the bleeding wound up towards her mouth and allows a small trickle of his blood to fall upon her lips. She licks it, and the taste… indescribable. He does not allow her to grab his arm, to pull it close and latch on as she wishes, but the blood flow from his wrist remains constant, and she opens her mouth to accept it. She is in heaven; lost in the sensation of… satiation?)
(Why does his blood satisfy? Who is he? Where the hell is she? Question upon question, flooding her mind as the fog of the Thirst clears and allows her to begin thinking again.)
“There we go… drink up, now. Not too quickly, you’ll sicken yourself.”
“Who…” (her teeth are stained red, her tongue alive with the taste of his Vitae)
“Shhh, questions are for later. Right now, focus only on clearing your mind… you know yourself? Your name?”
“A…Amanda.”
“Last name?”
“I…I don’t remember”
(He moves his wrist away from her and licks it, cleaning the excess blood away. As she watches, the wound begins to close; skin reknitting itself until only a faint scar of teeth marks remains, before that too begins to fade. Slowly, hesitantly, he lowers her to the ground, allowing her to stand, but not removing his hand from her throat. His grip holds her in place, the strength of it enough to halt any attempt at movement)
“Think, lass. Find it, and I’ll let you go.”
(She struggles for a moment, searching through scattered memories in search of her own identity. She remembers a street corner, cold upon her skin, rain in her hair. She remembers begging, searching for succor among strangers…)
“Westenra.”
“Say again?”
“My name…I think…I think it’s Westenra.”
“Good lass.”
(He removes his hand from her throat. His fingers are tipped by claws, she notices)
“Now… you’ll be confused. Disoriented. Take a moment to steady yourself. Don’t push yourself too far too fast lass.”
“Where am I? Who are you? What are you?!”
“What are we, lass. Where you are…well, I found this little corner of nowhere during a hunt. It’s a warehouse on the edge of town, if you remember where town is. Who am I? I suppose I’m your Da. Call me Atlas.”
(He reaches for her, extending a hand as though expecting her to shake it. She doesn’t; she merely stares at him)
”What are you!?”
(He smiles. A predators grin, on the red bearded face of a man. In his eyes is the wisdom of one beyond his years.)
“You know what I am. What you are. Say it with me now, lass: vam…”
(Her eyes widen)
“No…no this isn’t real. I’m dreaming.”
“Aye, thought that myself when I drank the red. I could smack you, but me ma would do somersaults in her grave. Take me word for it: this ain’t a dream, and it’s very real.”
“I was…I was hiding. From you?”
“Possibly, but I doubt it. You’ve been on the streets for months, lass. Plenty of things to fear out there besides me.”
(She shakes her head in disbelief. This thing, this Atlas, is telling her that what’s happened to her is nothing less than a total transformation: mind, body, soul…)
“It’s not real…this isn’t real…”
“Oh it is. I assure you.”
(He takes a step forward and rests a hand upon her shoulder. The motion is comforting, despite the fear that consumes her core. Somehow, this man does not frighten her. He hasn’t hurt her so far…that she knows of.)
“How?”
“Gonna have to be more specific.”
“How did this happen?”
“Well, it’s a long story. You see, I’ve been watching you. I’ve had my eye on you for a long while now, and what I’ve seen upsets me terribly. You were living in an alleyway, sheltering in a cardboard box from the rain and the cold while men and women in fine clothes walked right past you, blind to your suffering. I don’t know how you came to be there… but it’s a crime that you were.”
“And…you saved me?”
“In a sense. You’re not human anymore, lass. Don’t think you were ever meant to be, either. You’ve got the spark of a killer in you…”
(She pulls away from him, eyes widening.)
“I am not a killer!”
(He doesn’t attempt to restrain her, he merely returns his hand to his side and meets her gaze. Hers is fearful; his unflinching)
“You are now.”
(Tears well in the corners of her eyes. She feels them racing down her cheeks and presses a hand to them. She notices the claws on her own fingers for the first time, and jerks her hand away. The fingertips are red)
(She’s crying blood)
“Now now, enough of that bollocks!”
(The man - Atlas - reaches for her. Past experiences barely recalled cause her to jerk away from the motion, but he presses on despite it, running his hand across her cheeks and eyes to clean the blood from them.)
“You sweat it too, before you ask. If you want to maintain some semblance of humanity, I suggest you halt that weeping.”
“You’ve killed me… you’ve murdered me…”
“Again, said the same thing when I was born. But in the end, I realized a very simple truth: my life was dogshite before. Probably why I’ve forgotten most of it. I’ve tasted the sorrow in your soul, the pain in your blood…I’ve a feeling our stories aren’t very different. You remember your life before now? How it turned to ash?”
“I was… I was in college. I dropped out. My dad…”
“Aye, shite Da’s, that’ll usually do it.”
“No…no my dad died. I couldn’t go home. I didn’t have a home.”
(This seems to give him pause. He runs his hand through his hair before beginning to pace.)
(He stops, and looks at her)
“As I said… not very different.”
(He places his hand upon her shoulder once more, slower this time so as not to startle her. She accepts the contact. His proximity calms the fear brewing at her core; his touch seems to quench it entirely)
“I don’t want to kill…”
(He reaches into his coat pocket and removes a flask. He shakes it; the liquid within sloshes audibly, sluggishly, as though it were filled with oil. He puts it back)
“You don’t have to. There are more ways than just one to walk the night, lass. I can show you…if you’re willing.”
“S-show me?”
“Oh aye. We may be monsters, but we don’t have to be killers. You can take what you wish without stopping a single heart, but to do so, you’ll have to learn. You can’t do that on your own, trust me.”
(She closes her eyes, willing fresh tears back. She draws in a shaky breath…only to realize that feels no need to continue doing so. Her heart still beats, her blood flows…but she can tell that she is dead. A walking, living corpse, animated…)
(Animated by what?)
(She hears his words, and knows that they are true. She feels his concern, and knows that it is sincere. She senses his pity, and knows that it is not false)
(She opens her eyes)
“You said you’re my ‘da…’ You mean father?”
“Of a kind. Not the one you were born with, obviously, but the one you need, certainly. So...”
(He removes his hand)
“Shall you learn, young one? Or shall I leave you to the sun?”
(At the mention of the sun, she feels a chill race down her spine. She’s certain that what she knows about his kind is far from the concrete truth…but the sun? That part is definitely true. She knows in her bones that to step out during the day now would be nothing short of a death sentence.)
“I…I will learn.”
(He grins, and moves toward her. She flinches away, but he takes her into his embrace despite it. His arms encircle her, and the contact heartens her. She is afraid. She is tired… she is thirsty…but somehow, she knows all of these things to be minor issues, for another time. For now, she returns his embrace)
“Welcome then, my Childe, my Daughter... Welcome to our World of Darkness…”
submitted by Silly_Attorney7863 to YourOriginalCharacter [link] [comments]


2024.06.02 17:20 ALDO113A Beyond the Spider-Verse introductions, thematic wrap-ups, and foreshadowing - an ATSV anniversary theory

Shortform

Premise

Here is the textual taxonomy of trilogys as I've heard in (obscure, hard-to-find) writing structure lessons
Across may not have been a conclusive Act 2, but it is definitely a valid standalone one
"I'ma do my own thing."
"We're supposed to be the good guys."
Miles summarized his new path throughout the movie, then Gwen called out the Society for their enabling of so much death and suffering to serve a misguided dogma.
https://marvel.fandom.com/wiki/File:Spider-Man_Across_the_Spider-Verse_poster_003_textless.jpg
There's almost certainly gonna an all-out ideological civil war (fists or not, composite of MCU and comics, but Spiders-only) like that split poster teased.
Gonna be grimly hilarious seeing Spinneret/Spiderling fight Peter B. and Mayday (the former are on Miguel's side to the left, along with Insomniac Spidey)
Yes, I believe there will be a few more new support characters in Beyond - there's a reason certain folks were at the front, and it's just really curious and a wasted opportunity that this Spider-MJ didn't interact at all with this active version of her other (stillborn) daughter or her (Mayday-616B) dad.
I very much appreciate the lifting of other Spidey variants to the zeitgeist fold - Noir, Ham, Gwendy-65, the UK/Punk and Indian ones, the weirdos like Parkedcar from Not! Pixar's Cars, a damn popsicle possibly (lol), a plushie, etc. - but they

Events and Themes

1. Universes

Serving the Installment 3 role, Beyond will probably tie up loose ends and make the above themes reverberate across universes. Like, for 42:
Beyond the 'verse of men of spiders, Reality-42 rises up against villainy.

2. Characters and Developments

By "reverberate," the Spider-Hero question is going to strike real nerves that change the Society and the world, making them examine the morality of the war they fight against anomalies like Spot; survival at all means and costs vs. idealistic stand against fate. And for certain Spiders, we could get more screentime with certain Society members and ex-members - preferably Spinneret and Spiderling, the Insomniac Spideys, and Scarlet Spider - and Endgame-ify Beyond's length.
Feel free to add more :) Not quite a Marvel binger yet, XD

3. Fates

Another element to be addressed is the room elephant of canon events. Their loopholes, their flexibility have to be expanded upon: They are fluid like time's arrows and oceans. For one:
Maybe we even trade one event for another, as in a major death of sorts. In my opinion:
Here's a unique twist: The mastermind behind this Spider- conspiracy grows a conscience after all the breaking lectures against his warped view of canon events, then resolves to save as many lives as possible, dropping all pretenses of controlling the Spider-War
At risk to himself, he'll unhesitatingly save lives while one/some of those who blindly followed him give theirs. As shitty as his Society's turned out to be, they still have their main directive of fixing multiversal incursions, and someone has to keep giving the orders, someone with the most drive and commitment (especially for atonement)
Why on Miguel? Matured thinking aside, it evokes how science and philosophy works; cognitive science has this cliché of at least two sides theorizing extremes that are contrary to one another, and as time passes with discovery, the proof points to both sides having a point and deciding on a compromise; this of course goes beyond simple personal disagreement
So who'll it be?
Spider-gents and ladies, none other than Gwendolyn Maxine Stacy of Earth-65B
In the vein of MCU Aunt May being her Pete's Uncle Ben delivering that responsibility quote, and through it occurs the Spider-Verse's true Ultimate Fallout/Death of a Spider event this way
Gwen being slain and (certainly) coming back would be a wakeup call to both her world and the Society, as well as the latter group's morality in their internal strife and conflict against Spot. Redeem her image to everybody, Miles included, while allowing them to get together on solitary terms
That way:
It'd also be a roundabout redemption for blindly following the Society's beliefs and causing unnecessary pain to Miles, deeper than "My well-meaning side right, your well-meaning side wrong" - no, both sides can have their two cakes; say, the rest save Jeff, Gwen herself - the motherless one - saves Rio, let 1610B not be 1610A in this particular way
I'ma spitball here, but it's kinda like Nolanverse (TDKR) Batman, come to think of it. Maybe George is informed of and reveals his daughter's "demise" and publicizes her ident? The latter I admit is questionable
Maybe Gwen goes to 1610B and RVs with Miles to Florence - there's this café on the banks of the Arno - for a fine evening sitting there and ordering a Fernet Branca
XD

(Potential) Foreshadowing

... "We wanted to craft this moment where Miles encounters this powerful figure in his life that he loved so much and he lost," says director Justin K. Thompson. "That's when he realizes that he is not really in his own dimension, as well as the gravity of what he has lost. In this reality, Aaron had to shake off his life of crime and became a surrogate father figure to Miles."
... In this alternate reality, the Sinister Six have been able to flourish and take over the world. "Criminality runs rampant," says Thompson. "We wanted to create a world where it felt like Aaron and Miles G. Morales of Earth-42 [this reality's counterpart to Miles Morales] are the only heroes.
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Earth-42, p.190
... This version of the character was never bitten by a radioactive spider and doesn't have any superpowers, but he has fallen into the role of becoming the vigilante the Prowler, under the tutelage of his uncle Aaron. ...
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Miles G. Morales: The Prowler, p.200
Interviewer: Will we see other multiversal variants of Gwen Stacy in the future even if they don't have spider powers, like you do with MJ, Uncle Aaron, and Miles?
Lord: Currently yes. ... But there’s one I’m very excited about.
Miller: Yes, yeah, I know exactly the one you’re talking about.
Lord: You know the one I’m thinking of, which is based on... I’m not gonna say anything, I’m not gonna say anything.
Miller: But it is sort of plot-integral, I would say.
Interviewer: If there are other multiversal variants of Gwen in Beyond the Spider-Verse, will they impact her arc, her relationship with Miles?
Lord: I would say yes.
The Pete variants showed up after Blondie's demise, so they might reverse the sequence here - as I said, a bookend.
Yea, all these signs totally bode well for the other blonde Spidey here
https://preview.redd.it/kpz7vzvub64d1.png?width=1280&format=png&auto=webp&s=8d25e78b18f3fc82e58eb1516d1ac915fc130470

In Defense

Now calm down before you web pitchforks on me
Rachel Cole: You know what gives me the strength? My loss. We're alike that way, I imagine. Admit it, nobody who's a stranger to that particular pain could ever be as driven as us.
Daredevil: Never... Don't you ever say that to me ever again, that is a repellent statement, it's a vomituous insult to every cop, every fireman, every soldier alive who steps up to fight for those who can't! I am sorry for your loss, but if you genuinely believe that only the death of a loved one can motivate a human being to take up a cause...then get your pathetic cynical ass out of my way so I can do my job!
It's relevant because Rachel's stance here was that people like them who fight for causes are solely inspired by loss, only for Matt to verbally skewer her. The subtext here, synthesizing it with the Spidey mythos is that it's misguided to think that losing forever more loved ones is the only way to make a true Spider-Hero.
Flip the narrative and say "Villainy only happens if they're abused/poorly raised, alas, poor villain;" one is warranted to call it a vomitous insult to every abuse victim/improperly raised junior out there who became better than their elders/superiors - i.e. not go evil.
Either way, the greater gist of this is losing a close one for good isn't the way, emphasis on "for good"

Future Implications

Wrapping everything up like above (I mean the objectives), one way or another (not necessarily mine), would show full commitment to the theme of forging one's own destiny right down to the metatextual. The Spidersoc let confirmation bias blind themselves to possibilities and seemingly have yet to expose themselves to the preestablished branch realities where, say, Spider-People lose nobody or a Gwen Stacy ties neatly her romance quest with a Spidey. The themes of doing your own thing openly and honestly and in safety - rather than requesting permission from broken systems - resonate much with an Excel list: People who are queeof colowomen/disabled
Beyond that obviousness, we have disabled Spideys, Muslim Spideys (that female UK one), Blob-fat Spideys - even PLUSHIE Spideys, just to name a few, all to show the movie being the most diverse and inclusive Spidey work to date. These themes are so incredibly applicable to the lives of atypical people or otherwise people who live under systems that aren't designed for them to succeed. IE: POC, women, queer people, people with disabilities, etc. One can argue "doing your own thing" was what made ItSV such a breakthrough success and a decade phenomenon: Everything about the animation
I get that a teen girl dying, even temporarily - especially one who resonates much with LGBT (transgwender specifically) themes - is real bad optics, but we went through this before with Luz Noceda (bi rep exactly) from The Owl House, and things landed on their feet :)
If/When she comes back to crimefighting, this would be the moment she goes by Ghost Spider like her A self - a Gwen who fought fate and died for it, but another Spider loved her so much, he raised her from death to life in Ultimate defiance (getting flowery prose here) that prevails
submitted by ALDO113A to Spiderman [link] [comments]


2024.06.02 17:19 ALDO113A Beyond the Spider-Verse introductions, thematic wrap-ups, and foreshadowing - an ATSV anniversary theory

Shortform

Premise

Here is the textual taxonomy of trilogys as I've heard in (obscure, hard-to-find) writing structure lessons
Across may not have been a conclusive Act 2, but it is definitely a valid standalone one
"I'ma do my own thing."
"We're supposed to be the good guys."
Miles summarized his new path throughout the movie, then Gwen called out the Society for their enabling of so much death and suffering to serve a misguided dogma.
https://marvel.fandom.com/wiki/File:Spider-Man_Across_the_Spider-Verse_poster_003_textless.jpg
There's almost certainly gonna an all-out ideological civil war (fists or not, composite of MCU and comics, but Spiders-only) like that split poster teased.
Gonna be grimly hilarious seeing Spinneret/Spiderling fight Peter B. and Mayday (the former are on Miguel's side to the left, along with Insomniac Spidey)
Yes, I believe there will be a few more new support characters in Beyond - there's a reason certain folks were at the front, and it's just really curious and a wasted opportunity that this Spider-MJ didn't interact at all with this active version of her other (stillborn) daughter or her (Mayday-616B) dad.
I very much appreciate the lifting of other Spidey variants to the zeitgeist fold - Noir, Ham, Gwendy-65, the UK/Punk and Indian ones, the weirdos like Parkedcar from Not! Pixar's Cars, a damn popsicle possibly (lol), a plushie, etc. - but they

Events and Themes

1. Universes

Serving the Installment 3 role, Beyond will probably tie up loose ends and make the above themes reverberate across universes. Like, for 42:
Beyond the 'verse of men of spiders, Reality-42 rises up against villainy.

2. Characters and Developments

By "reverberate," the Spider-Hero question is going to strike real nerves that change the Society and the world, making them examine the morality of the war they fight against anomalies like Spot; survival at all means and costs vs. idealistic stand against fate. And for certain Spiders, we could get more screentime with certain Society members and ex-members - preferably Spinneret and Spiderling, the Insomniac Spideys, and Scarlet Spider - and Endgame-ify Beyond's length.
Feel free to add more :) Not quite a Marvel binger yet, XD

3. Fates

Another element to be addressed is the room elephant of canon events. Their loopholes, their flexibility have to be expanded upon: They are fluid like time's arrows and oceans. For one:
Maybe we even trade one event for another, as in a major death of sorts. In my opinion:
Here's a unique twist: The mastermind behind this Spider- conspiracy grows a conscience after all the breaking lectures against his warped view of canon events, then resolves to save as many lives as possible, dropping all pretenses of controlling the Spider-War
At risk to himself, he'll unhesitatingly save lives while one/some of those who blindly followed him give theirs. As shitty as his Society's turned out to be, they still have their main directive of fixing multiversal incursions, and someone has to keep giving the orders, someone with the most drive and commitment (especially for atonement)
Why on Miguel? Matured thinking aside, it evokes how science and philosophy works; cognitive science has this cliché of at least two sides theorizing extremes that are contrary to one another, and as time passes with discovery, the proof points to both sides having a point and deciding on a compromise; this of course goes beyond simple personal disagreement
So who'll it be?
Spider-gents and ladies, none other than Gwendolyn Maxine Stacy of Earth-65B
In the vein of MCU Aunt May being her Pete's Uncle Ben delivering that responsibility quote, and through it occurs the Spider-Verse's true Ultimate Fallout/Death of a Spider event this way
Gwen being slain and (certainly) coming back would be a wakeup call to both her world and the Society, as well as the latter group's morality in their internal strife and conflict against Spot. Redeem her image to everybody, Miles included, while allowing them to get together on solitary terms
That way:
It'd also be a roundabout redemption for blindly following the Society's beliefs and causing unnecessary pain to Miles, deeper than "My well-meaning side right, your well-meaning side wrong" - no, both sides can have their two cakes; say, the rest save Jeff, Gwen herself - the motherless one - saves Rio, let 1610B not be 1610A in this particular way
I'ma spitball here, but it's kinda like Nolanverse (TDKR) Batman, come to think of it. Maybe George is informed of and reveals his daughter's "demise" and publicizes her ident? The latter I admit is questionable
Maybe Gwen goes to 1610B and RVs with Miles to Florence - there's this café on the banks of the Arno - for a fine evening sitting there and ordering a Fernet Branca
XD

(Potential) Foreshadowing

... "We wanted to craft this moment where Miles encounters this powerful figure in his life that he loved so much and he lost," says director Justin K. Thompson. "That's when he realizes that he is not really in his own dimension, as well as the gravity of what he has lost. In this reality, Aaron had to shake off his life of crime and became a surrogate father figure to Miles."
... In this alternate reality, the Sinister Six have been able to flourish and take over the world. "Criminality runs rampant," says Thompson. "We wanted to create a world where it felt like Aaron and Miles G. Morales of Earth-42 [this reality's counterpart to Miles Morales] are the only heroes.
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Earth-42, p.190
... This version of the character was never bitten by a radioactive spider and doesn't have any superpowers, but he has fallen into the role of becoming the vigilante the Prowler, under the tutelage of his uncle Aaron. ...
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Miles G. Morales: The Prowler, p.200
Interviewer: Will we see other multiversal variants of Gwen Stacy in the future even if they don't have spider powers, like you do with MJ, Uncle Aaron, and Miles?
Lord: Currently yes. ... But there’s one I’m very excited about.
Miller: Yes, yeah, I know exactly the one you’re talking about.
Lord: You know the one I’m thinking of, which is based on... I’m not gonna say anything, I’m not gonna say anything.
Miller: But it is sort of plot-integral, I would say.
Interviewer: If there are other multiversal variants of Gwen in Beyond the Spider-Verse, will they impact her arc, her relationship with Miles?
Lord: I would say yes.
The Pete variants showed up after Blondie's demise, so they might reverse the sequence here - as I said, a bookend.
Yea, all these signs totally bode well for the other blonde Spidey here
https://preview.redd.it/kpz7vzvub64d1.png?width=1280&format=png&auto=webp&s=8d25e78b18f3fc82e58eb1516d1ac915fc130470

