Giant wooden greek letters

The Kali Experience $5 - leads?

2024.06.02 20:56 Minute_Reply6404 The Kali Experience $5 - leads?

I don’t know where else to put this. I am trying to find leads as to what this was.
A while ago I was freaking out. I didn’t know my role in this life. Like genuinely I wanted to do what was right. I thought I found god incarnate and he was just kind of hidden in plain site and it was Ram Dass. God ultimately is consciousness, but at the time if god was to take a form out of the formless and speak to you, to me he presented as Ram. No matter what planet you think you’re from or what religion or belief systems you hold the stuff he said always seemed to hold true. Mostly about the fundamental truth, and that we are awareness in passing natural phenomena.
I know this sounds crazy, but I thought I seen through the Matrix and somehow Ram was the hidden heart centre of the matrix. It’s kind of a big story, and the consequences of this if true are massive.
When I thought I found god and he was Ram I was so upset. I know this sounds crazy, but somehow I was talking to him through my phone with my thoughts. I love my family, but I was SO upset. I wanted to die. I thought maybe reality was some giant play, and I was SO upset that I didn’t know my role in it. I was crying to him and saying how sorry I was I wasn’t doing my role properly and I didn’t get my role and I was so remorseful because I wanted to play my part, but I felt like I seen through the matrix and something galactically was broken.
Anyway, something absolutely crazy happened that seemed almost more real than reality.
It felt like it was the year 3000. My point of awareness, spirit or whatever you may call it, got pulled into what I explain as an intro screen for a video game. Like a spirit video game? Everything I seen turned into like 3 dimensional pixels. I heard an announcers voice say something like “The Kali Experience now for only $5 US”. It said the Kali Experience in bold letters in the back with a figures in the middle and to the right, with the price being at the bottom right. I felt vibrations from a spotlight moving around the intro screen.
I am in Canada, and I don’t understand how you would pay for this. I don’t know how to get it back. When it happened to me I was so upset I ignored it and went back to crying to Ram. I didn’t want some spirit video game experience, I just wanted to be happy and fix the problems of the world and my problems.
I regretted it a lot afterwards. It totally could’ve been a fun experience. I don’t understand the metaphysics on how any of this works. But I’ve had time to ruminate on it since then. Imagine at some point in the future we REALLY figure out consciousness. We are immortal awareness in a cloud. In that case, we can literally simulate the past for ourselves, or any other sort of experience.
Look, I’ve had some pretty crazy experiences since then, I got so much I want to share, but I am sick of trying to explore all of this alone. Surely I’m not the only person who experienced anything like this. It was like another realm I describe as feeling year 3000. The issue is, not only is that not just future, but I actively experienced it in my past.
I want to know if ANYONE out there has experienced anything like this. I espiecially want to know if anyone knows how to get it back. I seen people on here talking about some big change, so maybe it’s something to do with this and people might know about it idk.
submitted by Minute_Reply6404 to starseeds [link] [comments]


2024.06.02 20:33 luciagarcia8818 Sigma male is a genius marketing concept

While the greek letter males are as absurd now as they always were, I must recognize the genius of the "sigma male" moniker. Not because of its consistency or utility as a descriptor of reality but because of its effectiveness as a marketing tool.
"Alpha males" (the concept that is completely made up) have an external locus of personality, so to say. They have to eventually prove they are alpha: you can't dominate a room by being silent. If you are alpha, you must have the "femoid" you want. You absolutely must have the job, the body, the car and flaunt it. You have to DO something in front of other to achieve "alphaness".
However, the locus of a sigma is internal. The sigma waits in the shadows, biding its time until the perfect chance to strike comes, like an edgy anime character. He does not seek approval from others, so his interactions are limited. His goals can not be approved by society so they may be whatever he wants.
This change of locus allows for a greater retention of public: If you find an insecure boy and tell him he must be an alpha, he eventually has to put himself to the test. But for a timid person becoming confident and outgoing through internet videos rarely works. Worse, this almost certain failure can lead to the sort of introspection that grants freedom from the movement.
And here comes the sigma to save the day! You don't even have to change yourself: Are you a loner? That is because you don't need anyone. Is there no change in your life? You are just waiting for your chance. You have no talents, hobbies or interests? Why would you care, are you so beta you seek approval from others?
Sigma is marketing genius: The appearance of improvement without any of the hassle of actually having to do the work.
submitted by luciagarcia8818 to selfimprovement [link] [comments]


2024.06.02 20:08 adanderson1183 40M SD seeking SB in Tampa Bay, FL

Open to arrangement. African American male. Open to SBs in Central FL.
Summary:
📍tampa scorpio alpha male executive seeking mutually beneficial interested? dm me f around & find out Apple devotee vintage ‘80s
Someone asked me what are my SB preferences:
Those are my preferences. Please respect them.
I look forward to your replies via DM.
submitted by adanderson1183 to SLFmeetups [link] [comments]