In Defense

Now calm down before you web pitchforks on me
Rachel Cole: You know what gives me the strength? My loss. We're alike that way, I imagine. Admit it, nobody who's a stranger to that particular pain could ever be as driven as us.
Daredevil: Never... Don't you ever say that to me ever again, that is a repellent statement, it's a vomituous insult to every cop, every fireman, every soldier alive who steps up to fight for those who can't! I am sorry for your loss, but if you genuinely believe that only the death of a loved one can motivate a human being to take up a cause...then get your pathetic cynical ass out of my way so I can do my job!
It's relevant because Rachel's stance here was that people like them who fight for causes are solely inspired by loss, only for Matt to verbally skewer her. The subtext here, synthesizing it with the Spidey mythos is that it's misguided to think that losing forever more loved ones is the only way to make a true Spider-Hero.
Flip the narrative and say "Villainy only happens if they're abused/poorly raised, alas, poor villain;" one is warranted to call it a vomitous insult to every abuse victim/improperly raised junior out there who became better than their elders/superiors - i.e. not go evil.
Either way, the greater gist of this is losing a close one for good isn't the way, emphasis on "for good"

Future Implications

Wrapping everything up like above (I mean the objectives), one way or another (not necessarily mine), would show full commitment to the theme of forging one's own destiny right down to the metatextual. The Spidersoc let confirmation bias blind themselves to possibilities and seemingly have yet to expose themselves to the preestablished branch realities where, say, Spider-People lose nobody or a Gwen Stacy ties neatly her romance quest with a Spidey. The themes of doing your own thing openly and honestly and in safety - rather than requesting permission from broken systems - resonate much with an Excel list: People who are queeof colowomen/disabled
Beyond that obviousness, we have disabled Spideys, Muslim Spideys (that female UK one), Blob-fat Spideys - even PLUSHIE Spideys, just to name a few, all to show the movie being the most diverse and inclusive Spidey work to date. These themes are so incredibly applicable to the lives of atypical people or otherwise people who live under systems that aren't designed for them to succeed. IE: POC, women, queer people, people with disabilities, etc. One can argue "doing your own thing" was what made ItSV such a breakthrough success and a decade phenomenon: Everything about the animation
I get that a teen girl dying, even temporarily - especially one who resonates much with LGBT (transgwender specifically) themes - is real bad optics, but we went through this before with Luz Noceda (bi rep exactly) from The Owl House, and things landed on their feet :)
If/When she comes back to crimefighting, this would be the moment she goes by Ghost Spider like her A self - a Gwen who fought fate and died for it, but another Spider loved her so much, he raised her from death to life in Ultimate defiance (getting flowery prose here) that prevails
submitted by ALDO113A to IntoTheSpiderverse [link] [comments]


2024.06.02 17:19 ALDO113A [Spider-Man] [Marvel] Beyond the Spider-Verse introductions, thematic wrap-ups, and foreshadowing - an ATSV anniversary theory

Shortform

Premise

Here is the textual taxonomy of trilogys as I've heard in (obscure, hard-to-find) writing structure lessons
Across may not have been a conclusive Act 2, but it is definitely a valid standalone one
"I'ma do my own thing."
"We're supposed to be the good guys."
Miles summarized his new path throughout the movie, then Gwen called out the Society for their enabling of so much death and suffering to serve a misguided dogma.
https://marvel.fandom.com/wiki/File:Spider-Man_Across_the_Spider-Verse_poster_003_textless.jpg
There's almost certainly gonna an all-out ideological civil war (fists or not, composite of MCU and comics, but Spiders-only) like that split poster teased.
Gonna be grimly hilarious seeing Spinneret/Spiderling fight Peter B. and Mayday (the former are on Miguel's side to the left, along with Insomniac Spidey)
Yes, I believe there will be a few more new support characters in Beyond - there's a reason certain folks were at the front, and it's just really curious and a wasted opportunity that this Spider-MJ didn't interact at all with this active version of her other (stillborn) daughter or her (Mayday-616B) dad.
I very much appreciate the lifting of other Spidey variants to the zeitgeist fold - Noir, Ham, Gwendy-65, the UK/Punk and Indian ones, the weirdos like Parkedcar from Not! Pixar's Cars, a damn popsicle possibly (lol), a plushie, etc. - but they

Events and Themes

1. Universes

Serving the Installment 3 role, Beyond will probably tie up loose ends and make the above themes reverberate across universes. Like, for 42:
Beyond the 'verse of men of spiders, Reality-42 rises up against villainy.

2. Characters and Developments

By "reverberate," the Spider-Hero question is going to strike real nerves that change the Society and the world, making them examine the morality of the war they fight against anomalies like Spot; survival at all means and costs vs. idealistic stand against fate. And for certain Spiders, we could get more screentime with certain Society members and ex-members - preferably Spinneret and Spiderling, the Insomniac Spideys, and Scarlet Spider - and Endgame-ify Beyond's length.
Feel free to add more :) Not quite a Marvel binger yet, XD

3. Fates

Another element to be addressed is the room elephant of canon events. Their loopholes, their flexibility have to be expanded upon: They are fluid like time's arrows and oceans. For one:
Maybe we even trade one event for another, as in a major death of sorts. In my opinion:
Here's a unique twist: The mastermind behind this Spider- conspiracy grows a conscience after all the breaking lectures against his warped view of canon events, then resolves to save as many lives as possible, dropping all pretenses of controlling the Spider-War
At risk to himself, he'll unhesitatingly save lives while one/some of those who blindly followed him give theirs. As shitty as his Society's turned out to be, they still have their main directive of fixing multiversal incursions, and someone has to keep giving the orders, someone with the most drive and commitment (especially for atonement)
Why on Miguel? Matured thinking aside, it evokes how science and philosophy works; cognitive science has this cliché of at least two sides theorizing extremes that are contrary to one another, and as time passes with discovery, the proof points to both sides having a point and deciding on a compromise; this of course goes beyond simple personal disagreement
So who'll it be?
Spider-gents and ladies, none other than Gwendolyn Maxine Stacy of Earth-65B
In the vein of MCU Aunt May being her Pete's Uncle Ben delivering that responsibility quote, and through it occurs the Spider-Verse's true Ultimate Fallout/Death of a Spider event this way
Gwen being slain and (certainly) coming back would be a wakeup call to both her world and the Society, as well as the latter group's morality in their internal strife and conflict against Spot. Redeem her image to everybody, Miles included, while allowing them to get together on solitary terms
That way:
It'd also be a roundabout redemption for blindly following the Society's beliefs and causing unnecessary pain to Miles, deeper than "My well-meaning side right, your well-meaning side wrong" - no, both sides can have their two cakes; say, the rest save Jeff, Gwen herself - the motherless one - saves Rio, let 1610B not be 1610A in this particular way
I'ma spitball here, but it's kinda like Nolanverse (TDKR) Batman, come to think of it. Maybe George is informed of and reveals his daughter's "demise" and publicizes her ident? The latter I admit is questionable
Maybe Gwen goes to 1610B and RVs with Miles to Florence - there's this café on the banks of the Arno - for a fine evening sitting there and ordering a Fernet Branca
XD

(Potential) Foreshadowing

... "We wanted to craft this moment where Miles encounters this powerful figure in his life that he loved so much and he lost," says director Justin K. Thompson. "That's when he realizes that he is not really in his own dimension, as well as the gravity of what he has lost. In this reality, Aaron had to shake off his life of crime and became a surrogate father figure to Miles."
... In this alternate reality, the Sinister Six have been able to flourish and take over the world. "Criminality runs rampant," says Thompson. "We wanted to create a world where it felt like Aaron and Miles G. Morales of Earth-42 [this reality's counterpart to Miles Morales] are the only heroes.
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Earth-42, p.190
... This version of the character was never bitten by a radioactive spider and doesn't have any superpowers, but he has fallen into the role of becoming the vigilante the Prowler, under the tutelage of his uncle Aaron. ...
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Miles G. Morales: The Prowler, p.200
Interviewer: Will we see other multiversal variants of Gwen Stacy in the future even if they don't have spider powers, like you do with MJ, Uncle Aaron, and Miles?
Lord: Currently yes. ... But there’s one I’m very excited about.
Miller: Yes, yeah, I know exactly the one you’re talking about.
Lord: You know the one I’m thinking of, which is based on... I’m not gonna say anything, I’m not gonna say anything.
Miller: But it is sort of plot-integral, I would say.
Interviewer: If there are other multiversal variants of Gwen in Beyond the Spider-Verse, will they impact her arc, her relationship with Miles?
Lord: I would say yes.
The Pete variants showed up after Blondie's demise, so they might reverse the sequence here - as I said, a bookend.
Yea, all these signs totally bode well for the other blonde Spidey here
https://preview.redd.it/kpz7vzvub64d1.png?width=1280&format=png&auto=webp&s=8d25e78b18f3fc82e58eb1516d1ac915fc130470

In Defense

Now calm down before you web pitchforks on me
Rachel Cole: You know what gives me the strength? My loss. We're alike that way, I imagine. Admit it, nobody who's a stranger to that particular pain could ever be as driven as us.
Daredevil: Never... Don't you ever say that to me ever again, that is a repellent statement, it's a vomituous insult to every cop, every fireman, every soldier alive who steps up to fight for those who can't! I am sorry for your loss, but if you genuinely believe that only the death of a loved one can motivate a human being to take up a cause...then get your pathetic cynical ass out of my way so I can do my job!
It's relevant because Rachel's stance here was that people like them who fight for causes are solely inspired by loss, only for Matt to verbally skewer her. The subtext here, synthesizing it with the Spidey mythos is that it's misguided to think that losing forever more loved ones is the only way to make a true Spider-Hero.
Flip the narrative and say "Villainy only happens if they're abused/poorly raised, alas, poor villain;" one is warranted to call it a vomitous insult to every abuse victim/improperly raised junior out there who became better than their elders/superiors - i.e. not go evil.
Either way, the greater gist of this is losing a close one for good isn't the way, emphasis on "for good"

Future Implications

Wrapping everything up like above (I mean the objectives), one way or another (not necessarily mine), would show full commitment to the theme of forging one's own destiny right down to the metatextual. The Spidersoc let confirmation bias blind themselves to possibilities and seemingly have yet to expose themselves to the preestablished branch realities where, say, Spider-People lose nobody or a Gwen Stacy ties neatly her romance quest with a Spidey. The themes of doing your own thing openly and honestly and in safety - rather than requesting permission from broken systems - resonate much with an Excel list: People who are queeof colowomen/disabled
Beyond that obviousness, we have disabled Spideys, Muslim Spideys (that female UK one), Blob-fat Spideys - even PLUSHIE Spideys, just to name a few, all to show the movie being the most diverse and inclusive Spidey work to date. These themes are so incredibly applicable to the lives of atypical people or otherwise people who live under systems that aren't designed for them to succeed. IE: POC, women, queer people, people with disabilities, etc. One can argue "doing your own thing" was what made ItSV such a breakthrough success and a decade phenomenon: Everything about the animation
I get that a teen girl dying, even temporarily - especially one who resonates much with LGBT (transgwender specifically) themes - is real bad optics, but we went through this before with Luz Noceda (bi rep exactly) from The Owl House, and things landed on their feet :)
If/When she comes back to crimefighting, this would be the moment she goes by Ghost Spider like her A self - a Gwen who fought fate and died for it, but another Spider loved her so much, he raised her from death to life in Ultimate defiance (getting flowery prose here) that prevails
submitted by ALDO113A to FanTheories [link] [comments]


2024.06.02 17:19 ALDO113A [Spider-Man] [Spider-Verse] Beyond the Spider-Verse introductions, thematic wrap-ups, and foreshadowing - an ATSV anniversary theory

Shortform

Premise

Here is the textual taxonomy of trilogys as I've heard in (obscure, hard-to-find) writing structure lessons
Across may not have been a conclusive Act 2, but it is definitely a valid standalone one
"I'ma do my own thing."
"We're supposed to be the good guys."
Miles summarized his new path throughout the movie, then Gwen called out the Society for their enabling of so much death and suffering to serve a misguided dogma.
https://marvel.fandom.com/wiki/File:Spider-Man_Across_the_Spider-Verse_poster_003_textless.jpg
There's almost certainly gonna an all-out ideological civil war (fists or not, composite of MCU and comics, but Spiders-only) like that split poster teased.
Gonna be grimly hilarious seeing Spinneret/Spiderling fight Peter B. and Mayday (the former are on Miguel's side to the left, along with Insomniac Spidey)
Yes, I believe there will be a few more new support characters in Beyond - there's a reason certain folks were at the front, and it's just really curious and a wasted opportunity that this Spider-MJ didn't interact at all with this active version of her other (stillborn) daughter or her (Mayday-616B) dad.
I very much appreciate the lifting of other Spidey variants to the zeitgeist fold - Noir, Ham, Gwendy-65, the UK/Punk and Indian ones, the weirdos like Parkedcar from Not! Pixar's Cars, a damn popsicle possibly (lol), a plushie, etc. - but they

Events and Themes

1. Universes

Serving the Installment 3 role, Beyond will probably tie up loose ends and make the above themes reverberate across universes. Like, for 42:
Beyond the 'verse of men of spiders, Reality-42 rises up against villainy.

2. Characters and Developments

By "reverberate," the Spider-Hero question is going to strike real nerves that change the Society and the world, making them examine the morality of the war they fight against anomalies like Spot; survival at all means and costs vs. idealistic stand against fate. And for certain Spiders, we could get more screentime with certain Society members and ex-members - preferably Spinneret and Spiderling, the Insomniac Spideys, and Scarlet Spider - and Endgame-ify Beyond's length.
Feel free to add more :) Not quite a Marvel binger yet, XD

3. Fates

Another element to be addressed is the room elephant of canon events. Their loopholes, their flexibility have to be expanded upon: They are fluid like time's arrows and oceans. For one:
Maybe we even trade one event for another, as in a major death of sorts. In my opinion:
Here's a unique twist: The mastermind behind this Spider- conspiracy grows a conscience after all the breaking lectures against his warped view of canon events, then resolves to save as many lives as possible, dropping all pretenses of controlling the Spider-War
At risk to himself, he'll unhesitatingly save lives while one/some of those who blindly followed him give theirs. As shitty as his Society's turned out to be, they still have their main directive of fixing multiversal incursions, and someone has to keep giving the orders, someone with the most drive and commitment (especially for atonement)
Why on Miguel? Matured thinking aside, it evokes how science and philosophy works; cognitive science has this cliché of at least two sides theorizing extremes that are contrary to one another, and as time passes with discovery, the proof points to both sides having a point and deciding on a compromise; this of course goes beyond simple personal disagreement
So who'll it be?
Spider-gents and ladies, none other than Gwendolyn Maxine Stacy of Earth-65B
In the vein of MCU Aunt May being her Pete's Uncle Ben delivering that responsibility quote, and through it occurs the Spider-Verse's true Ultimate Fallout/Death of a Spider event this way
Gwen being slain and (certainly) coming back would be a wakeup call to both her world and the Society, as well as the latter group's morality in their internal strife and conflict against Spot. Redeem her image to everybody, Miles included, while allowing them to get together on solitary terms
That way:
It'd also be a roundabout redemption for blindly following the Society's beliefs and causing unnecessary pain to Miles, deeper than "My well-meaning side right, your well-meaning side wrong" - no, both sides can have their two cakes; say, the rest save Jeff, Gwen herself - the motherless one - saves Rio, let 1610B not be 1610A in this particular way
I'ma spitball here, but it's kinda like Nolanverse (TDKR) Batman, come to think of it. Maybe George is informed of and reveals his daughter's "demise" and publicizes her ident? The latter I admit is questionable
Maybe Gwen goes to 1610B and RVs with Miles to Florence - there's this café on the banks of the Arno - for a fine evening sitting there and ordering a Fernet Branca
XD

(Potential) Foreshadowing

... "We wanted to craft this moment where Miles encounters this powerful figure in his life that he loved so much and he lost," says director Justin K. Thompson. "That's when he realizes that he is not really in his own dimension, as well as the gravity of what he has lost. In this reality, Aaron had to shake off his life of crime and became a surrogate father figure to Miles."
... In this alternate reality, the Sinister Six have been able to flourish and take over the world. "Criminality runs rampant," says Thompson. "We wanted to create a world where it felt like Aaron and Miles G. Morales of Earth-42 [this reality's counterpart to Miles Morales] are the only heroes.
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Earth-42, p.190
... This version of the character was never bitten by a radioactive spider and doesn't have any superpowers, but he has fallen into the role of becoming the vigilante the Prowler, under the tutelage of his uncle Aaron. ...
Zahed, R. (2023). Spider-Man: Across the Spider-Verse: The Art of the Movie. Abrams Books. THE WORLDS → Miles G. Morales: The Prowler, p.200
Interviewer: Will we see other multiversal variants of Gwen Stacy in the future even if they don't have spider powers, like you do with MJ, Uncle Aaron, and Miles?
Lord: Currently yes. ... But there’s one I’m very excited about.
Miller: Yes, yeah, I know exactly the one you’re talking about.
Lord: You know the one I’m thinking of, which is based on... I’m not gonna say anything, I’m not gonna say anything.
Miller: But it is sort of plot-integral, I would say.
Interviewer: If there are other multiversal variants of Gwen in Beyond the Spider-Verse, will they impact her arc, her relationship with Miles?
Lord: I would say yes.
The Pete variants showed up after Blondie's demise, so they might reverse the sequence here - as I said, a bookend.
Yea, all these signs totally bode well for the other blonde Spidey here
https://preview.redd.it/kpz7vzvub64d1.png?width=1280&format=png&auto=webp&s=8d25e78b18f3fc82e58eb1516d1ac915fc130470

In Defense

Now calm down before you web pitchforks on me
Rachel Cole: You know what gives me the strength? My loss. We're alike that way, I imagine. Admit it, nobody who's a stranger to that particular pain could ever be as driven as us.
Daredevil: Never... Don't you ever say that to me ever again, that is a repellent statement, it's a vomituous insult to every cop, every fireman, every soldier alive who steps up to fight for those who can't! I am sorry for your loss, but if you genuinely believe that only the death of a loved one can motivate a human being to take up a cause...then get your pathetic cynical ass out of my way so I can do my job!
It's relevant because Rachel's stance here was that people like them who fight for causes are solely inspired by loss, only for Matt to verbally skewer her. The subtext here, synthesizing it with the Spidey mythos is that it's misguided to think that losing forever more loved ones is the only way to make a true Spider-Hero.
Flip the narrative and say "Villainy only happens if they're abused/poorly raised, alas, poor villain;" one is warranted to call it a vomitous insult to every abuse victim/improperly raised junior out there who became better than their elders/superiors - i.e. not go evil.
Either way, the greater gist of this is losing a close one for good isn't the way, emphasis on "for good"

Future Implications

Wrapping everything up like above (I mean the objectives), one way or another (not necessarily mine), would show full commitment to the theme of forging one's own destiny right down to the metatextual. The Spidersoc let confirmation bias blind themselves to possibilities and seemingly have yet to expose themselves to the preestablished branch realities where, say, Spider-People lose nobody or a Gwen Stacy ties neatly her romance quest with a Spidey. The themes of doing your own thing openly and honestly and in safety - rather than requesting permission from broken systems - resonate much with an Excel list: People who are queeof colowomen/disabled
Beyond that obviousness, we have disabled Spideys, Muslim Spideys (that female UK one), Blob-fat Spideys - even PLUSHIE Spideys, just to name a few, all to show the movie being the most diverse and inclusive Spidey work to date. These themes are so incredibly applicable to the lives of atypical people or otherwise people who live under systems that aren't designed for them to succeed. IE: POC, women, queer people, people with disabilities, etc. One can argue "doing your own thing" was what made ItSV such a breakthrough success and a decade phenomenon: Everything about the animation
I get that a teen girl dying, even temporarily - especially one who resonates much with LGBT (transgwender specifically) themes - is real bad optics, but we went through this before with Luz Noceda (bi rep exactly) from The Owl House, and things landed on their feet :)
If/When she comes back to crimefighting, this would be the moment she goes by Ghost Spider like her A self - a Gwen who fought fate and died for it, but another Spider loved her so much, he raised her from death to life in Ultimate defiance (getting flowery prose here) that prevails
submitted by ALDO113A to MarvelTheories [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 11:26 rafikyoucefzouaoui Best Online Casino Ireland: Top Irish Casino Sites on Reddit

Best Online Casino Ireland: Top Irish Casino Sites on Reddit
Hey, Gambling Gurus! We've scoured Reddit to bring you the best Irish online casino review guide for 2024. Our community of over 50k players worldwide, including about 5k from Ireland, has shared their honest opinions on the top online casinos. We've compiled their feedback and added our own research to show you the best places to play.
As Redditors, we know how valuable personal experiences and suggestions can be when choosing the best online casinos. That's why we've created this guide, featuring the top casinos that Irish players on Reddit love the most. Here's a quick breakdown for those of you on the run.
Best Reddit Rated Online Casinos for Ireland
  1. 💰 JackpotCity - Best Overall Irish Online Casino, Bonus: €1,600 + 100 Free Spins
  2. 🎰 Spin Casino - Ireland's Slot King, Bonus: €1,000 + 150 Free Spins
  3. 🍀 Ruby Fortune - Top-Rated Casino Live Casino, Bonus: €750
  4. 🎲 Lucky Nugget - Classic Casino with High Payouts, Bonus: €200 + 40 Free Spins
  5. Gaming Club - Elegant Gaming, Rewarding Play, Bonus: €350
Without further ado, let's kick things off with our top pick, JackpotCity, a standout among Ireland online casinos.