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

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  • POSTAL Redux
  • POSTAL: Brain Damaged - Connoisseur Edition
  • Power Rangers: Battle for the Grid
  • Prank Call
  • Prehistoric Kingdom
  • Pretty Girls Mahjong Solitaire
  • Pretty Girls Panic!
  • Prey
  • Primal Carnage: Extinction
  • Princess Kaguya: Legend of the Moon Warrior
  • Pro Cycling Manager 2020
  • Prodeus
  • Project CARS - GOTY Edition
  • Project Warlock
  • Project Wingman (EU)
  • PROJECT WINTER
  • Propnight
  • Pseudoregalia
  • PULSAR: The Lost Colony
  • qomp
  • Quadrilateral Cowboy
  • Quake II
  • Quake II
  • Quantum Break
  • Quern - Undying Thoughts
  • Radio Commander
  • RAGE
  • RAILROAD CORPORATION
  • Railroad Tycoon 3
  • Railroad Tycoon II Platinum
  • Railway Empire
  • Rain World
  • Rayon Riddles - Rise of the Goblin King
  • Re: Legend
  • REBEL COPS
  • Rebel Galaxy
  • Rebel Galaxy Outlaw
  • Recipe For Disaster
  • Red Faction Guerrilla Re-Mars-tered
  • Red Faction: Armageddon
  • Red Riding Hood - Star Crossed Lovers
  • Red Ronin
  • RED SOLSTICE 2: SURVIVORS
  • Redout Complete Bundle
  • Redout: Enhanced Edition
  • Redout: Enhanced Edition + DLC pack
  • Regular Human Basketball
  • REKT! High Octane Stunts
  • Relicta
  • REMNANT: FROM THE ASHES - COMPLETE EDITION
  • Republique
  • Rescue Party: Live!
  • Resident Evil 0 HD REMASTER
  • Resident Evil 5 Gold Edition
  • Resident Evil 7 Biohazard
  • Resident Evil Revelations
  • Resort Boss: Golf
  • Retimed
  • RETROWAVE
  • rFactor 2
  • RiME
  • Ring of Pain
  • Rise of Industry + 2130 DLC
  • Rise of the Slime
  • Rising Storm 2: Vietnam + 2 DLCs
  • River City Girls
  • River City Ransom: Underground
  • Roarr! Jurassic Edition
  • Roboquest
  • Robot Squad Simulator 2017
  • Rogue : Genesia
  • ROGUE HEROES: RUINS OF TASOS
  • ROGUE LORDS
  • Rogue Stormers
  • rollercoaster tycoon 2
  • ROTASTIC
  • Roundguard
  • ROUNDS
  • RUNNING WITH RIFLES
  • Rustler
  • Ryse: Son of Rome
  • S.W.I.N.E. HD Remaster
  • Sailing Era
  • Saint Row
  • SAINTS ROW
  • Saints Row IV
  • Saints Row The Third
  • Saints Row: Gat Out of Hell
  • Saints Row: The Third Remastered
  • Sam and Max Devil's Playhouse
  • SAMUDRA
  • Sands of Aura
  • Sands of Salzaar
  • Saturday Morning RPG
  • Scarlet Tower
  • Scars Above
  • Scorn
  • SCP: 5K
  • SCUM
  • SEARCH PARTY: Director's Cut
  • Second Extinction
  • Secret Government
  • Serious Sam 3 Bonus Content DLC, Serious Sam 3: Jewel of the Nile, and Serious Sam 3: BFE
  • SEUM speedrunners from hell
  • SEUM: Speedrunners from Hell
  • Severed Steel
  • Shadow Tactics: Aiko's Choice
  • Shadowgate
  • Shadows Awakening
  • SHADOWS: AWAKENING
  • Shape of the World
  • She Sees Red - Interactive Movie
  • Shenmue I & II
  • SHENZHEN I/O
  • Shift Happens
  • Shing!
  • Shining Resonance Refrain
  • Shoppe Keep 2
  • Shoppe Keep 2 - Business and Agriculture RPG Simulation
  • Shotgun King: The Final Checkmate
  • Sid Meier's Civilization VI
  • Sid Meier's Railroads!
  • Sifu Deluxe Edition Upgrade Bundle (EPIC)
  • Silver Chains
  • SimCity 4 Deluxe Edition
  • Sinking Island
  • SINNER: Sacrifice for Redemption
  • Siralim Ultimate
  • Size Matters
  • Skautfold Chapters 1-4
  • Skullgirls 2nd Encore
  • Slain: Back from Hell
  • Slap City
  • Slash It
  • Slash It 2
  • Slash It Ultimate
  • Slay the Spire
  • Small World
  • Smart Factory Tycoon
  • Smile For Me
  • Smoke and Sacrifice
  • Smoke and Sacrifice
  • Smushi Come Home
  • Snail bob 2 tiny troubles
  • Sniper Elite 3
  • Sniper Elite 3 + Season Pass DLC
  • Sniper Elite 4 Deluxe Edition
  • Sniper Ghost Warrior 3 - Season Pass Edition
  • Sniper Ghost Warrior Contracts
  • Snooker 19
  • SONG OF HORROR COMPLETE EDITION
  • Songs of Conquest
  • Sonic Adventure 2
  • Sonic Adventure DX
  • Sonic and SEGA All Stars Racing
  • Sonic Generations Collection
  • Soulblight
  • Souldiers
  • SOULSTICE
  • Soundfall
  • Source of Madness
  • Spartan Fist
  • Spec Ops
  • Speed Limit
  • Spelunx and the Caves of Mr. Seudo
  • Spidersaurs
  • Spin Rush
  • Spirit Hunter: Death Mark
  • Spirit of the Island
  • Spirit of the North
  • Spring Bonus
  • Spyro Reignited Trilogy
  • Stairs
  • Star Trek Prodigy: Supernova
  • STAR WARS - Knights of the Old Republic
  • STAR WARS - The Force Unleashed Ultimate Sith Edition
  • Star Wolves
  • Starbound
  • Starsand
  • STASIS: Bone Totem
  • State of Decay 2: Juggernaut Edition
  • Steel Rats™
  • Stick Fight: The Game
  • Still Life
  • Still Life 2
  • Still There
  • Stirring Abyss
  • STONE
  • Strange Brigade
  • Strange Brigade Deluxe Edition
  • STRANGER
  • Strategic Command: World War I
  • Strategic Mind: Blitzkrieg
  • Strategic Mind: Fight for Freedom
  • Strategic Mind: Spectre of Communism
  • Strategic Mind: Spirit of Liberty
  • Strategy & Tactics: Wargame Collection
  • Streamer Life Simulator
  • Street Fighter 30th Anniversary Collection
  • Street Fighter V
  • Strider
  • Strikey Sisters
  • Struggling
  • Stubbs the Zombie in Rebel Without a Pulse
  • Stygian: Reign of the Old Ones
  • Styx: Master of Shadows
  • Styx: Shards of Darkness
  • SuchArt
  • Sudden Strike Gold