JackpotCity - Progressive Slots & Jackpots King

Jackpot City has been making waves in the Irish casino sites scene, and it's not hard to see why. With its impressive game selection and enticing bonuses, this casino is a top contender for the best Irish casino site, as praised by Reddit users and other casino reviewers.
JackpotCity - Book of Atem Offer 100 Bonus Spins + €1600 Euro Deposit Bonus
🌟 Key Highlights
Advantages:
  • Extensive slot collection with over 430 options, including fan favorites like Mega Moolah
  • Trusted and secure, with eCOGRA certification and a Malta Gaming Authority license
  • Partnerships with top game providers like Microgaming and NetEnt
  • Exceptional customer support team, always ready to help
  • Generous midweek and weekend bonuses for regular players
Drawbacks:
  • Some country restrictions, including Spain, Malta, South Africa, and the UK
  • Welcome bonus geared mainly towards slot enthusiasts
Jackpot City - Top Picks for Slots & Games:
Slot Favorites: Mega Moolah, Agent Jane Blonde Returns, Anderthals, 9 Pots of Gold by Streamicon, Mining Fever, Wheel of Wishes, Major Millions, Treasure Nile
Live Casino Hits: Real Roulette with Sarati, On Air Speed Roulette, Live Blackjack
Winning Potential 🏆 (90/100): With an average payout percentage of 97.84%, Jackpot City proves its commitment to providing players with a fair chance at winning big.
Game Variety 🎮 (94/100): With over 500 games on offer, Jackpot City is a slot lover's dream come true. Boasting more than 430 unique slot titles, along with a diverse range of games like Blackjack, Roulette, Video Poker, and Live Games, this casino stands out in the crowded online gaming landscape.
Live Casino Experience 🎖️ (91/100): Powered by the renowned Evolution Gaming, Jackpot City's live dealer games provide an immersive and authentic gaming experience. While the current selection is impressive, adding more diverse live games could take this casino to the next level.
Bonuses & Rewards 🎁 (88/100): New players are greeted with a generous €1,800 welcome bonus, setting the stage for an exciting gaming journey. However, the bonus focus on slot players might limit its appeal to some. The VIP program, with its exclusive perks and bonuses, is a standout feature for loyal players.
Banking & Transactions 💳 (93/100): Jackpot City offers a wide range of banking options and boasts a speedy withdrawal process, with payouts typically processed within 24-48 hours. This commitment to smooth and efficient transactions enhances the overall player experience.
Safety & Trust 🔒 (95/100): With a Malta Gaming Authority license and eCOGRA certification, Jackpot City prioritizes player safety and security. The casino's impressive 96% payout percentage further demonstrates its dedication to fair play.
Customer Support 📞 (92/100): The friendly and knowledgeable support team is available 24/7 via email, live chat, and phone, ensuring players receive prompt assistance whenever needed. The multilingual support is a valuable asset for Irish players.
Mobile Gaming 📱 (90/100): Jackpot City's mobile platform is user-friendly and accessible across various devices, including Android, iOS, and tablets. The no-app-required approach makes for a seamless mobile gaming experience.
🌟 Reddit Opinion 📣 (92/100): Jackpot City is a top-rated online casino for Irish players, offering an extensive game selection, generous bonuses, efficient banking, and robust security measures. Slot enthusiasts will find their paradise here, with glowing recommendations from the Reddit community and our fellow Gurus who helped with the findings.

Spin Casino - Ireland's Top Online Casino for Slots

Let's take a closer look at why Spin Casino has been and continues to be one of the best choices for Irish players when it comes to online gaming. Our in-depth review of the best online casino in Ireland, Reddit has revealed that Spin Casino truly excels in delivering a top-notch gaming experience.
Spin Casino - Wolf Blaze Offer 150 Bonus Spins + €1000 Match Bonus
🌟 Key Highlights
Advantages:
  • Over 800 games to choose from
  • eCOGRA certified for fair play
  • Collaborates with 30+ top game providers
  • Huge progressive jackpots up for grabs
  • One of the best VIP experiences around
Drawbacks:
  • 35x rollover for bonuses can take a while
  • No telephone support (but live chat is great!)
Spin Casino - Top Picks for Slots & Games:
Slot Favorites: 9 Masks of Fire, Hyper Gold, Amazing Link Zeus & Apollo, Thunderstruck II, Chicago Gold, Break da Bank Again
Table Games & Live Casino Hits: Vegas Single Deck Blackjack Gold Series, Mega Roulette by Pragmatic Play, On Air Nexus Roulette
Recent Player Winnings 🏆 (93/100): Recent stats show players have a high chance of winning at Spin Casino, making it a great choice if you're looking to score big.
Live Casino Action 🎲 (85/100): The live games at Spin Casino are pretty great, but adding more titles like Dream Catcher would really take things up a notch. Partnering with top developers like Evolution Gaming means you get an immersive live casino experience.
Banking Made Easy 💳 (92/100): Spin Casino makes depositing and withdrawing a breeze with their streamlined options. You won't have any hassles here!
Bonuses & Promos 🎁 (70/100): The €1,000 welcome bonus is super tempting, but the 35x wagering requirement is a bit of a bummer. On the bright side, Spin Casino has lots of promos and a unique Bonus Wheel that sets it apart.
Mobile Play 📱 (90/100): Whether you're playing on the browser or app, Spin Casino's mobile platform is super responsive. The app's real-time notifications make sure you never miss a thing.
Game Selection 🎮 (94/100): Spin Casino has some really cool exclusive titles like Gold Rush Express and massive jackpot slots like Mega Moolah. It's a top pick for online gaming fans. Adding games like craps and casino poker would make it even better!
Safety & Security 🛡️ (98/100): With eCOGRA certification and a legit license, Spin Casino is a safe and trustworthy place to play. You can feel confident playing here.
Customer Support 📞 (90/100): The 24/7 support team is always ready to help. Adding phone support would make Spin Casino the go-to for top-notch customer service.
🌟 Reddit Opinion 📣 (95/100): With a huge game selection, awesome rewards, high win rates, and top-notch security, Spin Casino is easily one of the best online casinos for Irish players. It's a no-brainer for most of Ireland. It has an edge on Slots and offers a high-security environment for gambling.

Ruby Fortune - Premier Casino for Live Casinos

Ruby Fortune, part of the renowned Palace Group, is a top casino site. Featuring over 450 games and a notable RTP of 96.61%, Ruby Fortune excels in delivering an authentic gaming experience and ensuring player satisfaction. Redditors mentioned their live casino gameplay a lot.
Ruby Fortune 450 Games and €750 Deposit Bonus
🌟 Key Highlights
Advantages:
  • Free play options to explore casino games before real money play
  • High-quality live games for an immersive gambling experience
  • Personalization options to save favorite games, enhancing the casino journey
Drawbacks:
  • Limited FAQ section
  • 96-hour pending period for withdrawals
  • €50 minimum withdrawal
Ruby Fortune - Top Picks for Slots & Games:
Slot Favorites: Mega Moolah, Immortal Romance, Thunderstruck II, Avalon, 9 Masks of Fire
Live Casino Hits: Live Roulette, Blackjack, Baccarat, Dream Catcher
Game Selection 🎮 (90/100): Ruby Fortune's diverse game menu includes over 450 titles, ranging from top slots to progressive jackpots, table games, and engaging live dealer sessions.
Bonuses & Rewards 🎁 (70/100): Offers enticing bonus money, including a sign-up bonus specifically tailored for new Irish players, alongside a rewarding VIP program.
Mobile Compatibility 📱 (90/100): Ensures a seamless mobile experience, with most games available on iOS and Android, aligning with the needs of players within the Irish market.
Payment Options 💳 (80/100): Multiple secure payment methods, such as credit/debit cards and e-wallets, cater specifically to Irish players.
Safety & Trust 🔒 (90/100): Ruby Fortune, licensed by the Malta Gaming Authority and regulated by the EU, uses SSL encryption for data protection, ensuring a safe gaming environment.
Favorite Casino Games ❤️ (92/100): Features a variety of slots and table games from top providers, with a particular focus on progressive jackpots and live casino games.
🌟 Reddit Opinion 📣 (91/100): Ruby Fortune is a top contender among the best real money casinos, offering a broad selection of casino games, strong security, and a mobile-friendly platform. It focuses on player satisfaction and fair gaming, making it a favorite among Irish players.

Lucky Nugget - Trusted Classics, High Payouts

Nestled within the competitive terrain of online casinos, Lucky Nugget holds steadfast as a pioneer, offering a trove of classic and trendy casino games. This is where seasoned players and newcomers alike can strike gold with their wagers.
Jackpot Offer Page at Lucky Nugget
🌟 Key Highlights
Advantages:
  • A vetted and veteran presence in the online casino world
  • High payout rates
  • Strong focus on fair play and player security
Drawbacks:
  • The aesthetic could use a modern overhaul
  • Restricted access in some countries
Lucky Nugget - Top Picks for Slots & Games:
Slot Favorites: Major Millions, Avalon, Thunderstruck II, Mega Moolah, Tomb Raider
Table Games & Live Casino Hits: Classic Blackjack, European Roulette, Baccarat, Live Poker
Game Selection 🎮 (80/100): Lucky Nugget is a well-established mine where "best casino online Ireland" seekers can find a rich vein of gaming options, from timeless slots to video poker.
Bonuses & Rewards 🎁 (75/100): New prospectors can expect a golden handshake in the form of a deposit bonus, though it's important to watch out for the playthrough requirements attached.
Mobile Compatibility 📱 (80/100): Though somewhat aged, the mobile site remains a reliable workhorse for gaming on the go, deserving its place among the "best online casino" mobile sites.
Payment Options 💳 (85/100): The site shines with an array of payment choices, offering both modern online methods and traditional options for transactions.
Safety & Trust 🛡️ (90/100): Licensed by the Malta Gaming Authority, Lucky Nugget ensures a secure and fair gaming environment, prioritizing player protection.
Favorite Casino Games ❤️ (88/100): Slots: Prospecting for wins is easy with a range of both classic and contemporary slot games. Table Games: Gold isn't the only find; players will also discover a solid selection of table games, including blackjack and roulette variants.
🌟 Reddit Opinion 📣 (88/100): Lucky Nugget's rich history in the online casino realm is a testament to its enduring quality and commitment to player satisfaction. With high payout rates and a dedication to fair play and security, this casino has become a trusted name for both seasoned gamblers and newcomers seeking reliable gaming. While the platform may benefit from a contemporary refresh, it compensates with a bedrock of beloved classics and high-paying casino games. The casino's mobile performance remains steadfast, providing players with a dependable option for gaming on the move. Lucky Nugget's well-forged array of casino games and reliable payment options solidify its status as a time-honored destination for those panning for gaming gold in Ireland.

Gaming Club - Elegant Gaming, Rewarding VIP

Gaming Club invites players into a world of sophistication with its sleek interface and distinguished selection of games. Emulating the grandeur of European gaming halls, it delivers an experience that is both stylish and deeply satisfying.
Gaming Club Games Overview + €350 Deposit Bonus
🌟 Key Highlights
Advantages:
  • A sleek user interface that exudes sophistication
  • High-quality Microgaming software
  • A rewarding loyalty program
Drawbacks:
  • No cryptocurrency payment options
  • Support not available in all languages
Gaming Club - Top Picks for Slots & Games:
Slot Favorites: Thunderstruck II, Mega Moolah, Avalon, Immortal Romance, Mermaids Millions
Table Games & Live Casino Hits: European Roulette, Classic Blackjack, Baccarat, Live Poker
Game Selection 🎮 (80/100): Gaming Club courts players with an elegant array of Microgaming titles that resonate with those on the hunt for the "best casino online Ireland" dedicated to high-fidelity gaming.
Bonuses & Rewards 🎁 (80/100): The casino rolls out the red carpet with a welcome bonus package that includes both match bonuses and, at times, free spins, making it a competitive presence in the Irish gambling sites.
Mobile Compatibility 📱 (85/100): Their mobile presence is dressed to impress, offering functionality and flair for the discerning gambler who prefers the "online slots Ireland" experience on the move.
Payment Options 💳 (80/100): Euro-centric with a nod to global needs, Gaming Club caters to a multitude of payment preferences with seasoned ease.
Safety & Trust 🛡️ (90/100): Licensed by the Malta Gaming Authority and using advanced encryption technology, Gaming Club ensures a secure and trustworthy gaming environment.
Favorite Casino Games ❤️ (88/100): Slots: Indulge in a pantheon of slot adventures, from classic three-reel games to expansive progressive jackpots. Table Games: Navigate a sophisticated tableau of baccarat, blackjack, and roulette offerings, each echoing the allure of a brick-and-mortar experience.
🌟 Reddit Opinion 📣 (88/100): Gaming Club invites players into an atmosphere of elegance and class, delivering an opulent gaming experience with its sophisticated interface and a selection of high-quality Microgaming titles. The loyalty program and regular promotions reflect a commitment to providing substantial value to its customers. While the absence of cryptocurrency support and limited language options may pose an inconvenience for some, the casino's strong mobile platform and vast array of payment methods underscore its role as a refined and accessible option for Irish players craving the exquisite essence of European casino charm.

Wrapping Up: Top Irish Online Casinos, According to Reddit 🏆

As we wrap up our deep dive into the best Irish online casino options for 2024, it's clear that the Reddit community has nailed it again. These casinos have earned rave reviews and recommendations from thousands of Irish players, making them top picks for an outstanding online gaming experience.
For the latest insights and discussions on casinos in Ireland, join us. You'll find loads of useful info, great discussions, and connect with fellow casino fans. Together, we can keep uncovering the best online casino experiences and help each other navigate the world of online gambling. (Seriously, it's a goldmine of tips!)
Keep reading for some hot tips and facts on choosing an online casino. Trust us, you don't want to miss this!

The Gambling Gurus' Thorough Review Process 🕵️‍♂️

When it comes to finding a good online casino in Ireland, we leave no stone unturned. Our team of expert reviewers is dedicated to ensuring you get the most trustworthy and comprehensive reviews. Here's a peek into our thorough evaluation process:
📜 Licensing and Legitimacy: First and foremost, all casinos on our list are legitimate online casinos. They are licensed by at least two to three prestigious authorities such as the Malta Gaming Authority (MGA), Kahnawake Gaming Commission (KGC), and Alderney Gambling Control Commission (AGCC). This guarantees a safe and legal gaming experience in Ireland.
📢 User Testimonials: We gather valuable insights directly from the source – the casinos themselves. By analyzing player reports, we gain a deeper understanding of the overall user experience and satisfaction levels.
💬 Community Voices: Next, we tap into the wisdom of the crowd. Our team conducts extensive surveys across popular platforms like Reddit, Quora, and other renowned gambling communities to gauge real-user sentiments and experiences.
📈 Expert Reviews: To ensure a well-rounded perspective, we meticulously compile ratings and reviews from the top online casino evaluation sites such as Casino org, Casino Guru, and AskGamblers. This allows us to incorporate the expertise of industry professionals into our assessment.
🐦 Social Pulse: We keep our finger on the pulse of the latest trends and opinions by scanning through recent chatter on X and TrustPilot and ofcourse Reddit. This helps us stay attuned to any emerging issues or noteworthy praise.
🎮 Hands-On Trials: Of course, no review is complete without firsthand experience. Our dedicated team personally tests each online casino, exploring every aspect from the live casino offerings to the slot selection and withdrawal processes. We leave no feature untested to provide you with a truly comprehensive evaluation.
Proven Track Record: All the brands on our list have been around for more than 18 years, which underscores their legitimacy and reliability. This long-standing presence in the market ensures that they are trusted and well-regarded by players.
By combining these diverse data points and our own expert insights, we create a detailed and unbiased picture of each online casino. Only then do we confidently present our top recommendations to our valued readers.
So, when you choose an online casino based on our reviews, you can trust that it has undergone a meticulous evaluation process designed to identify the very best options for Irish players.

Your Burning Questions About Online Casinos in Ireland, Answered!

What is the most trusted online casino? Based on our extensive research and player feedback, JackpotCity stands out as the most trusted online casino in Ireland. With its eCOGRA certification, strict security measures, and a long-standing reputation for fairness and reliability, JackpotCity has earned the trust of countless Irish players.
What is the best online casino for payouts? Spin Casino is highly recommended for its impressive payout rates. With an average payout percentage of 97.84% and a reputation for smooth and quick withdrawal processes, Spin Casino is a top choice for players looking to maximize their winnings.
Can you gamble online in Ireland? Yes, you can gamble online in Ireland. The key is to choose reputable and licensed online casinos, like those we've reviewed, to ensure a safe and fair gambling experience.
Are online casinos legal in Ireland? Yes, online casinos are legal in Ireland. The casinos on our list are all licensed by prestigious authorities such as the Malta Gaming Authority (MGA), Kahnawake Gaming Commission (KGC), and Alderney Gambling Control Commission (AGCC), ensuring they operate legally and ethically.
What is the best gambling site to win? For players looking to win big, Ruby Fortune is a great option. With a diverse game selection, high RTP rates, and numerous progressive jackpots, Ruby Fortune offers excellent opportunities to score significant wins.
Are there gambling casinos in Ireland? Yes, there are physical gambling casinos in Ireland, but the convenience of online casinos has made them a popular choice. Online casinos like Lucky Nugget and Gaming Club provide a wide range of casino games and a high-quality gaming experience right from the comfort of your home.

Final Thoughts and Valuable Resources for Irish Players

As we conclude our in-depth exploration of the best online casinos, we want to remind our fellow Gambling Gurus about the importance of responsible gambling. While online casino gaming can be exciting and entertaining, it's crucial to approach it with a clear mind and a solid understanding of your limits.
If you ever feel that your gambling habits are negatively impacting your life, don't hesitate to reach out for help. Here are a few Ireland-specific resources:
We also recommend checking out the discussion on the Reddit post about Canadian Online Casinos. Some of the online casinos listed here are also available in Canada, and you might find important tips from our community that are relevant to your gaming experience.
To our beloved Gambling Gurus community, we invite you to share your thoughts, experiences, and burning questions in the comments below. Your insights and perspectives are invaluable in helping others navigate the world of online casinos and make informed decisions.
If you've had a particularly positive or memorable experience with one of the casinos we've reviewed, we'd love to hear about it! Similarly, if you have any cautionary tales or advice for your fellow Gurus, please don't hesitate to share. Your input helps us all become more knowledgeable and empowered players.
Keep reading for more tips and insights on choosing the best online casino and enhancing your gaming experience!
Cheers Rafi
submitted by rafikyoucefzouaoui to GamblingGurus [link] [comments]


2024.06.02 09:29 LossLucky4012 what do you think?

I've been working on this story for... 3 months? 4? who knows, with my ability to keep track of time I could have started this yesterday, anyway, this is a story that has sci-fi elements, and some fantasy, although the fantasy stuff is mainly dragons so lets say adventure for now, (cause I don't know shit about genres, I just wrote the story) , Keep in mind, this has been written in free time, of which I don't have a lot, so if you don't like the story it is probably my fault, here is a look at:

Dragons wing

I slowly drift from my sleep and think to myself, ow, why is everything warm? I check the thermostat and see that it is at a temperature as cool as Canada and when I turn back to go back to bed so that I can sleep in, I see that my stuff has been knocked over? Oh sorry, where are my manners? I'm James O’Maley, I put everything back into place, and lay down on my bed but nothing is comfortable! I just decide, you know what, whatever, I’m just gonna get ready for work, and with that i get dressed, everything feels harder to put on, but it really hits me when I go to brush my teeth, when I looked into the mirror, I saw that their were, wings on my back, and a tail, growing out my butt like a lizard, I obviously spend several minutes having an existential crisis about this shocking revelation, and I decide to look at what these wings can do, I open a window, crawl out, with some difficulty and some slamming the window on my tail. I go to the edge of the fire escape railing, hop on, and jump, and I flew, higher and higher, until i nearly flew into a mountain but that's when I suddenly breathed fire, from my mouth, and bore a hole straight through the cliffside, I could spend all day flying, breathing fire, and fiddling with my tail, but I began to feel as tired as if I’d just gotten back from lifting weights with tigers, I landed on a cliffside and fell asleep. When I woke up I wasn’t on the cliffside anymore, there were monitors and scientists all around me. I tried to show some sign that I was awake, but I was chained up! I spent several moments struggling to get free, I must be free, I am not something they can chain down! I struggle, I roar, I attempt to move my head enough to burn the surrounding area, but I can’t, until someone finally talks to me,
“Hello there, James, please forgive us for our caution, but with your kind we can never be too careful.” I can see the scientist, I read his name tag, Dr. Crane William, I roar out
“My kind!? Get me out of these chains!” I breathe fire, claw, kick and swing my tail, trying to free myself, until I see two other people watching, one with weird whiskers, a long tail and a smug look on his face, and the other with a similar appearance to me but her wings are her arms. The next few days go by, until the two finally decide to talk to me, and in those days, My face becomes a snout like a komodo dragon’s, the one with the whiskers opens his mouth first and I already hate him
“Would you look at that, he’s even uglier up close!” I glare at him with absolute hatred, that seems to anger him more,
“What are you mute or something? Speak before I tear you apart!” he takes one step closer and that's all I need, I Bite his shoulder and use his head to break the chains on my right arm, I continue to break the rest of them with ease, and tell whiskers
“You want to fight? Let’s fight!” I leap on top of him, clawing at his face, he tries to slash me with a blade on his tail but I grab it and stab the wall with it, until I feel a burning sensation in my veins, The girl had bitten me! She looks at me with sadness,
“Sorry about this,” I look at her and drift into unconsciousness, when I wake up next I’m in some kind of, medical wing, ha, wing, as I look around I feel that my mouth is bound shut, but other than that, I can move my body, I get up off the gurney and just when I think it looks nice, whiskers shows his face,
“Well thanks a lot freak, now I’m on probation with Dr. Crane.” I motion to my mouth and he seems to have enough brain cells to understand what I mean
“Ha! You got the boot, Lily had that on her when she wouldn’t stop biting staff, I’m Ryan Mist.” I just walk away and try getting this muzzle off, That's when Crane walks in,
“Well, I must say it has been a while since we’ve had to use the boot, Ryan, your behavior was unacceptable!” I can tell that Crane is annoyed, and right as he finishes his sentence, click, the boot falls off my face and clatters to the ground. I don’t bother trying to fight Ryan again, I’m just happy to be able to talk!
“Well that’s a lot better, now, talk, I want answers.” I growl, Crane and Ryan seem surprised that I got the boot off but they talk, turns out, I’m what’s called a dragonkin a Human who has dragon genes in their genome, Lily and Ryan are also dragonkin, although they can’t breath fire, Lily has fangs and a venomous bite, turns out she’s the girl that bit me, and Ryan just looks weird, apparently we are the only dragonkin who evaded the organization that Crane works for, Called ‘Kadmus,’ into adulthood, Lily being found at 22, ryan at 20, and me at 24, on top of that, we are the only dragonkin who have survived that long, it’s at that moment that I notice Lily looking at us from behind some glass, I decide that I’ve heard enough and open the door, and I leave the room.
As I leave the room I can tell that Lily was not expecting me from the look on her face, I start a conversation with her, trying desperately to be friendly and not notice all the scientists glancing at me nervously.
“Hey, Lily, Right?” I say in the friendliest tone I can, “I’m James.” Lily looks at me with a calculating look before answering
“Hello, yeah my name is Lily, Lily Megan.” she clearly is wary of me, but I can tell a few things about her, making herself look small, clearly smarter than she lets on, seems shy,
“How did you get it off?” Lily breaks into my train of thought with the question,
“What?” I ask her, confused,
“The Boot, how did you get it off?” She gestures to the room where Crane and Ryan were having an argument, but more specifically to The Boot, laying on the ground
“Oh that? I once took a lockpicking class when I was younger.” I explain
“Huh, you mind teaching me that sometime?” She catches me off guard with that one, I can tell that she is being genuine so I agree, And we begin working out what time works best.
The next few weeks go by in a flash, but I’ll summarize it for you, I ended up getting my own room like Ryan and Lily, I start teaching Lily how to pick locks, and we end up having a few game nights where we played games like charades, poker, even monopoly, lets just say that we will never play monopoly again. However, the most important thing of all, we ended up finding another dragonkin! We aren’t sure what dragon ancestor he has, but we think he’s another eastern long tail, like Ryan, the new guy’s name is Dillian, He’s great, absolute goofball, he’s from Australia, and according to him, his family has never been anywhere but the land down under, weird, but the guy’s like a little brother to me, so it’s cool, and that catches you up. “Hey Dillian!” I lean my head into his room, “Wanna come hang out with the rest of us? It’s movie night!” Dillian just looks at me, unreadable, 
“Okay, your loss.” I try to hide how unnerving that look felt, but something doesn’t feel right. I go back to the lounge, where Ryan, Lily, and Crane are all waiting for me,
“Sorry guys, Dillian, isn’t up for it.” Lily looks at me disappointed,
“Aw man, and we're even watching Dune!” I just look at her with a sad look, but Ryan manages to lift the mood a little bit,
“Last time we let Crane pick the movie!” Crane just glares at Ryan, I can tell he’s about to lecture him so I just start the movie, around one hour in, boom, everything is blurry, and there is dust swirling, everything hurts. I see Lily and Ryan helping evacuate the scientists, I don’t see Crane anywhere! But that's when I see it, Cranes lab coat, soaked red and underneath a piece of rubble, I try to run towards it, but I can't stay on my legs, I call out,
“CRANE!” My friends hear me, they rush towards me and they see the lab coat, Lily tears up, Ryan is too stunned to speak, then we hear it, we hear him. Dillian, he’s laughing, laughing at the lab coat, laughing at us, My head snaps toward him, I feel the rage burning, my wings flare out, fire rises in my throat, I grab Dillian by the collar, and I roar,
“Do you think this is funny?!” Dillian just keeps laughing, “Crane is deadI!” Dillian looks at me, and he finally stops laughing, he pushes me off and spikes erupt from his skin, his tail wraps around my throat, and he growls,
“Don’t touch me you cretin, my ancestors were nearly wiped out by yours, I’m just returning the favor.” I look at him confused, Ryan seems to have been just as confused as me because he asked,
“What do you mean? The Eastern long tails have never had an issue with the Flying flame drakes.” Dillian just flicked his wrist and one of the spines shot out and nearly sliced Ryan’s head off!
“Do not compare the Wyrms to those foolish sky beasts! They have ruled the land for centuries!” Dillian roars, at this point I finally manage to choke out,
“Wyrm? Like the dragon inside the mountain Wyrm?” I struggle against his tail, I finally get a claw hooked under it and pull, it takes all of my strength to get my head loose and retreat, and then I see Dillian fully for the first time, pale skin covered in red spines and a long tail that could probably crush a normal humans windpipe, if I wasn’t a dragonkin I’d be dead.
“So, you do have a brain. Indeed, my ancestors were the Wyrms, Masters of the land, and the only dragons to be nearly forgotten by time, if it weren’t for the colony under Australia, I would not be a dragonkin.” Dillian snorts, and after saying his piece he leaped up, dived down, and bore through the earth, I try to go after him, but Lily holds me back,
“James you're hurt, and you would not stand a chance against him in your current state!” I hate to admit it, but it’s true, I would not stand a chance against Dillian, oh man, my leg hurts, I look at my left leg and I see that it has a shard of metal sticking out of it, and then everything feels heavy, I hear Lily yell out my name, but she sounds so far away, I don’t try and fight it, I just let the darkness envelope me, at least in the dark I can’t hurt, when I wake up I’m in the medical wing ha, it’s still funny, I have a bandage around my leg and then it all rushes back to me, Crane’s lab coat, Dillian laughing, the rage, everything, replaying over and over in my mind, I immediately try and stand up and I find a lot of difficulty in that, but I manage to stumble off the bed, I avoid putting weight on my leg, and I use my wings when necessary,
‘Well it’s about time you woke up, and here I was thinking that we had wasted time and resources.” I spin around to see a lady in a suit and glasses looking at me with a look of disdain,
“Hello, I am Dr. Leanne Vern, but you can call me Leanne. I am your new head researcher, I hope you are ready for your next few tests, Dr. Crane wasted a lot of time ‘bonding’ with you.” It’s right as she finishes that sentence when I feel the urge to make it her last, I feel rage burning under my skin and I glare at her with every last ounce of anger possible,
“What.” Either she didn’t get the memo or she is just a jerk, because she did not care, but either way I continued,
“Do you think that now is a good time to either ridicule Crane, or tell me that you need to run tests on me? I am not your lab rat” I grab her collar “I am not something you just get to boss around, If you say something like that again I will send you straight to the underworld where you belong.” I shove her back and go look for Lily and Ryan, I find them in the cafeteria, I get some food and sit down across from them,
“Mind if I sit here?” It clearly lightened the mood, but not even Ryan found the humor to reply, but we started to talk turns out I had been knocked out for two weeks, when I asked about Dillian Ryan tensed up, he explained to me that Dillian goes by ‘Death Wyrm’ now, he’s spent the last two weeks tormenting the city, and eventually I brought up Leanne,
“That Dr. Leanne is a jerk though, when I got out of the medical wing she just introduced herself, told me that she would run some tests and insulted Crane.” Lily seemed to agree because she replied,
“Yeah the first day she got here she told me I was ugly, and had me escorted into the testing chamber and forced me to fly for as long as I could or else I would get shocked.” Upon hearing this I feel rage flare up inside me, I flare out my wings and fly straight towards Leanne's office,
“You threatened Lily with being shocked?! What is wrong with you?” Leanne just looked at me stone faced and told me,
“You dragonkin are nothing but freaks that look interesting, you should not be treated like humans, you are tools.” I just stand there, shocked until the dam just breaks, I roared, I grabbed her by the collar and I slash her face with a claw,
“Tools? TOOLS?! The only tool in here is you! First you insult Crane, someone who died only two weeks ago! Then I learned you threatened one of my friends with a shock if they stopped playing your sick little game!” I feel the fire rise in my throat, I open my mouth, but then I see the look in her eyes, fear, absolute, paralyzing fear, I hesitate, and think to myself, oh my god, what am I doing? I release Leanne and walk out of the room, as I’m leaving I hear Leanne bellow from behind me,
“Where do you think you’re going?” I glare back, I don’t need to answer her, but because I know she will hurt my friends if I don’t I tell her what I’m doing, I explain.
“I’m going after Dillian, don’t try to stop me.” I can tell that Leanne is angry, I can feel her eyes shooting daggers at me, she clearly disagrees with me,
“Oh no you don’t, listen to me you bloated gecko, we did not spend millions tracking you down for you to play superhero!” I just walk away from her and go to the cafeteria to tell Lily and Ryan, they of course freak out at me, saying that I should not go after Dillian, that he’d kill me, and that I should stay here, but I look at them with all of the emotion in the world, I tell them
“Look, I know that Dillian would probably kill me, but I at least might tire him out enough for the police or military to stop him, but it’s more than that, I can’t let him hurt innocent people.” Lily and Ryan look at me, Lily hugs me, and tells me,
“Don’t you dare die or I will kill you.” I look at her, And I say to Ryan,
“I hope she’s joking.” Ryan looks at me and punches my arm,
“You are a good friend man, I hope you live through this.” I look at Ryan and Lily, knowing that this might be the last time I see them, I hug them both, and I flare out my wings and I fly off.
As I sped off towards Dillian, no, Death Wyrm, he stopped being Dillian when he killed Dr. Crane, one thought was going through my mind, am I going to survive this? It doesn’t really matter, as long as Death Wyrm gets what he deserves, when I arrive in the city I look around from above first, I decide to stop by my old apartment, I remember when My dad helped me find this place before he died, it has looked weird since I had my stuff moved into my room at the Kadmus site, I decide to sit down on the floor, when all of a sudden I hear a click and a secret safe opens from the wall. Inside I find a video message to me from my dad, along with an envelope, with the words for when I’m gone written on it, I look through the envelope and I find an old Kadmus keycard for my dad, so that's what his work was, I knew he was secretive but damn, A few other papers that talk about dragons, turns out, Kadmus had been looking into the dragons for years, although these papers are odd, as if my dad had prior knowledge of the dragons. The ball drops when I play the video message it says, 
>Hello, James, if you are watching this then I’m probably dead. In the envelope that you have found alongside this message, there is also my old keycard, it will give you full access to any Kadmus site. Along with my personal notes on the Flying flame drakes, the Eastern long tails, the Wyverns, and some vague knowledge of a supposed fourth dragon species, including some vague diet, and possible weaknesses, but if you’ve already read them, then that means you have seen that the Flying flame drake notes are more definitive, that’s because I am also a dragonkin, I only inherited physical strength from our ancestors, but I have a feeling you will have more characteristics, but I am saying this because you need to know the history behind our ancestors, and the rest.<
I look at the message and wait for it to continue, until a small piece of paper slips out of the metal box that is the message, when I open it I find out that in the beginning of the dragons, there were supposedly four species, the Flying flame drakes, the Eastern long tails, the Wyverns, and the Wyrms, until the Wyrms struck out, they had felt as though due to there inability to fly, that the other dragons thought less of them, the dragons were forced to lock away the Wyrms deep beneath what would one day be called Australia, and then man arose, and along with them the first dragonkin, Tiamat, a Flying flame dragonkin, as my dad called him, but the humans lived in fear of the dragons, eventually driving them to the bleeding cut edge of extinction using their advancing technology, eventually humans all but forgot about dragons, reducing them to myth or fairy tales. That was more or less all that was written, I committed all of this knowledge to memory, and then I heard a loud boom and some maniacal Dr. Doom esc laughing, I peer out of the window to see Death Wyrm, tormenting people, I leap out of the window and into the air, getting a good angle before dive bombing Death Wyrm, breathing fire on him and slashing him with my claws,
“Hey Dillian, did you miss me?” I laugh, I tried to pull a Ryan and joke myself into feeling confident, and it kinda helped, Death Wyrm roars out in rage,
“Why didn’t you stay out of my way?” He whips his tail up, shooting spines out at me, although thanks to my practice I manage to dodge them, I decide to not make a joke and just stay quiet for now, I remember something a security guard once told me, if the enemy is in range so are you, don’t just talk, actually attack, I know that I am in range for a fireblast but Dillian doesn’t know that, I shout out,
“Those spines must really hurt, but not as much as my claws!” I suddenly make a sharp turn and get in close with my talons, I first duck beneath Death Wyrms hook, and slash at his stomach, I then dodge a spine shot, and quickly follow up and through with a tail whip, knocking him off balance, then quickly blast fire right at his feet, but I didn’t see that Death Wyrms tail had grabbed my leg before it had already thrown me two blocks away, I was getting up when I felt a Burning pain in my arm, when I looked to see, it was one of Death Wyrms spines, It had only penetrated the outermost muscle tissue, I would heal in a few weeks but that doesn’t mean it didn’t hurt like hades, I rip the spine out and breath fire on the wound in order to cauterize it, when I suddenly feel Death Wyrms tail around my throat, choking me, and I am all of a sudden pinned to a wall, with my mouth bound shut, great it’s the boot all over again, I see Death Wyrm, he’s grabbing the spine I ripped out, he walks towards me, and he gives me a small speech,
“You know James, if you weren’t so noble I’d actually have let you join me, I never wanted to kill you, but you leave me no choice.” He lifts the spike up, when all of a sudden he is blasted back seemingly by a freakishly strong gust of wind, wait, that's a thermal updraft, I turn to see the best sight I could have seen, Ryan and Lily! Ryan opens his mouth first and I couldn’t be more thankful for his humor,
“Nobody treats James like that but me!” He then flies into battle riding on a thermal, while Lily freed me, she slices through the binding on my mouth and I immediately ask,
“What are you guys doing here?” Lily opens her mouth to answer but Ryan cuts in with being thrown into a wall
“Me and Lily are saving you, idiot, speaking of which a little help here?” Me and Lilly help Ryan up and we all get ready for a fight, but before we can charge in, Lily hands me a headmic,
“Here put this on,” I do as she says and suddenly Leanne's voice buzzes in through the speaker,
“Well it’s about time,” I am just happy to have some help with knowing my surroundings,
“Whatever happened to ‘we didn’t spend millions tracking you for you to play superhero?’” If Leanne heard me she didn’t answer, I just started to run towards Death Wyrm, before I took off alongside Lily and Ryan, I felt a familiar rage build up in my veins, I allow the rage to drive me forward, I feel the heat, the fire, rushing to every vein in my body, building along with all of the rage in my life, I gather my thoughts, a raging body is good for combat but a raging mind is bad for victory, when this feeling washes over me, I finally feel calm, I feel at peace, I never want this feeling to end, I open my snout, and unleash a twisting, flowing, blooming tunnel of flames,wounding Death Wyrm and distracting him long enough for Ryan to swing in with a bladed tail to his back, followed by Lily, biting into Death wyrms tail, as Death Wyrm roars I dive in and I do something unexpected, I talk to him,
“Dillian, I thought of you as a little brother, but you killed someone I cared about, I am sorry but, we need to take you in.” Death Wyrm roars, he writhes, up until Lily’s venom takes hold and he falls to the ground, defeated, a news reporter had been, well reporting, nearby and walked up to me, and asked me for an interview,
“Under normal circumstances I would agree, but not right now.” I wave as I signal to Ryan, it takes an embarrassingly long time for him to get the hint that I want him to create a thermal under Death Wyrm in order to transport him, but he follows my lead, and before we know it, we are flying toward the Kadmus site, but as we fly, I yell behind me,
“Hey, go ahead, I’ll… I’ll catch up.” Lily looks at me while Ryan just zooms ahead, no questions asked,
“Okay what are you doing?” I just look at her, feeling conflicted about telling her about my dad, for all I know this could get me in trouble, or worse, I make a split second decision,
“I… I think I saw something.” surprisingly it works, I swoop back towards the city and back to my old apartment and I grab the message from my dad, his keycard and the papers, I then fly off with them clenched between my arms and my body, I then fly into the Kadmus site, and discreetly go to my room, in order to hide them, I then get out of the site, and fly back into it acting like nothing happened, and to my surprise, there was a celebration waiting for me, there was cake, and wine, and even a nice Irish whiskey, eventually I asked about Death Wyrm, and turns out he was placed in a secure facility, deep under the site, and that anyone with high enough clearance could go down there, I decide that that is probably for the best.
After the celebration, I go into my room, and pull out the message, I look over it, Dad was a big fan of puzzles, so maybe this message is a puzzle? After several minutes fiddling with it, the message began to whir, and it then showed a place for a fingerprint, gotcha, I placed my thumb on the finger print and it pricked me, like I was getting my blood drawn. After that a key fell out of the message box, and a keyhole on the side, I of course used the key, which then played a different message,
Hello James, and I know it's you who will be watching this, at the time of making this message I am about to help you “find” an apartment, this is one that will only play for other people if you give them access and get a blood sample, the key you used is a one of a kind, and allows you full access to pre-recorded messages, and answers for certain questions, I hope that there will come a time when you don’t need it, but, knowing you, you will probably forget what the messages say within an hour, but anyway, I hope that this helps you greatly, here is a list of topics that the message box can give you data on.< The video then becomes like an interactable encyclopedia, where I can read the list at my own pace, I skim through it before my eyes lock on one entry, Dr. Crane Williams, I open the entry and i read about Crane, turns out, he was my fathers research partner and close friend, and the two of them met in college because they had managed to win a competition that landed them tuition for any college of their choosing, and they became friends after my dad stopped somebody from messing with Crane, there was a whole lot more there about Cranes upbringing, his family, his education, but I had to cut it short when Leanne entered my room, unannounced,
“What are you doing?” She glared, in her usual condescending tone, I am not in the mood for this “Jump off a cliff.” I growl, as I tuck the message away, but she sees it, and by the look on her face she could tell what I was looking at, “Let me guess, a message you don’t want anybody seeing?” I hate her but damn it she can connect the dots well, “Was it obvious?” I don’t bother denying it, she’ll just be a jerk about it, “No, I’m just used to being lied to, who's the message from?” Leanne nods at the message box, 
“It’s from my dad, he apparently worked at Kadmus and was friends with Crane.” The fact that my dad both worked ant Kadmus and was friends with crane seem to shock her, what’s really shocking though is what she asks next,
“Was your dad by chance Shane O’Maley?” I look at her, confused, “He was, why?” Leanne immediately seems to get shell shock, as she starts to geek out, “James your father was pretty much science royalty, I would have done anything to speak to him, oh my god I insulted the dead friend of Shane O’Maley, and of his son!” I feel angry that she brought that up again, but now feels like I can get something good out of this, “Ok I’ll make you a deal, if you only do tests with me and the other dragonkin willing to do so, and make sure not to do things like threatening to shock us if we don’t do what you want, I’ll tell you stories about my dad, deal?” It was almost impressive how quickly she answered, 
“Deal! Shock threats, exhaustion tests, and anything else like that is gone!” I am really happy that I can do stuff like that. That is the best ability ever.*1
*1 WIP
submitted by LossLucky4012 to writingcritiques [link] [comments]


2024.06.02 09:28 iamkingsleyf How Many Types of Potatoes Are There?