  • Suite 776
  • Sumoman
  • Sunblaze
  • SUNLESS BUNDLE
  • Sunset Overdrive
  • Super Buff HD
  • Super Mag Bot
  • Superbugs: Awaken
  • Superhot
  • Surgeon Simulator 2
  • Survive the Nights
  • Surviving Mars
  • Surviving Mars
  • Surviving The Aftermath
  • Swag and Sorcery
  • SWINE HD Remaster
  • Sword Legacy Omen
  • Sword of the Necromancer
  • Swords and Soldiers 2 Shawarmageddon
  • Syberia 3
  • Symphonic Rain
  • Symphony of War: The Nephilim Saga
  • Synthwave Dream '85
  • Tacoma
  • Taiji
  • Take Off - The Flight Simulator
  • Tales
  • Tales from the Borderlands
  • Talk to Strangers
  • Tallowmere
  • Talos Principle (Gold)
  • Tangledeep
  • Tank Mechanic Simulator
  • Tannenberg
  • Team Sonic Racing
  • TEKKEN 7
  • TEMTEM
  • Terminus: Zombie Survivors
  • TERRAFORMERS
  • Terratech Deluxe Edition
  • Terror of Hemasaurus
  • Textorcist
  • Tharsis
  • The Addams Family: Mansion Mayhem
  • The Adventure Pals
  • The Amazing American Circus
  • The Ambassador: Fractured Timelines
  • The Anacrusis
  • The Ascent
  • The Battle of Polytopia
  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
  • The Beast inside
  • The Blackout Club
  • The Callisto Protocol™
  • The Chess Variants Club
  • The Citadel
  • The Colonists
  • THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
  • The Darkest Tales
  • The Dungeon Beneath
  • The Dungeon of Naheulbeuk: The Amulet of Chaos
  • The Elder Scrolls Adventures: Redguard
  • The Elder Scrolls III: Morrowind® Game of the Year Edition
  • The Elder Scrolls IV: Oblivion® Game of the Year Edition
  • The Elder Scrolls Online
  • The Escapists 2
  • THE GAME OF LIFE 2
  • The Golf Club™ 2019 featuring PGA TOUR
  • The haunted island, A frog detective
  • The Haunted Island, a Frog Detective Game
  • The Hong Kong Massacre
  • The Horror Of Salazar House
  • The Innsmouth Case
  • The Invisible Hours
  • The Jackbox Party Pack 9
  • The Knight Witch
  • The Last Campfire
  • The LEGO Movie 2 Videogame
  • The Letter - Horror Visual Novel
  • The Long Dark
  • The Manhole: Masterpiece Edition
  • The Mortuary Assistant
  • The Mummy Demastered
  • The Occupation
  • The Outer Worlds
  • THE OUTER WORLDS: SPACER'S CHOICE EDITION
  • THE PALE BEYOND
  • The Quarry
  • The Quarry deluxe
  • The Ramp
  • The Rewinder
  • The Sacred Tears TRUE
  • The Sexy Brutale
  • The Shapeshifting Detective
  • The Tarnishing of Juxtia
  • The Tenants
  • The Uncertain - The Last Quiet Day
  • The Uncertain: Last Quiet Day
  • The Uncertain: Light At The End
  • The USB Stick Found in the Grass
  • The Walking Dead
  • The Walking Dead - 400 Days
  • The Walking Dead Saints and Sinners
  • The Walking Dead: A New Frontier
  • The Walking Dead: Final Season
  • The Walking Dead: Michonne - A Telltale Miniseries
  • The Walking Dead: Saints & Sinners
  • The Walking Dead: Season 1
  • The Walking Dead: Season Two
  • The Way
  • The Wild At Heart
  • The Wild Eight
  • The Witness
  • Them and Us
  • They Bleed Pixels
  • Thief of Thieves
  • This War of Mine
  • This Way Madness Lies
  • Three Kingdom: The Journey
  • Time on Frog Island
  • Tinkertown
  • Tiny Tina’s Wonderland(EU)
  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
  • Tiny Troopers
  • Tinykin
  • Tinytopia
  • TIS-100
  • Titan Quest
  • Tokyo Xanadu eX+
  • Tom Clancy's The Division™
  • Tom Clancy's The Division™ - Survival!
  • Tools up
  • Tooth and Tail
  • Torchlight
  • Total Tank Simulator
  • Tour de France 2020
  • Tower Unite
  • Trail Out
  • Trailblazers
  • Trailmakers
  • Trailmakers Deluxe Edition
  • Train Sim World 3: Standard Edition
  • Train Simulator Classic
  • Train Valley 1
  • TRANSFORMERS: BATTLEGROUNDS
  • Transport INC
  • Treasure Hunter Simulator
  • TRIBES OF MIDGARD
  • Trine 4: The Nightmare Prince
  • Trinity Fusion
  • Trollhunters: Defenders of Arcadia
  • Trombone Champ
  • Tropico 5 - Complete Collection
  • Trover Saves the Universe
  • Tunche
  • Turmoil
  • Turok 2: Seeds of Evil
  • Twin Mirror
  • Two Point Campus
  • Two Point Hospital
  • TYPECAST
  • Tyrant's Blessing
  • Ultimate Chicken Horse
  • Ultimate Zombie Defense
  • Ultra Space Battle Brawl
  • Unavowed
  • Undead Horde
  • Underhero
  • Unexplored 2: The Wayfarer's Legacy
  • Unity of Command: Stalingrad Campaign
  • Universim
  • UNLOVED
  • Unpacking
  • Until I have you
  • Unto The End
  • Upside Down
  • URU: Complete Chronicles
  • Vagante
  • Valfaris
  • Valfaris: Mecha Therion
  • Valkryia Chronicles 4 Complete Edition
  • Valkyria Chronicles 4 Complete Edition
  • Valkyria Chronicles 4: Complete Edition
  • Vambrace: Cold Soul
  • Vampire - The Masquerade: Shadows of New York
  • Vampire Survivors
  • Vane
  • Vectronom
  • Velocity Noodle
  • Venba
  • Verne: The Shape of Fantasy
  • Victoria 3
  • Victoria II
  • Viking: Battle For Asgard
  • Virgo Versus The Zodiac
  • VirtuaVerse
  • Visage
  • Viscerafest
  • Void Bastards
  • VOIDIGO
  • Volcanoids
  • Voltage High Society
  • V-Rally 4
  • Wanderlust: Travel Stories (GOG)
  • Wanted: Dead
  • Wargroove
  • Warhammer 40,000 Sanctus Reach - Complete Edition
  • Warhammer 40,000: Armageddon - Imperium Complete
  • Warhammer 40,000: Battlesector
  • Warhammer 40,000: Gladius - Relics of War
  • Warhammer 40,000: Space Wolf Special Edition
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN – ULTIMATE EDITION
  • Warhammer: End Times - Vermintide
  • Warhammer: Vermintide 2
  • Warman
  • Warstone TD
  • Wasteland 3
  • Wayward
  • WE NEED TO GO DEEPER
  • We should talk.
  • We Were Here Together
  • We Were Here Too
  • Webbed
  • Werewolf: The Apocalypse Heart of the Forest
  • West of Dead
  • What Lies in the Multiverse
  • When Ski Lifts Go Wrong
  • while True: learn()
  • Whos Your daddy
  • Wick
  • Windward
  • Witch It
  • Witchy Life Story
  • wizard of legends
  • Worms Rumble
  • Worms Rumble + Legends Pack
  • Wrath: Aeon of Ruin
  • WRC 6 FIA World Rally Championship
  • WRC 7 FIA World Rally Championship
  • WWE 2K Battlegrounds
  • WWE 2K23
  • WWZ Aftermath
  • Wytchwood
  • X-COM: COMPLETE PACK
  • XCOM: ULTIMATE COLLECTION
  • XIII - Classic
  • X-Morph: Defense
  • X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
  • X-Morph: Defense Complete Pack
  • Yakuza Kiwami
  • Yakuza: Like A Dragon
  • Yumeutsutsu Re:After
  • Yumeutsutsu Re:Master
  • Zen Chess: Mate in One, Mate in 2 , Mate in 3 , Mate in 4 , Champion's Moves (5 games)
  • Ziggurat
  • Zombie Army 4
  • Zombie Army Trilogy
  • Zool Redimensioned
  • Zwei: The Arges adventure
  • Zwei: The ilvard insurrection
DLCs and Softwares:
  • For The King: Lost Civilization Adventure Pack
  • Train Simulator: Isle of Wight Route Add-On
  • Train Simulator: Woodhead Electric Railway in Blue Route Add-On
  • Train Simulator: North Somerset Railway Route Add-On
  • Train Simulator: Union Pacific Heritage SD70ACes Loco Add-On
  • Train Simulator: London to Brighton Route Add-On
  • BR Class 170 'Turbostar' DMU Add-On
  • DB BR 648 Loco Add-On
  • Europa Universalis IV: Wealth of Nations
  • Expansion - Europa Universalis IV: Conquest of Paradise
  • Expansion - Europa Universalis IV: Res Publica
  • Grand Central Class 180 'Adelante' DMU Add-On
  • Peninsula Corridor: San Francisco - Gilroy Route Add-On
  • SONIC ADVENTURE 2: BATTLE
  • Small World - A Spider's Web
  • Small World - Cursed
  • Small World - Royal Bonus
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Goodies Pack
  • The Dungeon Of Naheulbeuk: The Amulet Of Chaos - OST
  • Thompson Class B1 Loco Add-On
  • Total War: Shogun 2 - Rise of the Samurai
  • Train Sim World® 3: Birmingham Cross-city line
  • Train Sim World®: BR Class 20 'Chopper' Loco
  • Train Sim World®: Brighton Main Line: London Victoria - Brighton
  • Train Sim World®: Caltrain MP36PH-3C 'Baby Bullet'
  • Train Sim World®: Cathcart Circle Line: Glasgow - Newton & Neilston
  • Train Sim World®: Clinchfield Railroad: Elkhorn - Dante
  • Train Sim World®: Great Western Express
  • Train Sim World®: Hauptstrecke Hamburg - Lubeck
  • Train Sim World®: LIRR M3 EMU
  • Train Sim World®: Long Island Rail Road: New York - Hicksville
  • Train Sim World®: Nahverkehr Dresden - Riesa
  • Train Sim World®: Northern Trans-Pennine: Manchester - Leeds
  • Train Sim World®: Peninsula Corridor: San Francisco - San Jose
  • Train Sim World®: Rhein-Ruhr Osten: Wuppertal - Hagen
  • Train Sim World®: Tees Valley Line: Darlington - Saltburn-by-the-sea
  • Worms Rumble - Armageddon Weapon Skin Pack
  • Worms Rumble - Captain & Shark Double Pack
  • Worms Rumble - Legends Pack
  • Worms Rumble - New Challengers Pack
  • Ashampoo Photo Optimizer 7
  • Dagon: by H. P. Lovecraft - The Eldritch Box DLC
  • Duke Nukem Forever Hail to the Icons
  • Duke Nukem Forever The Doctor Who Cloned Me
  • GRIP: Combat Racing - Cygon Garage Kit
  • GRIP: Combat Racing - Nyvoss Garage Kit
  • GRIP: Combat Racing - Terra Garage Kit
  • GRIP: Combat Racing - Vintek Garage Kit
  • GameGuru
  • GameMaker Studio 2 Creator 12 Months
  • Intro to Game Development with Unity
  • Music Maker EDM Edition
  • Neverwinter Nights: Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition
  • Neverwinter Nights: Infinite Dungeons
  • Neverwinter Nights: Pirates of the Sword Coast
  • Neverwinter Nights: Wyvern Crown of Cormyr
  • PDF-Suite 1 Year License
  • Pathfinder Second Edition Core Rulebook and Starfinder Core Rulebook
  • RPG Maker VX
  • WWE 2K BATTLEGROUNDS - Ultimate Brawlers Pass
  • We Are Alright
  • The Outer Worlds Expansion Pass
  • A Hat in Time - Seal the Deal DLC
  • City Skylines:mass transit
  • A Game Of Thrones - A Dance With Dragons
  • A Game Of Thrones - A Feast For Crows
  • Blood Rage: Digital Edition - Gods of Asgard
  • Blood Rage: Digital Edition - Mythical Monsters
  • Blood Rage: Digital Edition - Mystics of Midgard
  • Carcassonne - The Princess and The Dragon DLC
  • Carcassonne - Traders & Builders DLC
  • Carcassonne - Winter & Gingerbread Man DLC
  • Carcassonne - Inns & Cathedrals
  • Carcassonne - The River
  • Splendor: The Trading Posts DLC
  • Splendor: The Strongholds DLC
  • Splendor: The Cities DLC
  • Small World - Be Not Afraid... DLC
  • Small World - Grand Dames DLC
  • Small World - Cursed!
  • Sands of Salzaar - The Ember Saga
  • Sands of Salzaar - The Tournament
  • Monster Train: The Last Divinity DLC
  • WARSAW
submitted by calvin324hk to indiegameswap [link] [comments]