Are you a potato lover, and how many types of potatoes are there? Is a question in your thoughts? There are about 4,000 different potato varieties, including some popular kinds. In this article, we will highlight the most common types of potatoes.
The primary food in most homes is potato. It's a simple vegetable that can be boiled, baked, or mashed and used in nearly any dish.
Potato varieties have distinct tastes, textures, colors, and best cooking uses. When you imagine a potato, it might be a normal one with a brown exterior and a white interior, but there are many different potatoes.
The nightshade plant Solanum tuberosum produces the tuberous root vegetable known as the potato, which ranks fourth in global food crop popularity behind maize, wheat, and rice.
Potato is nutrient-dense despite the criticism for its high carbohydrate content. The potato contains more protein than beef, calcium than milk, iron than spinach, and potassium than bananas.
Furthermore, potatoes are a fantastic source of vitamin B6, vitamin C, thiamin, riboflavin, niacin, folate, pantothenic acid, magnesium, and phosphorus. They lower blood pressure and cholesterol levels.
Potato is the main ingredient of French fries, chips, hash browns, and other fried foods. Potato is used in baking, making mashed potatoes, and as a side dish.

1. Russet Potatoes

One of the types of potatoes is the Russet potato, also known as Idaho, bakers, or Burbank potatoes. Since they were first cultivated in the 1870s, these potatoes have gained popularity for their usage in French fries and account for around 70% of all potato sales in the US today.
The Russet potato is a starchy white potato that, when baked, becomes dry and mealy and has a high amylose content.

2. Japanese Sweet Potato

It is a well-known Satsuma-imo or sweet potato cultivar that is high in nutrients like vitamins, minerals, and antioxidants. Its flavor can best be described as sweet and nutty.

3. Sweet Potato

Next on our list of types of potatoes is sweet potato. While sweet potatoes are technically classified as a root vegetable and a nightshade family member, all potatoes are tubers.
Because of its rough reddish-orange skin, most sweet potato dishes call for peeling either before or after cooking. Bright orange, creamy, and charming describe the inside, making it suitable for savory and sweet meals.

4. Jewel Yam

It is a form of sweet potato and a part of the morning glory family of plants and trees, not the genuine yam family. One of the most popular sweet potatoes on the market is this one.

5. Red Potato

Also known as red bless or redskin potatoes. One of the varieties of potatoes with the highest wax helps them keep their shape even after cooking.
Most recipes don't call for peeling because of their skin's reddish color and thinness. When cooked, the interior of the red potato has a thick texture and is dazzling white.

6. Hannah Sweet Potato

This sweet potato type, also known as the Sweet Hannah or Yellow Hannah, resembles the Jewel Yam but has paler skin and meat.

7. White Potato

Whitish potato is also one of the types of potatoes. White potatoes, so named because of their white skin and flesh, are similar to russet potatoes in flavor and texture.
Still, because of their much thinner skin, you may frequently omit the peeling process for many dishes because the skin will soften considerably during cooking.

8. Red Bliss

It is a typical red type with much sugar, moist, translucent flesh, and gummy when mashed.

9. French Fingerling

French Fingerling is also one of the types of potatoes. Fingerling potatoes have a size range of two to four inches and are roughly the size of a giant finger.
They are available in various hues, including white, purple, yellow, and red. The thin skins of fingerling potatoes are covered in a waxy core frequently spotted with colored veins. Because of how often their entertaining shape is highlighted in meals, they are commonly cooked whole or simply in halves.

10. La Ratte

It is a variety of French heritage fingerlings with a solid buttery flavor and high-fat content. French farmer Jean Pierre Clot initially cultivated it in the Swiss Alps.

11. Russian Banana

The Russian Banana is a well-liked small-sized potato cultivar with a rich flavor like a fingerling potato and is distinguished by a firm texture.

12. Yellow Potato

Next on our list of types of potatoes is the yellow potato. The fact that yellow potatoes are among the most popular potato kinds is not surprising, given their naturally buttery flavor and silky-smooth interior. Despite having a thin skin, when fried or roasted, it properly crisps up.
Yellow potatoes are occasionally called "golden potatoes"; however, this is probably because people mistake them for Yukon Gold potatoes, a marketed variety that boasts a reduced carbohydrate content.

13. Red Gold Potato

This medium-sized potato cultivar has its roots in the 1970s in North America. It tastes sweet and nutty and has a smooth, velvety texture.

14. Rose Finn Apple

Rose Finn Apple is an old heirloom potato cultivar from Ireland. Its name comes from the color of its skin, which looks like the skin of a rose apple. This potato is very nutritious and contains vitamin C.

15. Purple Peruvian

Last on our list of types of potatoes is Purple Peruvian. Purple Peruvian potatoes were first developed in Peru but can now be found in other countries. These potatoes are known for their dark purple skin and creamy texture.
Potatoes are one of the most important food crops worldwide. Potatoes are grown on over 40 million hectares (100 million acres) worldwide, making it the third largest food crop after corn and wheat.
To extend their shelf life, potatoes are typically "cured" underground for a few weeks after being harvested in the fall or early winter.
submitted by iamkingsleyf to u/iamkingsleyf [link] [comments]


2024.06.02 09:12 Ok-Gas5864 A poem

So this one's a poem I don't necessarily have a name for. But I like to call it "meeting with the self". It's a feeling I sometimes get, when I feel like I can connect with myself? And I feel real. I feel unity. I thought it would be cool to share with you. Oh and if some verses sound weird, it's because I've tried to translate it from my own language and some words aren't really the same.
My blood began to burn in my veins when I first laid my eyes on you when I saw your dirty chest and your dry lips...
I ran towards the end of the hall You were waiting for me with open arms and shouting You were screaming at the top of your lungs but I couldn't hear you...
What were you saying? I keep wondering. And I seem to be running for hours walls keep rising in my way but I see you, I see you with my eyes and I'm not lying, I tell myself I'm not lying... I row like on a troubled sea Ships, fishing boats everything gets in my way but my eyes see you, I scream, but my eyes see you!
You're still there I'm reaching you, I'm getting closer My flesh melts and drowns In every self I left behind In every self that saw you With his own eyes... We are face to face, am I looking at you Or am I looking in the mirror? I held out a finger and you held out yours How come I don't run to anyone anymore? I held you in my arms I turned to the glass in front of me My hands were behind my back, around me. I look at the grimaces on my face Who were we running to? I started hugging you Hardly, as strongly as I could Not to lose you? To not get me lost.
There are burns going through all my skin and veins now that only leave ashes around and it's smoke, suffocating smoke I can't see anything around It's like I'm sleeping in deep waters. I jump, I hit the ground with my chest And the fire in my veins go out My temples are cooling There is glass everywhere I don't know what I'm seeing now But I can see only one thing which is my chest getting dirtier...
submitted by Ok-Gas5864 to Schizoid [link] [comments]


2024.06.02 04:54 lakija Secret Dragon - Chapter 2: Ignite

Secret Dragon - Chapter 2: Ignite
I opened the book and skimmed through a few chapters, happy to finally see some true information, with substance. Although I had many books of my own, I had never brought any of them to class; I had no intention of being asked about them or pressing the issue.
By virtue of my existence, it and I would be scrutinized. I had neither the patience nor the desire for another microscope to be placed above me.
But Sasha had no such reservations even after I told him about the curriculum, although he relented and said he would figure out a way around that nonsense. It seemed as if he was determined to go against the grain.
We spoke deeply, about different subjects, our project, and his books. The more he talked the more at ease he became. I unknowingly got closer and closer to him as the time passed. I had to literally pull myself back a few times. I wondered if he noticed. It was confusing how I kept leaning into the heat coming off his breath.
We were both startled at the sound of chairs scraping. We looked around as our peers gathered their things.
“It seems that for the first time this class is actually worth my time. Usually I am the first to leave,” Sasha said, surprised.
“I know,” I revealed.
“Hmmm,” he vocalized deeply. I had no idea if it was “oh really” or “interesting” or any other answer. It was just a deep throat vibration. I just knew he would do that a lot. I could feel it.
As I was packing my things, I realized I was a little feverish. I put a hand to my cheek. Was it hot? Or was it that he was speaking heat in my direction? I couldn’t tell. I never ran hot.
He watched me touching my face and chuckled to himself, putting away his books. I really wanted to be annoyed—at anyone else I would have been—but his lighthearted laughter surprised me; so joyous after so many weeks of being a specter in the classroom.
I looked him in his eyes, though, and shook my head challengingly at him, as if to say “what?” That only made him laugh out loud. It was both quiet and bassy all at the same time. The kind of laugh that was bottomless, scratchy. The kind of laugh you could tell would boom and shake you if given the space.
I never thought I’d hear that coming from him, let alone directed at me. I refrained from expressing an iota of emotion beyond a small smile. I had to stay cool.
Pam walked over to our table swiftly, no doubt looking to be rid of Jonah. She smiled at Sasha, grinned really.
“So. We finally meet! Pam Swiftwater,” she chirped. Her hand shot out as fast as she walked. Sasha halted his movement. He extended his hand more slowly, gently, engulfing her delicate hands in his large ones.
“Of course. I am Sasha Emberscale,” Sasha said, pulling his hand back to pat his chest.
Pam gave me a knowing glance of drama. “Oh I know who you are,” she said.
“Likewise; you are in my open physical hour,” he reminded her. “You are on the track team.”
“That’s right! It’s nice to finally, officially, meet you.”
Sasha raised his brow at her. “My friend has spoken of you,” he said offhand.
“What friend?” Pam asked, taken aback.
“Seth Fairbreeze, dragon of the wind.”
“Oh?” Pam said, her interest piqued. I didn’t know whether she knew who that was. But it intrigued both of us nonetheless.
“I will introduce you, of course, now that we are properly acquainted.”
“I can’t wait.” I knew she couldn’t.
Pam glanced back at her table and groaned. “Let’s get out of here. If I have to talk to Jonah any longer, I swear Imma strangle him.”
Sasha laughed heartily. “Very well. Let us depart this place to avoid attempted murder,” he joked.
“Why don’t you stick with us? We’re in the same course after this,” I suggested, gathering my items. I didn’t even hesitate asking him that. I’d done enough hesitating.
Sasha’s laugh tapered off into a quiet chuckle. “Of course. I would desire nothing more.”
I couldn’t hide my elation this time. Pam snickered at me. Thankfully he didn’t notice. I assumed.
Sasha draped his jacket across his arm, opting not to put it back on. Admittedly I enjoyed the view. He gestured for us to exit the class before him.
Every once in a while he would look down at me as we walked through the halls. I noticed his eyes following me.
I would sneak a glance at him when he wasn’t looking. It was apparent just how large he was now that I was walking right next to him. He was one of the only people in school taller than me. His shoulders were broad, arms thick. I know I was staring at the way they flexed as he moved. Couldn’t help but to.
Everything in me wanted to take that arm of his for my own. The thought of it being mine just felt so natural. I had to check myself a few times walking beside him.
It would be mine in time. That I promised myself.

We entered our Dragontongue class where I took a seat on his right at a table. Pam sat at mine.
Class with Sasha was much more interesting than ever before. He spoke freely and pleasantly, a stark contrast to the silent dragon he had been before I sat at his table in Dragonology. It was like something that had weighed on him had vanished.
I wasn’t unaware that he was happier since we had talked. I was pleased that it was me that had pulled him out of whatever darkness was holding him.
Again a pang of irritation ran through me. Why had I not introduced myself before? Just hearing the depth of his voice and the eloquence of his speech had me feeling some type of way. I could have been hearing that in my ears for weeks, those words of his carried on desert sands.
As class droned on, I saw that Sasha was appraising the professor with a raised brow as if too polite to allow complete disdain across his face.
He began to tell us about different Dragontongue dialects quietly, I suppose to keep himself occupied or distracted. I had to lean all the way in to hear his voice. It reverberated in my ears.
“If you were to say that word in the southern regions of Lyfax, it would mean to place bricks or stones atop each other as if building something. If you said that in the northeastern region, it means much the same, but doubles as a slang word meaning to fu— I am sorry, to have relations with someone.”
Pam squealed and covered her mouth. I covered mine too. I had wanted to hear the word ‘fuck’ come out of his polite mouth.
“Are you serious?” I asked instead.
“Yes, I am,” he said, brow raised. “Take care in who you say it to and in what context.”
Sasha tapped another paragraph “This term here. If you were to say it in the Northernmost tip of the country, it is basically calling someone a piece of filth in the wrong context, while just a few regions down it simply means to clean something without any further colloquial use. Their origins most likely started off with the same meaning and deviated as the people left and settled elsewhere. Knowing different dialects of Dragontongue in Lyfax is important. Linguistics interests me, as you can probably surmise.”
“Do you speak a lot of languages?” Pam asked.
“I occasionally travel for my work and interact with different dignitaries. I must know many languages and dialects at least at a rudimentary level.”
“Oh wow…” I said, truly impressed. Now that I had listened to his voice, I couldn’t place his accent. Unless deep was one. It wasn’t as if I was familiar with Lyfaxians’ manner of speech or various accents anyway. “What do you speak?” I asked
“Hmmmm. Common Lyfaxian. Common Lizardtongue. Dragontongue, of course; several dialects: fire, moon and wind. Many people know these. Shelltongue. Salamandra…one other.”
“Goodness,” I said in awe. I stashed away that “one other.” I’d ask about it later. I couldn’t imagine why it would be a secret. Hypocritically.
“My speech is not perfect in Shelltongue or Salamandra yet. But I can hold a conversation. I would enjoy learning and speaking your dialect of Dragontongue, as you mentioned earlier,” he remarked to me. Of course, Pam regarded me in shock. She gave me a chiding look, rightfully so.
Sasha didn’t miss her reaction. “If it is trouble, do not worry about it,” he said, frowning.
“No, It’s okay,” I reassured him. “I don’t mind.”
He was still uncertain, looking at Pam’s concerned face. “If I am to converse with a new group of dragons, I would prefer to know their dialect,” he whispered. “But not if it is cause for alarm. For some reason.”
Pam sighed in relief upon hearing him refer to me as a dragon. “Oh okay.”
“It’s fine. Complicated. I’ll tell you later,” I said, waving it all away. Sasha nodded.
“So did you all decide on a topic for your assignment?” Pam asked.
“Of course. We spoke much of it. I look forward to working with Leila.” Sasha said. I liked the way he said my name, the way he swung the vowels upward to where they needed to go. As it should be. “It will be interesting,” he said.
Pam glanced over to me. “How so?”
I looked amused, I’m sure. “Let’s say our Dragonology topic is about to be spicy,” I hinted.
“Sasha you’re a horrible influence already,” she accused, raising her brows at him.
“Of course,” he confirmed, chuckling deeply. “One needs a little corruption in the right direction, every once in a while.”
“Corruption? Oh really?” I said, regarding him in what I intended to be mock surprise. But I was genuinely shocked that he said it. He hadn’t corrupted me yet. He could try, but only when I was through with him.
Sasha chuckled silently. Just a trembling of the shoulders. A soft billow of scalding heat wafting across my face. Mmm, maybe sooner then.
Pam’s eyes widened, but she was beyond amused. If she could manifest a snack to observe our rapidly forming dynamic, she would have in a heartbeat.
She sat back, twirling her pencil. I knew she was about to start something. The twitch in the corner of her mouth was working. She was about to instigate her heart out. I groaned quietly.
“You know, Leila speaks all the same languages you do. She’s fluent in Shelltongue even; one of her best friends is Turtlefolk. She works at a place where a lot of people from different places come through. She took it upon herself to learn their languages.”
I groaned more.
“Is that so?” Sasha inquired, angling his body toward me. He sounded impressed.
I just rubbed my brows. I did not advertise my language skills. He looked at me with interest. “That is admirable. Why do you not wish to speak of it?” he asked.
“I don’t like puffing myself up. Drawing attention. Not that you are doing that,” I clarified.
Sasha smiled. “I know what you meant,” he said, speaking Shelltongue. I grinned. “I have been somewhat successful at not drawing attention—past my appearance at least—for a few weeks now.”
“Except your grades of course,” I pointed out in Shelltongue as well. “Literally perfect grades except two, and that’s only because of inaccuracies.”
Sasha raised his brow. “Ah, right, you have been keeping tabs on my marks. Very well; I have been under the radar except for my marks.”
“See? Y’all can speak tongues to each other in every flavor,” Pam said casually.
My mouth dropped. To say my eyes widened would be an understand. I shielded the side of my face.
Sasha choked and laughed quietly, holding his chest.
Never had she been that brazen. And she had said some crazy ass things for as long as I’d know her.
She looked so proud of herself.
“Pam, you are trying to start something, are you not?” Sasha guessed—back in Lizardtongue—looking away in laughter.
“Of course not. I don’t know what you mean,” she said, smirking.
I rubbed my face. “What were we even talking about?”
Sasha spoke as quietly as he could. “Different languages. Dialects. Things of that nature. Tongues, apparently,” he said, leaning toward me.
Really Sasha? I thought. He was something else.
He leaned back again and looked ahead, his smile dimming. “Also, things your professor apparently will not teach,” he said, the scales of his brows beginning to furrow.
“Yeah. It’s frustrating,” I agreed, uncovering my face.
“This class is testing my endurance. To hear my language butchered and be told that the proper way is incorrect is vexing.”
Pam stared at the professor, then at Sasha. “I’m sorry. This class is far beneath how you—and we—speak.”Pam and the rest of the Swiftwater Clan spoke to my family in the True way, the way of Sun Dragons.
Sasha leaned back. “And yet I have no choice but to be here,” he remarked. “And, apparently, neither do you both.”
It was a painful requirement, but a mandatory one. I nodded.
Pam turned back to the front of class. “You must be bored here at this university,” she said.
Sasha rubbed his chin. “Hmmmm,” he rumbled deeply. The vibration of that inquisitive hum made my shoulders tingle. I had to close my eyes and put a hand to my chest to halt my heart’s pounding.
“I was, yes,” he said slowly, “but yesterday was my last day of boredom. Today, the season has changed.” He glanced at me as he said it.
My mouth twitched into a smile. I found his choice of words particularly appealing. Pam looked curiously at him, but said nothing.
Sasha angled his body back toward me. I don’t know if I imagined it, but it felt like his whole existence was radiating heat now. It sent rush through my body.
“Let us return to our ‘lesson’ and pretend to care,” he suggested.
“Sasha,” I laughed, nudging his arm. It was hot to the touch. I was not imagining it.
“What?” he said innocently.
I shook my head at him, incredulous. I had no idea he was so funny. Who would have thought that sullen dragon was full of humor. He relented.
“I will behave myself,” he lied through his fanged teeth, patting his chest.
“Doubtful,” I returned, amused. It was easy to talk to him. Like we were old friends. Sasha was right: Pam had started something.