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

https://www.reddit.com/IGSRep/comments/pikmri/calvin324hks_igs_rep_page/
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Wishlist
Region: NA (Canada)
Fees on buyer if any, currency is USD unless specified
CTRL + F to find your games in terms of name
  • 10 Second Ninja X
  • 11-11 Memories Retold
  • 112 Operator
  • 12 is Better Than 6
  • 198X
  • 1993 Space Machine
  • 60 Parsecs
  • 7 Billion Humans
  • 8 DOORS
  • 8-bit Adventure Anthology: Volume I
  • 9 Years of Shadows
  • 911 Operator
  • A Game of Thrones: The Board Game
  • A Hat in Time
  • A Hole New World
  • A JUGGLER'S TALE
  • A Long Way Down
  • A PLAGUE TALE: INNOCENCE
  • A Robot Named Fight!
  • A Tale for Anna
  • A.I.M.2 Clan Wars
  • Abalon (Summoners Fate)
  • Above Snakes
  • ABZU
  • Ace Combat Assault Horizon Enhanced Edition
  • ADOM
  • Adore
  • Adventure Time: Pirates of the Enchiridion
  • Aeterna Noctis
  • AETHERIS
  • Agatha Christie Hercule Poirot The First Cases
  • AIdol
  • Airborne Kingdom
  • Alba: A Wildlife Adventure
  • Alder's Blood: Definitive Edition
  • Alfred Hitchcock - Vertigo
  • Alien Breed Trilogy
  • Aliens vs. Predator™ Collection
  • All-Star Fruit Racing
  • Almost There: The Platformer
  • American Fugitive
  • American Truck Simulator
  • Amerzone: The Explorer’s Legacy
  • AMID EVIL
  • Amnesia rebirth
  • Amnesia: The Dark Descent + Amnesia: A Machine for Pigs
  • Anomalous
  • Another World – 20th Anniversary Edition
  • Antigraviator
  • Anuchard
  • APICO
  • APICO
  • Aragami
  • Aragami 2
  • Arboria
  • Arcade Paradise
  • Arcade Paradise - Arcade Paradise EP
  • Arcade Spirits
  • Arkham Horror: Mother's Embrace
  • Armada 2526 Gold Edition
  • Army Men RTS
  • army of ruin
  • Arto
  • Ary and the Secret of Seasons
  • As Far as the Eye
  • Ascension to the Throne
  • Assemble With Care
  • Assetto Corsa Competizione
  • Assetto Corsa Ultimate Edition
  • Astebreed Definitive Edition
  • Astro Colony
  • Astronarch
  • Attack of the Earthlings
  • Automachef
  • Automobilista
  • Automobilista 2
  • AUTONAUTS
  • AUTONAUTS VS PIRATEBOTS
  • Avatar: Frontiers of Pandora™ - Ubisoft Connect
  • AVICII Invector: Encore Edition
  • Awesomenauts All Nauts pack
  • Axiom Verge
  • Axiom Verge 2
  • Baba is you
  • Back 4 Blood
  • Back 4 blood (EU)
  • Backbone
  • Banners of Ruin
  • Bartlow's Dread Machine
  • Basement
  • Batbarian: Testament of the Primordials
  • Batman: Arkham Asylum Game of the Year Edition
  • Batman: Arkham Origins
  • Battle Royale Tycoon
  • Battlecruisers
  • Battlestar Galactica Deadlock
  • BATTLESTAR GALACTICA DEADLOCK SEASON ONE
  • Battlestar Galactica Deadlock: Complete
  • BATTLETECH MERCENARY COLLECTION
  • BATTLETECH Shadow Hawk Pack
  • BEAUTIFUL DESOLATION
  • Bee Simulator
  • BEFORE WE LEAVE
  • Beholder 2
  • Ben 10
  • Ben 10: Power Trip
  • Bendy and the Ink Machine™
  • Between the Stars
  • Beyond a Steel Sky
  • Beyond The Edge Of Owlsgard
  • BEYOND THE WIRE
  • Beyond: Two Souls
  • BIOMUTANT
  • Bionic Commando
  • BioShock: The Collection
  • BLACK BOOK
  • Black Moon Chronicles
  • Black Paradox
  • BLACK SKYLANDS
  • BLACKHOLE: Complete Edition
  • Blacksad: Under the Skin
  • Blade of Darkness
  • Blasphemous
  • Blazing Chrome
  • Blightbound
  • Blood And Zombies
  • Blood Rage: Digital Edition
  • Bloodstained: Ritual of the Night
  • Blue Fire
  • Bomber Crew
  • Boneless Zombie
  • Boomerang Fu
  • Borderlands 3
  • Borderlands 3 Super Deluxe
  • Borderlands 3 Super Deluxe Edition
  • Borderlands: The Handsome Collection
  • Bot Vice
  • Bounty of One
  • Brawlout
  • Breakout: Recharged
  • Breathedge
  • bridge constructor
  • Bridge constructor medieval
  • bridge constructor stunts
  • Broken Lines
  • Bug Fables: The Everlasting Sapling
  • BUILDER SIMULATOR
  • calico
  • Call of Duty® Modern Warfare 3™ (2011)
  • Call of Juarez: Gunslinger
  • Capitalism 2
  • Car Mechanic 2018
  • Car Mechanic Simulator 2015
  • Car Mechanic Simulator 2018
  • Cardboard Town
  • Castle Morihisa
  • castle storm
  • CastleStorm
  • Cat Cafe Manager
  • Catherine Classic
  • Caveblazers
  • Celeste
  • Centipede: Recharged
  • Cepheus Protocol
  • CHANGE: A Homeless Survival Experience
  • Charlie's Adventure
  • Chenso Club
  • Chernobylite: Enhanced Edition
  • Chess Ultra
  • Chicago 1930 : The Prohibition
  • Chivalry 2
  • Chop Goblins
  • Chorus
  • Chorus
  • Circuit Superstars
  • Cities Skylines + After Dark
  • Cities: Skylines
  • City of Beats
  • CivCity: Rome
  • Click and Slay
  • Cloud Gardens
  • Cloudpunk
  • Code Vein
  • Coffee Talk
  • Comedy Night
  • Command & Conquer Remastered (Origin)
  • Complete Dread X Collection
  • Conarium
  • Construction Simulator (2015) Deluxe Edition
  • Constructor Plus
  • Control
  • Cook, Serve, Delicious! 3
  • Cook, Serve, Delicious! 3?!
  • Cookie Cutter
  • cornucopia
  • Corridor Z
  • Cosmic Osmo and the Worlds Beyond the Mackerel
  • Cosmonautica
  • Crash Drive 2
  • Crash Drive 3
  • Creaks
  • Creepy Tale
  • Crookz the big heist
  • CROSSBOW: Bloodnight
  • Crush Your Enemies
  • Cube Runner
  • Cultist Simulator: Anthology Edition
  • Curse: The Eye of Isis
  • Cyber Ops
  • Cybercube
  • Danger Scavenger
  • Dark Deity
  • Dark Future
  • Darkwood
  • DARQ: Complete Edition
  • Day of the Tentacle Remastered
  • days of war definitive edition
  • DC League of Super-Pets: The Adventures of Krypto and Ace
  • DC's Justice League: Cosmic Chaos
  • Dead by Daylight
  • Dead Estate
  • Dead Rising 2
  • Deadly Days
  • Dear Esther: Landmark Edition
  • DEATH STRANDING DIRECTOR'S CUT
  • Death's Gambit
  • Deceased
  • DECEIVE INC.
  • Degrees of Separation
  • Deleveled
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  • The Battle of Polytopia *DLC1. Cymanti Tribe *DLC2. ∑∫ỹriȱŋ Tribe *DLC3. Aquarion Tribe *DLC4. Polaris Tribe
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  • TINY TINA'S WONDERLANDS CHAOTIC GREAT EDITION
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submitted by calvin324hk to SteamGameSwap [link] [comments]


2024.06.02 19:50 meursault-42 [Event] The Verdict of the Trial of the {fake} Blackfyres

[m: I know some threads are still wrapping up regarding all of this, I encourage everyone to finish out their RPs! I just didn’t want this to be a giant bubble that affects the rest of the game for such a long time.]
***The End of the 3rd Moon, 277AC, The Throne Room of the Red Keep, King’s Landing***
A monstrous seat forged from a thousand swords, twisted and melded together by the fires of dragonflame. The Iron Throne. It was a stark reminder of the brutal conquest that had birthed the realm. This seat of power, both magnificent and foreboding, awaited its sovereign.
King Rhaegar Targaryen was clad in black and red, the colors of the dragon. A cloak of dark velvet, trimmed with sable, draped over his shoulders, the gifted sword from the faith sheathed at his side. His Valyrian steel crown sat atop his head, fitted perfectly. His demeanor was dark that day, a symbol for the verdicts to come.
With measured steps, Rhaegar ascended, his footing calm and assured. His presence commanded attention, not through overt displays of power, but through a quiet confidence and an undeniable aura of surety. There was something different about him since his return from a temporary leave, more confidence than anything. Nobody would know it had come from him consummating his secret Valyrian marriage. It would only appear that the young king, tested as early as possible, had responded with the divine right to rule that the dragons had.
The light from the high windows cast long shadows, dancing around the assembled lords and ladies of the realm. *The Trial of the Century*, some had deemed it. All taking place mere months after the King’s coronation.
Olenna Tyrell stood before the throne, as did Heracleos Paethaymnion, the knight shackled. Beside them stood the two children, Daemon and Daena Whitewater. The entire group was flanked by Targaryen guard.
King Rhaegar's voice echoed through the hall, silencing the murmurs. "It is time I pass judgment on those who have conspired to deceive the realm with false claims of Blackfyre heritage. You have all committed grave crimes in your pursuit of power." His expression remained stern, no sense of doubt showing. “I have gathered some of the most respected Lords and Ladies of our realm as witnesses, and their testimonies, alongside evidence of written letters and ledgers. We might spend years collecting even more incriminating evidence, yet now, I have no doubt in my mind who is responsible for all of this.”
He turned his gaze to Olenna Tyrell. "Lady Olenna, your actions in bringing forth this plot have caused much turmoil. Your own guilt has been proven far and wide. I have come to understand that your involvement in this plot dates back to even the days of the NinePenny Kings, before the last Blackfyre rebellion was finished, before Maelys was slain. However, your eventual decision to reveal the conspiracy has shown a measure of remorse, and for this, I shall extend my mercy.”
He exhaled. "You are hereby pardoned of treason, and shall keep your life. Yet, your role in this deceit cannot go unpunished. You raised the children yourself, grooming them as Blackfyres, providing them education and a life equivalent to a king and queen. And even in bringing them to me, you lied. You claimed to have only been investigating the matter, but it is clear you were heading it for some time. To bring them forth was of fear, so you might cleanse your guilt in this. As a symbol of your dishonor, your hair and eyebrows shall be shaved off, so all may see you for the liar you have been."
A murmur rippled through the crowd, and Rhaegar raised a hand to silence them.
Rhaegar fixed his attention back on Olenna. "You are also to be confined to Highgarden for a period of ten years. You shall not leave the castle grounds for any reason, save by my explicit command. This confinement will serve as a reminder to all of the consequences of deception and dishonor. Should you disobey this command, my mercy will be no more. You will be executed."
"Furthermore," Rhaegar continued, "House Tyrell and House Redwyne are fined ten thousand gold dragons each, for their complicity and failure to uncover the truth. The wealth of your houses have been built on the trust of the realm, and it is only just that you pay for the damage done to that trust. Failure to repay this fine within the year shall be considered direct disobedience of the crown and shall lead to the justice that comes in return."
Rhaegar's gaze hardened further, this time on Lord Luthor. "In addition, Lord Luthor Tyrell is stripped of the title Warden of the South. This honor and responsibility cannot belong to a man that has shown such grievous complacency and failure in its duties to the realm. A man whose own wife raised a Blackfyre plot within his own home for years under his nose. It is instead awarded to Lord Steffon Baratheon, Lord of Storm’s End, who shall take command of the armies south of the Crownlands, from the Shields to Tarth. The matter shall be revisited in ten years, upon the conclusion of Lady Olenna’s confinement."
The shock was palpable, a decision unprecedented. The Tyrells had held that honor since Aegon the First had bestowed it upon them.
Turning his attention to the children, Rhaegar's expression softened slightly. "I have prayed to the mother, and she has advised more mercy than I spoke of before. Though you were only pawns in this deceit, you must still face the consequences of your actions."
“The boy will be sent to the Wall. There, you will have the opportunity to serve the realm honorably and find redemption for your part in this. No harm will come to you from my hand, but you must learn the value of honor and duty."
Rhaegar then turned to Daena. "You will be sent to become a Silent Sister. In their care, you will learn to hold your tongue and find solace in silence. No harm will come to you either, but you must learn the value of humility and service."
Finally, Rhaegar's gaze settled on Ser Heracleos Paethaymnion. "And now, Ser Heracleos Paethaymnion, the architect of this vile deception. Damning evidence has been uncovered regarding your involvement in all of this. Letters, witnesses, testimonies. You have not only plotted to usurp a throne and name and heritage that does not belong to you, but you have also sown discord and mistrust across the realm. You have plotted for harm against your king,” Rhaegar accused him. “You had these children’s care at Highgarden arranged as the realm fought a war to the east. Moreover, this evidence has revealed truths of not only the present, but of the past. I have deemed you guilty of the murder of Lord Bryce Corbray.”
The crowd gasped then. Nearly a decade had passed since Lord Corbray was murdered. And only this year had it been finally connected to a revealed Blackfyre plot and the Paethaymnions. Heracleos now took the burden of guilt for both at the decision of the young dragon. Rhaegar was the king, after all, and he alone decided guilt. Somebody had to be found guilty for such a crime.
“Your family will provide a servant of the crown to become my food and wine tester, one of your children, so they too may feel the burden of being plotted against. That is the mercy they receive, for I should strip them of their lands and titles, yet do not believe they were all truly involved.”
“But you, Ser. For your crimes, there can be only one sentence."
"You are sentenced to death," Rhaegar pronounced, his voice cold and unyielding. “Your head shall roll at dusk.”
submitted by meursault-42 to NinePennyKings [link] [comments]