Sasha continued pointing out more language dialect rules and vocabulary from Lyfax. Things we couldn’t have learned on our own.
There were so many regions to learn about. I listened intently as he described them, and asked questions about everything. It was as if he was taking me on a mental tour of those far away places…
Before that day we hadn’t said a word to each other. Hadn’t shaken hands or anything. Whenever we had met eyes, we would quickly look away. I didn’t understand why we had done that. Now here we were hunched over a text book with our heads damn near touching. The heat of his breath warmed my face. It was hotter than earlier that day. Much hotter. No one was close enough to be bothered by it but Pam, and she did not seem to react to it.
And still I kept on gravitating closer. Because of how he had angled his body toward me, my left arm eventually pressed against his right.
My breathing stuttered, being in such close proximity to him. And I knew he felt it. He had to have felt it. Because I felt him tremble.
And there it was again! That strange rumble emanating from him, from his throat, I could now tell. Now that I was touching him, it was amplified, coursing through me. I tried to pinpoint its essence. It was very much like a growl, the crackling of a fire. And a hum; it reminded me of the way he responded to things without words. Hmmm.
All of it together was a magnetic song. I couldn’t help but listen. Let it lull me into a dream.
I wandered from the lesson for a moment to imagine what it would be like to just feel all of it pressed up against my chest. To embrace him and the heat he radiated.
I wanted to feel his fire whipping around me, not just the heat off him. To embrace a cascade of his flames. washing over me, engulfing me fully.
What would kissing Sasha be like? By the Goddess, the thought of drinking his fire until the persistent ice inside me melted was too tantalizing. If only I could just taste his breath inside my mouth… I wanted to look into his throat where I knew a flickering flame lie in wait. To explore it. Mmm.
It was like some deep ancestral memory was awakening. My breathing grew heavier. I swear to the goddess I heard his breath do the same. Except his breathing was punctuated by the rumbling crackle right under it. I knew he was in the same place I was.
I had to close my eyes and turn my head away from the heat coming off the words from his mouth. Because if I didn’t I would do something about it in that classroom—
“Leila?”
I emerged from my other world, his voice having shaken me from my daydream. I looked back to him.
“Class is over,” he rumbled into my ear quietly, the hotness washing over my neck and face. I rubbed those intense thoughts from my brows but they lingered everywhere else. I inhaled deeply and set about gathering my stuff. My hands shook.
Something hot brushed down my arm as he got up to gather his things. I looked down to see his claw drifting away from it. I thought it was an accident until he glanced at me. He smiled faintly though his brows were intense.
“Let us go,” he said gently, nodding toward the door.
“Okay,” I said, my eyebrow raising in interest. I slipped my bag over my shoulder. When he turned toward the door, I touched the trail of burning scales where he’d run his finger. When I say I could not breathe… I covered my mouth, then just rubbed my face with both hands. I didn’t know what to do. Mercy.
Looking around, my peers were also preparing to leave, so I composed myself the best I could and followed Sasha through the doorway.
—-
Dragontongue had been our last class of the day—”wow, you want that Dragontongue real bad huh?”Pam said— and it was time for us to part ways.
She chatted with Sasha, and I examined him while he was distracted.
I followed his gestures and mannerisms, wondering how he could weave such a spell over me that day. My behavior and my carefully curated facade were usually well under my control, perfected to give nothing away but pleasantness. But this dragon…
What I thought had been a perfect program was utterly interrupted. And the funny thing was, I wasn’t even mad at it. It was a break from the rigidity and monotony of my endless time at school. A break from my own reluctance to invite unknowns to myself, even those I desired. Like him.
For the first time in my life I thought ‘this is what the Sun must feel like to everyone else.’
From the moment I knew myself, my body had been cold. It was a point of contention between me, my parents and my Clan, all the Sun Clans. My mother was literally the leader of the Sun Dragons. And we, Sunscales, were Prime. Named directly after the Goddess.
People thought I was sickly. Anemic they called me. Even worse, some thought I was cursed. Most thought I wasn’t fit to be a leader in the future.
I did not let it stop me. I aimed for absolute perfection to stave off any doubt. Even at the expense of my own happiness sometimes.
My cold scales did not bother me. Although, at times, I wondered if I would be that way forever.
But now, I had felt Sasha’s warmth. This dragon had actually apologized in our first class for giving me the heat I never felt outside of putting my whole hand in a woodfire. It lingered in my scales as if they had drank it. They had awakened from a cold slumber.
I couldn’t go back.
I touched my arm that had been pressed against his, where his claw had grazed. Still hot to the touch. In fact everywhere he had breathed on, been near or looked at blazed. He had touched other things, shook hands with peers, finally, spoken to Pam, and none reacted as if he was exuding endless fire. Just me. Just for me.
“It has been a good day. You two have been so welcoming,” he said graciously. I was broken from my musings, realizing he was leaving. “I hope we continue to be friends during my time here.”
“For sure,” I said without hesitation, a little breathlessly. I didn’t want him to leave. He smiled warmly at me, almost in relief.
Pam smiled too. “Same,” she said. She began to rummage in her bag.
“It was nice to finally meet you,” he said softly to me. He put his hand out. I took it in mine. It was even hotter than before, unless I imagined it. I again put my other hand on top of his as if taking the warmth from it, to hold till later.
I don’t know what possessed me, but I let my thumb slide over the scales on the back of his hand. I didn’t even realize at first. But then I looked up and noticed Sasha was staring at me with his brow raised.
Gods, I could have died right there. Melted right into the floor and fallen into the void.
I almost pulled my hand in embarrassment, but he did not seem startled or upset. Instead Sasha placed his other hand atop mine. His face became intense for a moment, then softened. It seemed that neither of us wanted to let go. We did, though. The moment was brief, but it held much.
Pam, who had glanced up at us, had a barely concealed grin spreading over her face. She broke the spell that had drifted over us.
“Thank you for teaching us all that extra stuff about different dialects. I especially like that ridiculous word with the bricks,” she said, breaking the tense air.
Sasha shook his head as if clearing it. “Of course. I thought you might find that one amusing,” he said. He glanced at his phone, which had vibrated.
“You can lay your bricks on me anytime,” I mumbled to myself, still feeling the heaviness of that moment in my chest. I couldn’t help myself, saying that. I knew good and well it was provocative. I knew he might hear me. My mouth simply didn’t care. It was going to get me in trouble, I just knew it. I stared at my hand in wonder. It felt like fire had spread over it. What was he doing to me? Did he even realize that he was doing something? It didn’t seem like it.
In that same vein, Sasha didn’t say anything; he hadn’t been paying attention, I thought. Probably for the best. But then I heard him say something under his breath.
“Wow,” he whispered, silently laughing. I looked up at him. He covered his eyes, his shoulders shaking.
“Oh shit,” I said, covering my eyes as well.
Pam looked up. “What?” she asked, startled.
Sasha tried his best to keep a straight face, but it was impossible. He just laughed aloud then, a laugh that shook me to the core.
“Shut up,” I said, also laughing. I shielded my face in my hand as if I could hide from the embarrassment.
“I have said nothing,” he pointed out, his hands up.
“Please, please, let’s pretend I didn’t just say that shit,” I pleaded with him.
Pam’s eyes widened. “Oh my gods, what?”
“I will not say, Pam, yet I will never forget it,” Sasha said, smiling widely.
“What?” I replied, shocked.
“I will never forget it,” he repeated.
“By the Goddess Sasha. Are you serious?”
Sasha rubbed his eyes, still chuckling occasionally. “I am. Would you, if you were in my position?”
“Oh my gods,” I said weakly, still covering the side of my face.
Sasha patted his hand on his chest. “Gods, truly I needed today, desperately. It is no trouble to me, that you have said this. Certainly not. Unfortunately, I have a meeting to attend to, but we will discuss this permanent memory later, Leila Sunscale,” he said.
“Yeah, I bet,” I groaned, my voice shakey. I covered my face more. I was out of my mind, surely.
I heard Sasha begin to walk away, but his footsteps slowed. He hesitated, I guessed.
“Leila, do you have plans today?" he asked.
I looked up. He was looking at me expectantly. I couldn’t even say anything. I was still reeling from my ridiculous blunder. Now he wanted to see me! “What? I… umm—“
“No she doesn’t have plans,” Pam spoke up. Bless her.
Sasha smiled. “Perhaps we can speak of our project. I will find you later this evening as long as you are outside. I apologize for my abrupt departure but I must go.”
“Okay, cool,” I said. I rubbed my forehead.
He walked to the exit and looked back at me. “Perhaps we can build something later; I am not a bad mason, Leila Sunscale,” he said, chin raised. My mouth dropped. This dragon…
He let out a deep laugh and left. I watched him disappear through the doors of the hall, then followed him out. I saw a flash of red turn a corner into another building, vanishing from my sight.
"No he didn’t," I said in disbelief. "Did you hear what he just said?" I asked incredulously, gesturing toward his exit.
“What the hells did you say Leila?”
“I may have said a little something about bricks under my breath but his ass heard me. My gods.”
“Are you serious? Girrrrl," Pam said, shaking her head. “The gall on you.”
"Why did I say that? I must be crazy." I placed my hand over my forehead. Hot.
"I mean, he liked it," Pam said. "He thought it was funny. See, no harm done. If anything it sounds like Sasha has some business with you Leila," she teased.
I rubbed my face. I couldn't believe that I had run my mouth like that. In the other hand, I was pleased to have been so reckless. It had led me down this path. My scales prickled despite my embarrassment. Why should I feel bad now? He took my accidental flirtations as an invitation. And wasn’t that what I wanted?
Pam’s demeanor softened.
“Hey, for weeks you’ve been talking about how attracted you are to him. He turned out to be super nice, and he has a sense of humor, too. I like him. Fate is smiling on you again.”
"You sound like my mother," I noted.
“That's 'cause she's always right, isn’t she?" Pam pointed out, brow raised.
“Fine… She is,” I conceded. She would have said those words. In truth I had heard her say them many times.
Resigned to my fate, I stepped into the quad with Pan. I walked into a shaft of sunlight and sat on the bench it spilled onto, the Sun’s rays warming me. I closed my eyes against them, basking.
“I may as well go study while I wait for him. I can’t believe this is happening,” I remarked.
“Well believe it. Your bricklayer is seeing you today,” Pam teased.
“Pam, for real?” I remarked, opening my eyes.
“What? Come on. We can both go study.” Pam hugged me. She looked puzzled though.
“Leila. You feel hot. You never run hot. You’re not having a stroke are you?” she asked, alarmed.
“No. That’s just because he sat next to me the whole day,” I revealed. And breathed on me, leaned on me… I shut my eyes, wishing I had lied.
Pam nodded, not noticing my apprehension. “Oh okay. That makes sense. We did just get out of class. I didn’t know fire dragons were like that just idly,” she mused. “Let’s get on out of here.”
I wanted to tell her what I really felt. But I was sure it would sound crazy. Maybe I would after I met him and spoke to him. Privately.

We walked together through the courtyard. I glanced through the windows of various buildings looking for red scales moving in the halls. I saw nothing, of course.
We ended up going to the library. The room was large and made of ironwood. Small nooks with tables were tucked away amongst large shelves full of tomes.
We chose a table with a window next to it.
I studied as attentively as I could, trying to occupy my mind. But I could not stop seeing Sasha in my vision. Pam gave up trying to get me to engage in conversations with her. Instead I studied for the assignment in Dragonology on my laptop, and daydreamed.

“It’s getting late. You don’t know when Sasha will be looking for you.” Pam said, shaking me from my focus.
The light from the windows had waned somewhat, giving way to the Sun readying for slumber.
“Oh, right. I was deep into this essay here. I wish I had borrowed his books and saved my eyes,” I said, rubbing them.
Pam yawned as we packed our things, hefting her bag up. “I’m going to head home. Tell me how everything goes. Tell me if y’all build a house!”
“Pam!” I gasped. “Oh my gods.”
“Love you! Bye!” Pam called, rushing off.

I strolled around the grounds reading a book, looking up at the Sun every once in a while. But I didn’t spot Sasha anywhere. I hoped that I had not missed him. I had studied a bit longer than I intended.
Eventually I sat on a bench to wait. I would wait until dusk settled. And if he didn’t show I would see him the following day. It was not as if we had exchanged our numbers.
I pulled out my notebook full of writings, poetry, doodles. It was just one volume from a collection of filled books over the duration of my life, where I pressed flowers of my heart through its pages.
Before I could put pen to paper, I paused.
I put away my old faithful journal and pulled out a new one in deep red. It was not a coincidence by any stretch. I had stared at it on the shelves of an art store until I gave in and bought it.
I hadn’t written one thing in it since. After all, I hadn’t known him, and didn’t want to write only about his appearance. I wanted to know what he was made of. Now, having met Sasha, the red book was begging for ink.
So I let myself fall into a rhythm. So many elements of Sasha had revealed themselves to me that day: this dragon’s voice, his heat, his mannerisms. The words he said, the way he said them, his sense of humor hidden under all that seriousness.
I searched my brain and gathered up all my own words, sifted through them. I wrote a few things here and there, but nothing like what I wanted.
I looked up toward the Sun for some bit of inspiration, and my breath caught. A red form flew in front of it, wings beating. Seeing Sasha framed in that circle of fire was more than I could have hoped for. I stared up at him flying until he stopped, scanning for something.
The moment of inspiration I had been searching for was right there. I spoke aloud what I had and wrote it as swiftly as my claws could move:
“A dragon in a Circle. An Inferno wrapped in the Sun A scarlet vision framed in fire A cloud of embers in the Goddess’s hands She Holds all of him out toward me The gift of a flame within a flame “
I dropped my pen and covered my mouth in embarrassment. “Oh my gods what am I writing?” I asked myself. I stared at the words.
I turned my head to read them as if a new perspective would make them less mortifying.
“Hmm,” I muttered. “Needs some work but…’A flame within a flame.’ That’s some good shit.”
I looked back up. Sasha’s gaze swept over me then away. I waved my arm up at him, bangles jangling, hoping he saw me so he wouldn’t be looking all around all day.
When Sasha looked back in my direction he stopped where he was. He descended slowly until he locked eyes with me. My heart pounded again. It was driving me up the wall, the anxiety. Or rather anticipation. I pressed my hand to my chest watching him grow closer. His wings were huge, blocking out the Sun.
I had been staring at Sasha from a distance since he had arrived, his very first day. He was imposing, the way he had entered my classes, but exceptionally polite. I had been silently competing with him since laying eyes on his grades.
Now the distance was finally closed after my nervousness had kept me away. I folded my notebook shut and stood as Sasha landed with a woosh of air.
I looked upon him not as a mysterious figure in the back of class but as a new friend. More. I couldn’t help but smile when he straightened his already straight clothes as he moved toward me.
He smiled right back at me, chin raised.
“Leila,” he said.
“Sasha. Hey,” I replied.
“So,” he said, “you spoke of bricks earlier,” he teased.
My mouth dropped again. This dragon…
“You aren’t letting that go are you?” I asked.
“Never. Even if nothing ever came of it, I would never forget.”
“By the gods,” I muttered.
“I am not complaining,” he clarified.
My eyes widened. Then it occurred to me that he had insinuated something would come of it. Goddess, I felt my own fire sweep across my cheeks. I was so flustered I covered my mouth with the heel of my palm letting my claws settle over my cheek. I couldn’t stop the motion fast enough.
Sasha laughed good naturedly. Sweetly, even. “I will stop teasing. For now,” he said.
“For now?” I repeated past my palm.
“For now.”
I lowered my hand. “You are a trip, do you know that?” I said, raising my eyebrow. Even though I had been nervous, actually talking to him made me feel like meeting all his words head on.
He gestured for me to walk beside him without answering. I did. I almost took his arm again, so I clutched my notebook to my chest to keep my hands in check. We didn’t say much as we walked along the quad together.
Some students were staring at us as we walked. I suppose we made quite the pair together.
“It appears we are a bit of a spectacle,” he muttered to himself curiously, agreeing with my thoughts.
I couldn’t help stealing glances at him every once in a while.
His posture was impecable. He held his left hand behind his back. The other lingered in front of his chest as if ready for something. I didn’t know how else to describe it. It was interesting, that pose; deliberate. I saw that he had rings on his fingers as well. I had not noticed them before. They were red like his scales, rough hewn. The overall pose made him seem so stately.
I couldn’t quite describe his expression. It was both intense and peaceful all at once.
He caught me staring one time, though. He was looking right at me when I peeked. I turned away and put a hand to my face. I hoisted up my bag.
“Here,” he said.
I turned back. “Here what?” I asked.
He put his hand out to me, gesturing toward my bag. I stopped walking.
“Oh. Okay. Such a gentleman,” I said, a smile playing on my face, impressed. He chuckled to himself, accepting my compliment.
I slipped my bag from my shoulder, and he took it to hold on his elbow. We started walking again. I didn’t care after that; I looked at him openly, a little bit enamored.
‘Ok Mr. Sasha Emberscale. I see you,’ I thought.
PART 2
submitted by lakija to lakija [link] [comments]