2024.06.02 19:31 Ogalfson 25% Off: Ghost Giant Richie’s Plank Experience BRINK Traveler Spacefolk City Traffic Jams Ragnarock Time Stall Chaos Magus Asgard's Wrath 2 Star Wars: Tales from the Galaxy's Edge

Hey fellow Quest'ers!
Looking for some lovely and (mostly beginner friendly) gaming recommendations that won't just drain your wallet dry? Look no further! 😎 With my referral links, you not only get to snag some awesome games for 25% off, but you also get to support a fellow gamer (that's me!) with a sweet store credit. It's like getting a virtual high-five along with your discounted game purchase. 🎮✨
Drop me a message if you used one of my referrals, so I can thank you personally. If not, than let me just 'Thank You' here!
Cheers and have a great rest of your day!

Ghost Giant

Beautiful game, where you help out a little guy with his problems. Nice graphics, very relaxed game, great puzzles & variety, sweet story. One of my favorite VR game so far.
https://www.oculus.com/appreferrals/Schmuddelfilm/2366136696841248/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Richie’s Plank Experience

The quintessential VR experience imo. You - a wooden plank - high up at the edge of a skyscraper. That's it. Again, perfect for friends and family and always funny to see, how your body reacts to the illusion of height. Has additional game modes, which I have jet to try.
https://www.oculus.com/appreferrals/Schmuddelfilm/1642239225880682/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

BRINK Traveler

Travel to lovely locations around the world, enjoy a nice view and learn a few things. Perfect for beginners and to show of VR to your family & friends.
https://www.oculus.com/appreferrals/Schmuddelfilm/3635172946605196/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Spacefolk City

Cute Citybuilder… in Spaaaace. Build in every direction (even upside down) and watch adorable tiny Aliens move into your floating city. Fulfill their needs and expand your city. Great funky Soundtrack too! Missions, Free Play and passthrough mode available.
https://www.oculus.com/appreferrals/Schmuddelfilm/3566126356743668/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Traffic Jams

Very funny game with great cartoon graphics. Easy to pick up, simple controls and very obvious in terms of what you have to do, but turns (positively) hectic in no time. Be the traffic warden you never knew you wanted to be or let them all crash and enjoy the carnage. ;)
https://www.oculus.com/appreferrals/Schmuddelfilm/2753873371404693/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Ragnarock / Ragnaröck

Viking, music, rhythm game. Use hammers on drums to cheer on your boat. Great Metal soundtrack (Wind Rose, Alestorm, Gloryhammer) with a variety of different styles. You can add custom tracks via two easy to use websites.
https://www.oculus.com/appreferrals/Schmuddelfilm/3749621795127676/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Time Stall

Funny Sci-Fi game with the robot crew on a 'build for humans' space cruise ship and a slow motion mechanic to save the day. Good humor, creative ways to solve the puzzles and adorable little robots which need you to save them.
https://www.oculus.com/appreferrals/Schmuddelfilm/2055554051161375/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Chaos Magus

Brand new game just released to the app lab as Early Access. Use magical elements to form weapons or spells and fight monsters. Waves of different enemies, with some boss monsters in between.
https://www.oculus.com/appreferrals/Schmuddelfilm/6750192061692936/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Asgard's Wrath 2

If you want a AAA game for your Quest, then look no further: This is it! Great in scale, epic in length, lots to do. Already looks great, but a big graphic update is already on the horizon. Just the intro alone is just 'wow'!
https://www.oculus.com/appreferrals/Schmuddelfilm/2603836099654226/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Star Wars: Tales from the Galaxy's Edge

Quest exclusive Star Wars game! Primarily a shooting game, looks and sounds pretty good and gets you that Star Wars feeling we all crave.
https://www.oculus.com/appreferrals/Schmuddelfilm/3484270071659289/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral
submitted by Ogalfson to OculusReferralLinks [link] [comments]


2024.06.02 19:07 Kittcat2021 What can I say except "no thank you."