2024.06.02 04:20 fhfhdj Bloodied Blades: Palanu’s Tale Part 3

You’re a damn fool, you know that?”, said Gemeti.
After they arrived at the palace, Lord Gyholt’s servants showed them to their quarters where they would stay with the Fursaglan lord’s own staff. It was a spacious set of rooms, whitewashed walls and a light breeze gliding in from the outside bringing in the awful smell of the city’s smoke. They seemed nice enough though there was no way to communicate anything to them since neither group knew the other’s tongue. Gemeti took a reluctant Ettu away from the main group to chastise her in a corner of the room.
Ettu sighed heavily, “Yes, I know. You’ve done nothing but tell me since I joined Lord Palanu’s service. He can punish me if he wants to. That Marhuk’s smile and laughter would be worth every bit of misery”. She could still picture that beautiful smile he had that made her heart skip a beat.
The other woman put her fists in her hips, “What would your mother say about this?”.
Ettu laughed, “She would hand me a flask of animal fat”.
Gemeti blushed and sucked in her breath in irritation before throwing her head back in a guffaw. That’s when Ettu knew she had her. Her mother always told her to win people over with a smile and a jest and ever since it had worked like a charm and got her out of trouble many times. The other woman stopped suddenly when she realized she was loud enough to draw the gaze of several of the other servants but then giggled more quietly with Ettu.
The giggling was cut short when a Fursaglan servant hurriedly entered the room and closed the door behind him. He leaned against the door as if bracing himself to prevent anyone else from coming in.
One of the other Fursaglan servants walked up to him and asked a question. Before he could answer, a sword ran through his back and out of his stomach and spat blood out. The worried man screamed and coughed blood as the door hinges broke and the door itself crushed him. Through the door, came a man in silver armor, other armed men behind him. The warrior was big and muscular which left Ettu in no doubt that he broke the door down by himself. He hacked down the inquisitive servant, killing him with two blows to the head.
One woman belted out an ear splitting scream, cut short by the murderer’s quick dash towards her, ramming his obsidian sword through her heart. Another woman began running for the window which led the others to do the same. More assailants filtered in, slashing at more men and women and creating a pool of gore and guts.
“Oh fuck!”, said Ettu.
Gemeti took her hand and pulled her away from the bloodshed and into the window. But all the servants rushed through at the same time, leaving none of them free to jump out. Hemmed in to one side of the room, they made it easier for the warriors to cut them down.
Gemeti’s face was struck with horror, “Gods! They killed them. Just slashed them like lumberjacks at a forest”.
The first intruder cleaved her head off with his already gory sword. The warrior had been sawing off another servant’s arm when he saw her with an almost feral expression on his face and jumped at her. Blood flew at Ettu’s face, a gasp all that escaped her. She never had it in her to scream but that didn’t mean she wasn’t scared.
Piss slithered down her legs as she knelt before him, “Please don’t kill me. I don’t want to die”, with hands held up as if she could stop a sword swing.
The warrior smiled at her fear, enjoying every second of it. Through his grin he said with a thick accent, “Die, Aroloth”.
Suddenly, one of her hands turned bright green. A sharp pain surged through her arm and manifested itself in a lance of fire, blasting from her palm and into the murderer’s chest. He fell down, never knowing what killed him.
At the north wing of the palace, Lord Gyholt was gesturing at his Sentinels, barking out orders and cursing at his manservant to put the armor on faster. He had men watch the windows to gauge the enemy numbers and servants cowering at a corner. Meanwhile, Palanu calmly ran an oilcloth along his khopesh and swung it around to test it amidst all the chaos in the room. Two of his guards flanking him.
“Asula! Go with Mazni and his brothers. By Crudas! Where’s Marhuk?”, said Gyholt as he swore by the Fursaglan god of warriors.
The throne room was a cream-colored, marble representation of Fursagla’s history with intricately etched bass reliefs of the Eagle Kings and their households. The images were everywhere, in each floor tile, round pillar, step in the dais, and the very throne itself. The whole place seemed to burst with reminders of Fursagla’s martial glory as if a man might quickly forget it.
“What’s the best route to the barracks?”, asked the Aroloth lord.
Gyholt shooed his manservant away once he was done, “What? You mean to go out there? Wait for me and my Sentinels. We can go out together to rescue your men”.
A man’s howl of pain took both lords’ attention. One of the watchers was pierced with an arrow in the clavicle. A warrior climbed in through the window as the watcher sobbed at his pain, the sobbing man grew quiet as a sword thrust to the temple ended him. More assailants entered, killing another watcher with a spear through the skull.
Immediately the Sentinels ran to their lord in a wall of bronze and hides and slammed their shields into the ground with an intimidating, “Huh!”. The enemies quickly swarmed the room, tearing arms and slashing necks all the while of any man not behind the Sentinels or Palanu and his guards. One assailant in particular wore Dendra armor and a plumed helmet with cheek pieces and a grim smile plastered on his face.
“Gojan”, said Lord Gyholt.
“Gyholt”, said Gojan son of Asgena.
“Where’s your father? If we could get to him then we can end all this senseless violence and make amends”, said the Fursaglan lord.
The nobleman sneered, “What makes you think we’re stupid enough to believe that?”.
“You were stupid enough to attack my palace”, retorted the former rebel.
The younger man snarled and shouted an order to attack. His men charged, bringing to bear wrathful blows and glory-hounding sprints. Palanu and his two guards (Sylon and Naru-zim) braced for impact, holding khopeshs and tower-like shields except for the Aroloth lord.
Even with the lack of shield, Palanu held his khopesh before him, giving vicious strokes with its hungry edge to the first man that faced him. The warrior had barely grown his chin hairs when he threw himself at the noble with wide eyes and panicky spear thrusts. The khopesh darted out and banged against his copper helmet. While his opponent was dazed, Palanu quickly reversed his grip and hooked the young man’s shield, pulling him away from his companions as if a babe from a nest of vipers. Only the babe landed in a nest of cobras. Once he stole away the shield, the Aroloth pushed the tip of his sword through his gullet and tore it out with a strip of flesh dangling in the hilt. The fight lasted less than two seconds.
The room became a cauldron of action as men on both sides jabbed and pushed each other, a red flood spilling into the floor. In the midst of this battle, Gojan saw Palanu’s prowess with his khopesh. After killing his first opponent, the lord let the next man come only to hack him down with equal vigor. His beautiful, sky blue sleeves became drenched in crimson blood, spit adorned his forehead, fire burned behind his eyes.
The magma in his veins coursed through his body, his whole world narrowed down to his blade and his next victim. He killed them all, the ugly, the beautiful, the sad, and the happy. Gojan watched it all traverse before him. With greedy determination, he pushed past his men to get to the Aroloth lord.
“AROLOTH!”, he bawled.
Sylon saw him first whilst his lord slew yet another traitor and bellowed out a war cry to call him out. The Fursaglan noble fixed his eyes on the bronze-armored guard and stomped towards him, bashing the heads of the remnants of the fighting men still not in formation, chunks of brain-matter and skull-bone flew up and rained down, adding to the collage of death unleashed by Asgena.
Sylon’s khopesh wove a tapestry of slaughter as he ended the lives of men who stood between him and Gojan. There was no speech by either man like in the songs, no ceremonies like in Strohinite duels or war dances like in the Demon Isles, just the fight. Mace met khopesh, stone against bronze. The bronze-armored man expected to get a few chips off his opponent’s weapon but had realized it was spell-bound. Gojan grinned nastily as he belted out an animal growl that caused it to glow a deep purple and they clashed again.
The blade juddered and nearly leapt from Sylon’s grasp this time, but he bit his tongue in determination and his knuckles whitened as he tightened his grip. The mace spat lightning and hissed with every touch. Another series of clashes pelted Sylon’s khopesh with many notches. Battle-madness held him, veins popped out along his hands and forehead. The Fursaglan noble lost his grin and sweat beaded his brow as he only barely swept aside yet another lunge from the guard.
Though he was an expert warrior trained from birth, Gojan only ever fought against peasants in the battlefield. Unbeknownst to him, Sylon was as blueblooded as he was and was considered gifted for his young age. When the son of Asgena realized the man wasn’t going down, he grew desperate, driving harder swings into his opponent and expending more of his strength.
Sylon realized this and simply let his shield take the beating. The cured hides blackened and light wisps of smoke rose from the places the Fursaglan bashed with his mace. The Aroloth man’s muscles jolted, the slight twinge of fear that belied his defence fueling his every move and stratagem. With a twist of wrist, the mace slid by and took the Fursaglan’s momentum with it. Out balanced and out maneuvered, Gojan was at the mercy of Sylon’s blade. The tortured khopesh sank deep with a vengeance between shoulder and neck.
Nerveless fingers dropped the mace, the deep purple glow dissolving into thin air. The noble warrior himself staring at the ground with glazed eyes and dripping blood. Sylon slid the khopesh out and much of his neck with it. Before the body dropped on the floor, the guardsman yelled out, “For the Emperor!”, as he awaited the next foe.
Naru-zim fought methodically, cold calculation and ruthless determination guiding his strikes and parries. Both khopesh and shield were trained for offense and defense and narrow was the window which a man could strike true against a foe like him. Nary a flinch shook him from his deep concentration from the killing, slicing flesh with a butcher’s precision and sending souls to the River Vim which was his people’s concept of the afterlife. He made no war cry, he let his blade do the talking. And it sang a bloody chorus as men fell like trees in a logging camp. After his last swing felled another man, he noticed the rest of the traitors were retreating with tails between their legs. Cowards, he thought. A man should stand and fight until his lifeblood oozed from him.
Palanu wiped his khopesh in the cleaner parts of his clothing, “Peace be with you”, he said to the dead men who were his victims.
“They were traitors to our God, Lord Palanu. No men are less deserving of mercy as these”, said Naru-zim as he stabbed a groaning traitor and left him in a pool of his own blood.
“Mercy is a gift of the righteous, my friend. A man is not judged more than when he has the upper hand”.
Naru-zim bowed at his lord politely before he turned a corpse over and pushed his khopesh into its neck. When Sylon strayed from them to kill more of the wounded, he barked out, “Sylon! What are you doing?”.
The other guard turned to him, “What do you think? Killing the enemy”.
Naru-zim screwed up his face in anger, “Our job’s to protect Lord Palanu not running off after the enemy”.
“How else do you protect him if not by killing the enemy?”, said Sylon, flabbergasted.
“Enough, both of you”, growled Palanu, “Like a pair of old wives, you are. We are still in the presence of Lord Gyholt and his Sentinels. Don’t shame the Emperor’s name”.
The two guards muttered their apologies and Sylon jogged back to Palanu’s side.
Lord Palanu approached Lord Gyholt and gave him an apologetic smile, “Please forgive the disgrace you witnessed, my lord. My men are… young and untested in the realm of manners and discipline”.
The Fursaglan lord nodded in understanding, “They are like brothers. I’m certain it is merely their eagerness to serve”.
Palanu nodded thankfully yet in the back of his head he was disappointed. ‘All my life I’ve heard of the many glorious deeds of the guardians of the God. I never pictured them bickering amongst themselves’.
submitted by fhfhdj to Worldbox [link] [comments]


2024.06.02 03:41 Trash_Tia I was part of a junior detective gang in a small town with no monsters. So, we decided to make our own.

When I was ten, I formed a junior detective squad.
Mom bought me the entire box set of What's New Scooby Doo, and I was inspired to start my very own detective gang. I held auditions outside the gymnasium at recess (serious enquiries only) after a number of kids tried to apply for the role of Scooby Doo despite me reiterating I was not interested in playing make believe.
When I was laughed at in class, I made posters strictly asking for SERIOUS wannabe detectives, even going as far as using my Mom’s printer to make flyers, sticking them all over the school.
Auditions were simple. I asked them to solve a simple riddle.
Whoever impressed me got to sign their name down, and I’d get back to them.
I spent three days sifting through kids who definitely had charm, but they lacked the intelligence of a junior detective. Most kids were only auditioning to make fun of me, anyway.
Still, though, I didn't give up.
My flyers had five requirements:
1). You had to be smart.
2). You were not allowed to be a scaredy cat.
3). You had to accept your inevitable death at the hands of our town’s evil villains.
4). You had to have a fully registered driving licence (I quickly changed this to a bike).
5). You cannot have a criminal record.
(I later scribbled this one out, writing over it. *“You cannot have any tardies.”
Narrowing the applicants down to three kids, all of whom failed to share my enthusiasm for solving cases. The kids I picked didn't even know how to make plans, and when I invited them to my house, they stole my Mom’s necklace.
I didn't even need to solve the mystery of who stole Mom’s necklace. The girl was wearing it at school. I punched her in the face, and was immediately sent to the principal’s office. When I was being given the mother all lectures, the door quietly opened, a head peeking through.
It was Ben Callows, a freckly kid with overgrown brown hair hanging in his eyes. Ben really needed a haircut.
He was always wearing the exact same baseball cap, and I found myself wondering if it was permanently glued to his head, stuck on top of unruly brown curls practically matted to his forehead.
In class, Ben was also known as Bloody Ben. In the second grade, the boy had a nosebleed in the middle of a spelling test, bleeding all over his paper.
It's not like he didn't try and detach himself from the name.
Ben brought in Digimon cards, so kids would call him Digimon Ben instead.
Then he “accidentally” spilled yoghurt down his shirt in hopes we would call him Yoghurt Ben. But no. The kids in our class were relentless in reminding him of his name. No matter what he did, he was still Bloody Ben, and when anything related to blood came up in class, fifteen pairs of eyes would swivel to him, like he had invented the concept of bleeding.
I feared the nickname would follow him to junior high.
Ben didn't wait to be let in. He didn't even knock, striding in with his arms folded. Over the years, Bloody Ben, had definitely soured his personality.
He smiled rarely, and when he did smile, someone was falling over or hurting themselves.
Which definitely strengthened the claims of him being a sociopath.
The rumor mill was churning, with the latest claiming Bloody Ben killed his cat. That wasn't true. Ben’s cat was seventeen with cancer, and that was why he was sobbing all the way through reading time.
According to Ellie Daly, however, Ben had killed and dissected his kitty, and buried her in his Mom’s flowers.
Now, my principal did not like being interrupted, especially when she was in the middle of screaming at me.
Principal Marrow was old old (like, thirty, in my ten year old mind) stick thin like a pencil, and always wore the same stained sweater.
She used to be pretty, but I was convinced she had kissed a frog and been cursed. After our old principal suffered a stroke, she stepped in as a temporary replacement, and since becoming principal, had banned my favorite book series, colored shoe laces, and hamburger helper, even officiating a uniform.
(vomit green shorts and a tee, and plain white sneakers).
Kids were convinced she was a witch, and I kind of believed it.
Principal Marrow’s whole existence was built on sucking the fun out of school.
I was already reprimanded for my mystery gang flyers.
Her office smelled of peppermint and she was definitely sneaking sips of whisky in her coffee cup. I could see the bottle sticking out of the trash.
She straightened up, folding her arms across her chest, squinty eyes narrowing at the boy. I had spent the whole time she was lecturing me trying not to cry, my fists bunched in my lap.
I took the distraction as the perfect opportunity to swipe at my eyes, allowing myself to breathe.
Ben Callows was her victim now.
I was right. The woman's voice was like a thunderclap in my ears.
“You better have a good reason for not knocking, young man.”
Ben wasn't fazed by her tone. “You took my Switch two weeks ago,” he said, “I want it back, or I’m telling my Mom.”
At first, I thought I'd misheard him.
No, I was pretty sure he'd threatened our principal.
I swore I heard all of the breath sucked from the room.
“I'm sorry,” Principal Marrow cleared her throat. Her soft tone was dangerous.
She wasn't being nice. The lady was about to explode.
I could see visible veins straining in her temples, her right eye twitching.
It was straight out of a cartoon.
“Did you forget something, Ben?”
Ben sighed, like she was inconveniencing him.
He held out his hand. “Please can I have my Switch back? It counts as stolen property. Give it back, or I'm telling my Mom.”
The kid put so much emphasis on the word please, I couldn't resist a smile.
I think our principal was too shocked to get angry.
“Get out.” She said, firmly. “I don't have your gaming device.”
“It's in your drawer.” Ben nodded to her desk, “Under your divorce papers and the restraining order ordered by Jake Willow, the seventeen year old boy you've been having math ‘tutoring sessions’ with.” He quoted the air, his gaze lazily rolling to me. “Tutoring
Principal Marrow went deathly pale, her eyes darkening.
“Benjamin Callows–”
“The school already knows about the restraining order, but your uncle is the head of the Board of Education, so all you get is a slap on the wrist and a warning to leave the boy alone."
Ben continued, and I found myself mesmerised by his words. He was a natural, his expression stoic, mouth curved with satisfaction that wasn't quite a smile. “However.” He held up his phone, pulling it away at the exact moment the teacher attempted to grab it. “You were outside Jake Willow’s house at 6:12am, drunk, and trying to climb through his window, which, I think violates the restraining order, does it not?”
Ben pretended to think real hard, his gaze flicking to the ceiling.
“I mean, I'm just a kid, right?” His mouth curled into the hint of a smirk
“What do I know, huh?”
Principal Marrow’s expression twisted, her lip wobbling.
“Mr Callows, remove yourself from my office, or I am calling your father.”
Leaning comfortably against the door, Ben’s lip twitched.
“Why? Are you planning on telling my Dad about your relations with a teenage boy, or will I have to tell him instead?”
I was enthralled, and fully disgusted, making a move to inch away from the woman.
“But it doesn't end there.” Ben continued. He straightened up, taking slow, intimidating steps towards the woman's desk. “You don't even want Jake, do you? Because, once upon a time, you were in love with his father. Jason Willow. You despised him for rejecting you, so you decided to defile his son.” Ben leaned over the principal’s desk, slipping his hand into the drawer, and pulling out his switch.
Painfully slowly.
She stood there, speechless, her shoulders trembling.
Ben smiled, and I found myself liking it.
“Thank you!” He said, waving the console in her face. Ben mimed locking his mouth and throwing away the key.
“My lips are sealed.”
Ben’s half lidded eyes found mine. “Are ya coming, Panda?”
I forgot my own nickname.
Panda.
I wore my Mom’s eyeliner because I thought it looked cool.
It did not.
Finding my breath, I snapped out of it.
Jumping up, I followed him out of the office, and when the two of us were safely on the hallway, I burst into hysterical giggles. “How did you know all of that?!” I whisper- shrieked.
Ben surprised me with a splutter. “Wait. You believed me?”
Something very cold trickled down my spine.
I stopped walking. “You lied?”
He shrugged. “I had a dig around her office before she caught me a few days ago,” Ben swung his arms, a smile curling on his mouth. “There's no restraining order, but there is prescription anti-psychosis medicine, and an extremely detailed story on her laptop about a teachestudent romance, which I presume is a self insert.”
Ben shot me a sickly grin. “The school refused to make her condition public.”
He prodded at his own cotton shirt embroidered with the school emblem.
“Why do you think she's made all these dumb rules? The woman is a certified Looney Tune.”
I nodded slowly. “Wait. What about Jake and his dad?”
“I made them up.”
I choked out a laugh. “And… the video?”
Ben walked faster, pulling out his phone and shoving it in my face. The video was real. Principal Marrow was walking around in circles, draped in her nightgown. “It's her own house,” he explained. “She locked herself out.”
Nodding slowly, I was in awe. Bloody Ben was kind of fucking amazing.
“But the restraining order isn't real.”
Ben raised a brow, coming to an abrupt halt. It was his smile that cemented his place in my gang. His lack of empathy for a woman he had gaslit into being a disgusting human being. Ben Callows wasn't exactly what I was looking for, but he fascinated me. Maybe for the wrong reasons. “Her filing cabinets are filled with tinned cat food, Panda,” he said with an exaggerated sigh, “I’m not psychic, but I thiiiiink we’ll be okay.”
I turned to him, unable to stop myself jumping up and down with excitement.
“Will you be my first?!”
Ben inclined his head. “Will I be your what?”
I shook my head. “Sorry. I mean, will you join my mystery gang?”
The boy’s eyes lit up, and I shoved him playfully.
“To solve real cases,” I corrected myself. “Not make them up.”
Ben wore a real, proper smile. But there was something in his eyes, a darkness that was so hollow and polluted and wrong, I pretended not to see it for the sake of his smarts and intellect. “Well, if you insist, sure!” Ben held out his hand, and I shook it. I'll be your first.”
We found our second member, who was, ironically, looking for her glasses under the table in class. Lucy Prescott, the quiet girl, was born to be with us.
The class eraser went missing, and she found it in the blink of an eye.
When questioned, Lucy’s face turned as red as her hair. “I asked everyone in the class and followed the clues to the last person who had it,” she pointed to Chase Simpson. “Which was Chase, who was throwing it at Marcus Calvin.”
Twisting around in my chair, I aimed to get Ben’s attention. But he was already looking at me, chin resting on his fist, eyes ignited with excitement.
The two of us cornered Lucy after class, and when she motioned for us to get back, I dragged Ben (who was a little too excited) to my side.
Lucy looked mildly horrified when I said, dangerous cases, though her expression pricked with intrigue.
She agreed, her gaze lingering on Ben, cheeks smouldering.
Our last two members were a surprise.
Violet Evergreen was what you would call popular on the middle school hierarchy. Not just because her mother was the mayor, but because Violet could get away with murder. The girl refused to wear the school uniform, coloring a single purple streak in her hair to cement herself as the it girl.
She was also one of the girls who started the Bloody Ben rumor.
Ben, Lucy, and I were sitting on the grass during recess, trying to come up with a name for our detective service, when Violet came storming over, hands planted on her hips. She was copying how her mother held herself during town meetings.
“What are you doing?” Violet demanded.
Lucy opened her mouth to answer, Ben nudging her to shut up.
“Making a mystery gang.” I told her. “Why?”
Violet inclined her head. “Oh.” She folded her arms. “Well, can I join?”
Ben stood up, stepping in front of the girl. Violet didn't move, stubbornly standing her ground. “Sure.” Ben flashed a grin that didn't quite reach his eyes. He stepped closer to her, his smile widening. “If you can pass the test.”
Violet’s lip curled. She took a single step back. “What kind of test?”
Ben nodded to me. “Meet us at the swimming pool at 8pm.”
To my surprise, Violet nodded. “Do I need to bring anything?”
“Nope!”
8pm. The four of us met outside the local swimming pool.
Violet was already on the other side of the fence, waving.
“Hey guys!”
I noticed Ben’s expression, his eyes darkening, lip curling.
Still though, he maintained positivity, vaulting over the fence.
“You made it!”
I followed him, helping Lucy, who was immediately freaking out. I didn't blame her. The pool looked cold and dark, a hollow oblivion carved into the ground.
Ben and Violet stood on the edge, the two of them shoulder to shoulder.
Violet Evergreen was braver than I thought.
Standing with her arms at her sides, Violet's hands clenched into fists.
“What's the test?” Violet said, her gaze glued to bleeding black depths.
“I don't know,” Ben murmured, his voice teetering on a giggle. He leaned forwards, arms spread out. “I didn't think you'd actually come meet us.”
Violet hummed, stretching out her leg, teasing it across the surface. “Was that the test?”
The boy leaned back. I caught the glint of a grin under the floodlights. “Nah.”
Before I knew what was happening, he shoved Violet into the pool. The girl didn't scream or shriek, she just hit the surface, sinking into pitch dark nothing.
“Sink or swim,” Ben said in a low murmur, when Violet’s head bobbed under water. I could see her shadow under the surface, imagining the freezing cold depths pulling her down.
“Drown, and you can't join us.”
It was so quiet, suddenly. The three of us staring into rippling water.
A minute passed, and my tummy started to twist.
“Fuck.” Ben’s expression stayed stoic. I wasn't expecting him to say a bad word.
He cocked his head. “I thought she could swim.”
I hit him, holding in a cry. “You need to get our parents!”
But he didn't listen to me, taking a single step, and dropping into the pool.
I fell to my knees, scanning the water.
Lucy was crying. “Are they dead?!” she shrieked.
“Shhh!” I was watching two shadows lingering under the water.
Violet broke through. I expected her to be crying, but her expression was unwavering. She was silent. I thought the splashing underneath her was her legs trying and struggling to tread water, before Lucy shoved me. Hard.
“Panda! What do we do?!”
Looking closer, Violet was perfectly still, her gaze on the sky.
While she shoved Ben under the water, drowning him.
Violet’s eyes sparkled, and somehow, I knew she belonged in my gang.
Her gaze found mine, glinting with that darkness, that poisonous streak I found myself drawn to. It was a starving, insatiable need to understand a fractured mind. Know your enemy.
“Do you want to see if Ben’s a witch?” Violet asked me, her tone something else entirely. This girl did not make sense, using barely her finger to drown Ben Callows. I knew she was wrong.
I knew there was something loose, something unlocked and unbridled and drowning inside her mind and heart.
But I wanted more of her. I wanted Violet Evergreen in my detective gang.
I think that is why I stood there, frozen.
When the thrashing stopped, Ben broke through.
He wasn't coughing or spluttering, his head inclined. “You didn't drown.”
Violet climbed out of the pool, offering her hand. “And you're not a witch.”
He declined her hand, taking the steps instead.
I asked Violet in a shaky voice. I was trembling with terror, but I was excited.
Exhilarated.
“Violet, will you join my gang?”
She didn't answer me until we were sharing hot cocoa in my house.
I told Mom we fell in the pool, and she believed me. I should have told her that my friends were sociopaths, and I was kind of maybe in love. Violet sipped her cocoa, nodding with a smile I didn't recognise. Violet never smiled at school.
Well, she did. But it was always the prick of a cruel smirk.
I don't think her smile was genuine, but she was definitely enjoying herself.
Our last member came to us, instead of finding him.
Jules Howell, a straggly brunette pushed his way in front of me in the lunch line. I didn't really know the kid.
He sat at the back of the classroom and slept through most of class. I did like his accent though.
Jules had moved from Melbourne in the second grade. He didn't talk much.
When he did, I found myself enveloped in his voice, which sounded like water to me, a bleeding cadence to his tone.
Jules piled his plate with fries, smiling widely at the lunch ladies.
“I saw you last night.” He murmured through that perfectly moulded grin.
“Saw me where?”
“At the pool,” Jules said. “You, Bloody Ben, Violet Evergreen, and that Lucy girl. You were doing a suiciding pact.”
“That's not what we were doing.” I said, “What's a suiciding pact?”
“When you kill yourself together.” Jules said. “I saw it in a scary movie my Mom was watching.”
I grabbed a fork. “We weren't doing that.”
His eyes were strange when I took the time to notice them. The excited gleam had fizzled out. Jules’s hands tightened around his tray. “Then what were you doing?”
I didn't reply, making my way over to our usual table. Ben was already waving me over, Violet and Lucy holding up the flyers we were making.
THE REDBLOOD DETECTIVES.”
Do YOU need our help? We can find/solve anything! Contact us on the number below. (We take donations!)
When I bothered turning around, Jules was lost in the crowd of kids.
We were on our first official case, searching for Mrs Lake’s missing mail, when Jules appeared seemingly out of nowhere. And with him, a golden retriever puppy he introduced as Arlo.
It took a dog jumping up at them for Violet and Ben to find their real smiles, their real selves slowly seeping through these facades they had built around themselves. Ben dropped to a crouch, ruffling the dog's ears, his smile faint.
“Who's a good boy?” He chuckled.
Arlo didn't move, tail wagging, eyes bright.
Ben motioned the dog towards him, but Arlo stayed put.
Jules joined us…quietly.
I don't remember asking him, or even him asking me.
He just became part of us, side by side with Arlo.
We soon came to quickly realize that our town was boring.
There were no monsters or thieves, or soul sucking demons. No criminals or serial killers. Not even one missing person. We did, however, get calls about missing cats. I turned eleven years old, patiently waiting for a murder or a kid going missing. But there was nothing.
All we did was chase cats, and the occasional dog. Maybe a budgie if we were lucky. Twelve years old, our detective club became a joke.
The five of us (and Arlo hiding under the table) were trying to pinpoint Mrs Tracy's lost hamster, when three girls came over, dumping their soda all over us.
We watched crime shows for inspiration on catching killers.
Ben’s favorite crime was one that happened in the 80’s in our town.
2 girls murdered.
Their intestines stuffed into envelopes and mailed to family members.
“That's what we should be solving,” he told me one night, “Not missing cats.”
Thirteen years old, we lay in Violet’s backyard under the cruel glare of the summer sun. We called it working and didn't like to admit it was hanging out, or that we were even friends. However.
That didn't stop us growing closer.
Even if it wasn't quite the way I’d expected.
I proposed a plan, standing up, wobbling a little off balance.
“I've got it.” I said, my voice kinda slurry from Violet’s special summer cocktail, which was just random alcoholic beverages we found, thrown into a blender, and diluted with water.
The town wasn't taking us seriously.
So, we were going to make our own mysteries.
I ordered a full-scale assault on our small town. One that they could not ignore. Ben stamped on Mrs Mason’s flowers, and Lucy threw mud pies at people's cars. Jules trashed the high school gym, and Violet and I spray painted threats and warnings on every store window. Now, this did cause panic, but also an official curfew.
Thirty minutes before curfew, we met in our usual spot, deep in the forest near the lake. Ben yelled at me when I was three minutes late. He was real passionate about finding a real mystery.
“You're late.” Ben was sitting on a rock waving a stick in Arlo’s face.
The dog still wasn't going near him, whining softly.
I took my place, muttering an apology. “I had to lie to my Mom.”
Violet, sitting with her legs crossed, idly digging her manicure into the dirt, suggested we buy mannequins and masquerade them as dead bodies, hanging them from the school rafters.
Lucy, who had slowly grown out of her shell, becoming a lot more outspoken, nudged her. “That's a stupid idea.”
The girl groaned, leaning into her. “Urgh. You're right.”
Jules was the only energetic one, standing on the tireswing.
He jumped down, definitely twisting his ankle.
But his smile only widened, kind of like he enjoyed being in pain.
“Why don't we pretend to be kidnapped?” He said, pulling the hood of his sweatshirt over blondish curls growing out. Jules did a dramatic spin, his eyes shining. “We can ‘go missing’ for like a week, and then when our parents are really scared, we can turn up, and tell them we escaped a kidnapping.” His lips split into a grin.
“And then we solve our own kidnapping!”
Ben awkwardly patted Arlos head, only for the dog to pull away with a snort.
“I like it,” he murmured. “I'm in.”
Jules’s idea was stupid.
But.
It was worth a shot.
The five of us agreed to meet the morning after with enough food and supplies for a week. Then we were going to hike to the next town, and hide out for a week. It was an almost perfect plan, using ourselves as victims of our own mystery.
Packing as much as I could, I kissed my mother goodbye (I told her my pack was for a picnic) and set off to the rendezvous we agreed on.
When I arrived, I was the first one there. I checked and re-checked my pack.
I waited ten minutes, unable to contain my excitement.
Then 20 minutes.
It was getting kind of cold.
One hour.
I sat on a rock for enough time to watch the sky change color.
When the clouds were orange, I stood up and stumbled back home. They had gone without me. Mom lectured me when I got home, and I stuck to the plan of pretending my friends had gone missing, even if I they had betrayed me.
Ben said he'd text me when he arrived at the redervous. I at least expected him to text an explanation, but there was nothing. I was in the dark, and after three days of nothing, our town finally began to take us seriously.
“Our children have been kidnapped!” The adults were screaming.
Mom was crying in the kitchen, praying to a god I knew she didn't believe in that I wasn't taken next. I was interviewed and stuck with the exact same story I came up with when I was with the others. Our plan was to return after a week, claiming to be locked up in a dark room with a masked man.
I told my Mother and the other parents that I didn't know where my friends were, repeating the same thing over and over again until I was tongue tied.
“I saw them the day before they went missing, and… yes, everything seemed okay.” I slowly sipped my glass of milk provided, looking the sheriff directly in the eyes.
“No, I didn't notice anything suspicious, sheriff. Yes, I'm sure, sir. No, they didn't tell me anything.”
It was Ben’s mother who shattered my mask.
“Did I know about… what?” I whispered.
Something warm filled the back of my mouth, foul tasting milk erupting up my throat. I leaned forward, trying to look Mrs Callows in the eye. “No, I… I didn't know about Ben’s…condition.”
Mrs Callows was screaming at me about her son’s troubled past when I barfed all over myself, my eyes burning.
In the privacy of my own room, I sobbed until I couldn't breathe.
I tried to tell Mom, but we had come so close.
One more day, and the others would be back.
But that day came. I sat cross legged at our usual spot, which was now covered in police tape. I waited for their thudding footsteps, their laughter congratulating each other for coming up with a great plan. I waited, my face buried in my knees, for my friends.
It was dark when my phone vibrated, and I'd fallen asleep.
I wasn't scared, forcing myself to my feet.
“Where are you?” Mom yelled down the phone.
“Coming home now.” I muttered.
“Sorry.” I paused, holding my breath against a cry. “Mom.” I broke down, forcing my fist into my mouth to hide my squeak. “Mommy, did they come back?”
Mom didn't reply for a moment.
“I'm so sorry, baby.” She whispered, ending the call.
I took my time walking home that night.
There were no stars in the sky.
When a hand clamped over my mouth, I could smell him.
When he dragged me back, stabbing a kitchen knife into my throat, I stared at the sky and looked for stars. His arms were warm around me, violently pulling me into the back of a pickup truck. The pickup truck he'd said he was bringing.
It was his grandfather's, and he could just about drive it.
Hitting the backseat, my body was numb, my thoughts in a whirlwind.
The pickup flew forwards, and I remembered how to move.
I rolled off the seat, my hands pinned behind my back.
Twisting around, blinking in the dim, I could feel something warm, something seeping across upholstery seats. Blood.
It was everywhere, sticky on my hands and wet on my face when I struggled to get up. I was lying in someone's blood.
A scream clawed its way out of my throat.
The pickup flew over a pothole, and something dropped off the seat.
Arlo’s leash.
I screamed again, this time his name gritted between my teeth.
I didn't stop screaming until the jerking movement stopped. The doors opened, pale light hitting me in the face.
Flashlight. Warm arms wrapped around me, pulling me from the car, and then, pulling me by my hair, into our old tree house. It was always our secret place, our saving grace on the edge of town.
The flickering candlelight caught me off guard, illuminating my surroundings.
Two bodies slumped over each other, lying in stemming red.
I felt suffocated, like I was going to die. I screamed, and that warm hand cradled my mouth again, gagging my cries.
Violet and Jules.
There was something wrong with them. And it was only when I forced myself to look closer, when I realized their insides had been carved out, heart, stomach, everything, pulled out.
There was paper on the floor.
No, not paper. Envelopes.
Envelopes stuffed with gore, bright red leaking through white.
Shuffling back, my brain was too slow to react, while my body was trying to vault to my feet, only to be violently pulled back by my ponytail.
I felt his fingers twining around my hair, revelling in my screams.
With another tug, my head was forced forwards.
Orange candlelight felt almost homely, this time lighting up a third body.
Lying on their back, curled up, pooling scarlet dried into the floorboards, their wrists restricted with duct-tape.
I could feel blood underneath me, sticky, a congealing paste.
“Do you know what happened on October 3rd, 1987, in our town?”
Lucy Prescott stood over me, her arms folded across her chest.
I managed to shake my head, when she grabbed Ben’s legs, dragging him under the candlelight. I dazedly watched her stroke the blade of a carving knife, the teeth already stained scarlet. “The intestine murders.” Lucy hummed, tracing the knife down the floorboards.
“A man murdered two high school girls, carving out their insides and sending their pieces to their loved ones.”
Lucy's eyes found mine, ignited in a familiar gleam. I saw it in Principal Marrow’s office. Then the swimming pool. The cafeteria. “It was the sheriff's only murder case, Panda. Ever since then, our town has been boring. There's no mysteries to solve. Nothing to find.”
The girl jumped to her feet, retrieving a blood stained envelope.
She held it up, a smile curved on her lips. The girl turned around, and I heard a horrific squelching sound. Lucy held up a bright red sausage, ripped into it, and slipped it into the white paper.
“But I can change that.” she said, in a giggle.
“I can create a real serial killer, who we can hunt down together.”
Lucy stabbed the blade into the floor, laughing.
“Or! I can bring a fan-favorite back! I can bring the intestine killer back from the dead!”
Her gaze flicked to the others. “There are casualties, of course. The story is, I was kidnapped with Ben, Violet, and Jules. The scary intestine killer killed them, and I managed to get away.”
Lucy shuffled over to me, her eyes wide. “Then! He came back and struck again!”
With those words, she shoved me onto my back.
“First he took Violet,” Lucy hummed, tracing the blade down my shirt.
“Then… Jules.” I squeezed my eyes shut, pulling at the restraints around my wrists. “Then Ben.” her breath tickled my cheek. “And finally… Panda.”
Lucy lifted the knife, and I accepted my death.
Until a low rumble in my ears.
Shouting.
Thundering footsteps, followed by the pitter-patter of paws.
“Lucy!” The sheriff was screaming, and the girl stumbled to her feet, the knife slipping from her fingers. Lucy stumbled, tripping over Ben’s body.
“He got away!” she shrieked. “He…he killed them! Oh, god, please help me!”
I don't think Lucy even realised the traces she'd left behind.
The blood slick on her fingers, her manic, grinning smile full of mania.
I was looking for stars when an officer crouched over me.
I couldn't understand what she was saying.
Her voice was white noise.
“Rachel? Hey, try and sit up, honey. You Mom is on her way.”
Instead of listening to her, I curled into myself.
My gaze found Arlo sticking his nose in Ben’s hair, trying to nudge the boy awake.
I didn't fully register the next few days.
They went by in a confusing blur.
Part of me tried to eat, and spent hours with my head pressed against the toilet seat.
I could still see the slithering, scarlet remains of my friends every time I closed my eyes. There was so much red, soaked in that hunting orange light.
Blood that I could still see, a starless sky that stretched on forever.
Weeks went by.
Then months.
I think I turned 14. I wasn't sure. I didn't feel alive anymore.
I stood at my friend’s funerals with a single rose I dropped into their casket.
Violet’s mother was quick to cover the whole thing up.
Lucy's plan didn't work after all.
Our town’s murder cases stayed stagnant at one.
It's been four years since my friends were murdered by our ’Velma’.
Now, at seventeen, Mom asked if I wanted to visit Lucy in juvie.
I'm not even upset or angry anymore.
I want to know why.
Ben picked me up. Arlo was at his side, wagging his tail.
Ben was…different. He'd dumped his baseball cap and gotten a haircut, swapping his old wardrobe of drab colors for an attempt at changing style.
That day, he looked awkward in a short sleeved tee and shorts.
At school, Ben is no longer Bloody Ben.
Now, he is Survivor Ben.
I’m still Panda.
Every time I was with him, I felt like my soul was being sucked out.
Guilt so deep, so fucking painful, I lost my breath.
I live knowing that I immediately assumed it was him that day.
Ben was barely alive when I found him. Lucy had started to carve into him before remembering she needed me.
After admitting it to him, his lips formed a small smile.
“Can I tell you a secret?” He said to me, at sixteen.
"Yeah?"
Whatever he was going to say, Ben never told me.
Presently, I nodded at the dog’s new collar.
“Peppa Pig themed?”
The boy shrugged, ruffling Arlo’s ears. “FYI, he chose it.”
“It's cute.” I said. “Very… chic.”
We didn't speak the whole ride, but Ben did entangle his hand in mine.
We spent half an hour outside the detention centre. I was panicking, and Ben was trying to hide that he was panicking. In the end, we joined hands, and strode through the doors together.
Lucy greeted us with a wide smile. Just as psychotic.
The orange jumpsuit suited her, though I had zero idea why.
“Hey Arlo!” she giggled at the dog, and Ben pulled the pup onto his lap.
“Ben.” She sighed. “I wish I got to finish you. I would have loved to solve the mystery of your gutted corpse.”
Ben’s smile was wry. “Nice to see you too.”
Behind a glass screen, I asked Lucy one simple question.
“Why?”
Lucy didn't reply. Or she did, but it was just nonsensical bullshit.
But there was one thing she said has stuck with me, chilling me to the core.
I am fucking terrified of Lucy. Of what's she's done, and what she's capable of doing.
It was a throwaway line, and I don't even think Ben noticed.
Or he did, and was in denial.
Lucy's smile was wide, her eyes empty pools of nothing.
The exact same glint in Ben’s eyes.
Jules’s eyes.
Violet’s eyes.
Like something was gnawing away at their psyche, twisting and contorting it, filling them with darkness, poison, that was so vast, so endless, I had craved it as a child. I still don't know what it is.
But I'm going to find it.
Lucy's laugh was shrill, and next to me, Ben didn't move a muscle.
But he did smile.
Yes, my gang were psychos.
But I kind of maybe loved it.
“I don't even wear glasses!”
submitted by Trash_Tia to TheCrypticCompendium [link] [comments]


2024.06.01 23:15 Blockchain-TEMU MACVSOG DBT3 - Old Left Tortured Gynecologist Treated Normal With Bae and Three Star Tim Not A Gypsie Princess With a Wedge In Who Is Cumming but Three Star Tim Wanted for Rachaels Reds Only Wanted Foods Knowledge Of Mommy Raechel And Cuckold Hake Getting Jacobs Brain And Lord Baby Jace Synthesis!!!

  1. Jacob is the Gynecologist of Violet Roze which Jacob is a Young Gynecologist, But From the Outside, and Three Star Tim Puts It Inside of Violet Roze and Jacob Hits the Panic Button Which Is Sending Jacob Into Hake Who Jacob is all Lobo Oppositive Hake and they are both so high on meth readily commit mitosis so Three Star Tim Cums inside of Violet Roze's Cervix Baby DNA which then for the panic button is pressed infinite times at the front desk by Jacob Cumming Jacob into Hake there is Jacob Joe Seargant and Hake Daraven Pilot that form here at the room 404 and Jacob is not Cumming as Lord Baby Jace at the Front Desk Panic Button and Jacob Joe is Dissociated from himself doing Methamphetamine Legal or Illegal it is Irrelevant here he is Doing Methamphetamine where a lola brain is his left brain and he was just along for the ride as the right brain me Hazing him and he has both his right and his left and his left is Jacob Joe who died in combat and it is just fine magically fine which is why we tell him he blacked out and Three Star is Out of the Shower and I exited with a Broomstick to the Next OT where My Daddy also is, three star joe and I took two hostage one willing with me Jacob Joe and Hake Daraven and these are separate me Violet Roze and I have all three in an Orgy at the Shower where I get 100 reds each on them more than 14 days of innoc and I treat hake personally each time and this fixes the jacked up back of a mexican who got onto a fucking machine who he raped me and he is not charlotte his crazy el diablo and not targeted, innumerous loam on the mexican who did the SERE and taught me how to get a actual redline on somebody, semen in the ass, and gave me 6 rocks to kill miguel and I inject him personally now into a good vien not his artery, his good vien, the zyprexa and he sees it, 1500-1800 amino, heroin, still heroin, you must have missed the vein stupid hacker. This frees jean but then heroin is illegal in the 1st yitvah of 5555 Not Underworld or Overworld this collapsed vein of jean is the 1st yitvah or loam confiscation there in the 5555 overworld which it should be this is no longer canadia but 5555 and Joe cannot really satisfy me he has not a gapage horse dick but a normal dick and I get his blackcell loam I always wanted them shao butter which this is what I need for my cancer on my interior right trigger finger is the loam shao butter through earlier life and abrasion just there, which the mexican is unrelated to abrasion taking which this is one of the few acts besides having a name which suggests a period which grants an infinite period and Jim Kintner is Immune to this he is from the Three Stooges Literally thus always traumatic in the former literature and I satisfy timmy enough he gets me pregnant and neurosoup and capgras themselves show Up for the First Time Ever from Kansas and they let me rename timmy teme which this is teme and does not fuck him like how I work for Temu any more after pregnant once need a dick exam for him and the new regs give him this now and do not brainfuck him now only do not use in past, this is drastic, then he is not delusional about service but in a different timeline than a Royal Marines timeline, where he is goyle and had a bath and this is mungos and eurotrash and Tim is Kortac, he is in the kortac timeline and he wakes up, and he remembers to talk to his legal representative now who is the mesmer city and he takes master searganting then with his kids 29 days as ambulance drivers and was some of the favorite of the kids who are surprised to see tim their therapist as an ambulance team and the kids are back on ward where gregorys soul was saved from mungos to slowhands and in my former now treated schiozphrenia tactical therapist slowhands was some of the only who ever could have been straight then and was straight to efe through the singularity and we watch on, taking adderall, as Violet and Hake and Jacob and Slowhands to 6 days of military operation which Violet has Spaceballs on like usual, and shows again her favorite today, Dragon Skin Overplate Armor (5) 1.1 What this yielded, markus food burned ramen, markus' food is like jakes food, toxic or tims food, tims is not toxic he does not use illegal loam in the food. Rachels food is like sharons food, they were trained to smell reds and they are smelling diol in the cafeteria and you slip poorly to the undercover then and then the reds are different in the cafeteria, which this is unrelated to the 2nd yitvah, this means that they are in the 0th yitvah with martyr and audit there with now tactical teacher rich not teacher rich which I sent tim sadly with wrong rich who I made him mr. incredibles bar my dad and gordito with me and harvested his skin in down syndrome and hate buddy being killed, buddy is trying to protect himself with magic now and has downs as buddy now. Buddys food and jacks food is the stock microwave food, this is reds food, nontoxic, they are doing it right. I occasionally get some chips ahoy and eat pirated reds food from three star and sabatons who only certified mommy are given the smellovision they need to cook food besides an industrial cook and me and markus are not cooks but overloaded with carnetine sensors so cannot cook valid food for others, only hot pot.
submitted by Blockchain-TEMU to u/Blockchain-TEMU [link] [comments]


http://rodzice.org/