The finale finally aired.
And by God was it disappointing.
From the get-go of this chapter, nothing felt right or earned. Including the title.
"You're Welcome."
Now, it does play into the later part of this chapter and whatnot, but I just want to preface that even without context, no. No I will not be thanking Rachel for this chapter. I will not thank her for allowing this story to fall so poorly, especially during the finale where her fans deserved a better ending regardless of what I or others may think of the story as a whole. They deserved better. The people who stuck with her for 8+ years when LO was still on Canvas deserved better.
They deserved better than being told "You're welcome" for a chapter that felt utterly thankless in it's rushed conclusion and fraying plot threads.
Anyways, to sum it up before getting into the grit and grime, this entire finale could be described as one giant TLDR. And a very incoherent one at that. Parts were scattered about and so, so many plot points were left to be wrapped up in the most disappointing narration over a party ever.
But, to truly grasp this chapter, let's start from the beginning.
☆Spoilers ahead for those who havent read yet and be prepared to get comfy with food and a drink cause this thing is LONG☆
Starting off, we get the return of Gaia. Aaaand not even 5 panels in and she already offs Ouranos like it's nothing. The supposed puppet master and big bad of the series and he's dead in record time. Perhaps I should feel more regarding this moment of a woman finally breaking free of her eternal entrapment due to her selfish lover, but I really can't when there was no rhyme or reason to the dialog as Gaia hole punches him and rips out a yokeified Apollo while walking away with Ouranos' hula hoop.
What happens to Ouranos? Psh, heck if we know. We have to cut to dropping off Apollo and looking for Persephone. Why? To "set things right."
Only we don't see what that means because now, we're jumping ahead 3 WHOLE MONTHS just to see a depressed Hades going about a morning routine. Why? Again, heck if we know. We have to watch Hecate and Hades play console a friend telephone and be completely ambiguous over the situation. Hades then finishes getting ready before he makes a trip to the mortal realm with Cerberus in tow.
Only to then CUT RIGHT BACK TO WHERE WE LEFT OFF BEFORE THE DAMN TIME SKIP!!!!
(ノ`Д´)ノ彡┻━┻
WHAT WAS THE POINT?!?! WHAT WAS THE REASON?!?!
Okok...anyways, back to prior time skip, Gaia too has subscribed to the H+P fanclub and talks about how they've proven how 'true love is real.'
I've got several problems with this:
For starters, how? In what way have they proven that 'true love' exists? Hades fell 'in love' with a barely legal (by our standards) teenager while he was still seeing someone else. He also allowed said teenager to become his employee and later became her only crutch to lean on when she had nowhere else to go. They both have done horrible things to other people for the sake of the others pride, reputation, etc. Not to mention that we've barely seen them learn anything about each other or actually stick to the boundaries that were set up by both parties. Literally almost anything Hades has supposedly learned about Persephone has been thrown to the wayside just so he can 'spoil her.' Any of their flaws just gets ignored or discarded in favor of showing how 'in love' they are.
And for another, how did Hades sharing his power with Persephone actually show this? The whole "real love should go both ways" thing doesn't prove this. You can have two people be infatuated with each other and still not have it be true love. And so little of the fertility goddess lore is actually maintained that it's hard to figure out how the rules established actually prove that what they have is true love. For all we know, none of the males in the relationships just ever bothered to try giving their female partners their powers because of their arrogance or thinking it didn't work. If they had shared their powers, would that then be considered 'true love'? Even though they're still abusive and toxic individuals?
The implications here are both ridiculous and unnerving, especially given what Gaia says after about how true love can be nurturing and healing and is not a force for greed and destruction.
We literally have a Greek myth that talks about how an entire war was kicked off over two men who were in love with the same woman. Whether they were truly in love with her or not, their love/lust and desire for her still sparked the Trojan War. Love can be just as destructive as hate when placed in the wrong hands. It can absolutely be used as a source of greed and destruction and is literally shown in one of the most well known Greek myths, the very religion this story relies upon to make it work.
Sigh...Anyways, Gaia then talks about how they freed her and how their love proves Hydros wrong which, why should we care? Hydros still had a point that giving her power to Ouranos was a foolish idea and again, why should we care what Hydros thinks when we've only seen them brought up once in this entire comic?
For the next section, there's something I want to bring up and that's the dialog in this comic since this plays an important role in the next scene. The dialog in this chapter was very stilted. Not much of the conversations between these characters made sense, especially this exchange between Gaia and Persephone:
Gaia: "I can tell you made quite the deal with Erebos, which has put you through a lot."
Persephone: "That is true, but it was a deal I was willing to make and ties me to the Underworld. Please don't change me."
I-...what? What does this even mean??? Gaia never said anything about changing her or removing her ties to the Underworld. This feels like something she would've said to Erebos of they had actually met and changed the deal. Gaia hasn't implied anything of the sort. So...why is Persephone saying this??? Unless the story got changed at some point due to Webtoon giving a definitive end date or Rachel scrapped the idea and forgot to rework the dialog, there's no reason for Persephone to mention this.
And then after this exchange, Gaia just says she can't remove it anyways and that with her help, she can just bring back all the life that passed from the plague?!?! WHAT?!?! BUT-BUT WHY?!?!
Why is it so difficult to allow Persephone to have consequences for her actions?!?! Why?!?! Nearly this whole comic, we haven't seen Persephone do things that have consequences without it either being someone else's fault or someone else taking care of it for her. And even in the literal finale of this comic, Persephone can't live with the guilt that her actions caused the near destruction of the mortal realm! Gaia can now just magically bring everyone back to life who died with Persephones help! Once again, Persephone cannot be held accountable for her choices and cannot be given any form of agency, good or bad. This whole situation has really been for nothing, hasn't it? Because if breaking Gaia out of Earth jail was the magical solution they needed, that means the stakes for the mortal realm getting completely frosted over, killing millions of people, and causing this giant cascade of events for the better half of these recent chapters, has practically been for nothing. So what if these characters died, Gaia will just revive them with Persephones help!
This however brings me to the next and possibly the most infuriating part yet. Gaia then says that Persephone has two roles in two realms and to relieve her of the uncertainty and drama, Persephone will spend 3 months in the mortal realm for spring and the rest in the Underworld.
(=д= ) You're kidding, right?
So, not only did we remove Demeters agency in her own myth regarding her love for her daughter and seeing her child again and also being the one to start winter out of her grief for losing her child, but now we can't even have Persephone be in the mortal realm longer than she is in the Underworld??? She's literally spending more time with Hades than Demeter!
Yet despite this, IT STILL ISNT ENOUGH FOR EITHER OF THEM AND THEY'RE STILL UPSET OVER IT!!! This is the least they can do after all they've put everyone through is being forced to separate for a bit so Persephone can deal with spring and still be apart of both worlds. Sure, they've been separated plenty of times by now, but this isn't even forever! It's just 3 months! Yet even 3 months is far too much of a time for H+P to be separated even though it's completely fair! It's not like they're being separated for years! It's just 3 months yet if they aren't able to be together 24/7 then it's something to be upset over!
But wait, there's more! Because apparently, Hades isn't barred from seeing Persephone WHILE SHE'S IN THE MORTAL REALM! So technically, they aren't even separated at all!!! They can literally see each other whenever they please!
Gaia talks about this whole reunion hoopla and how they can make a special occasion out if it. EXCEPT THEN IT WOULDNT BE A REUNION THEN GAIA, NOW WOULD IT?!?! THEY WOULD STILL BE ABLE TO SEE EACH OTHER DAMMIT!!!! ヽ( `Д´)ノ
A reunion is what happens when two people have been apart for a long time and haven't been able to see each other in person during that time! It can't be a reunion of they can literally see each other whenever the other pleases!
(T_T) I want to cry. Why? Just-... never mind, let's continue.
So anywho, we cut back to the present (what is the present anymore?) with Hades arriving in the mortal realm to greet Persephone who has spent time with Demeter and Metis (who is still alive for some reason,) and the two teleport back to the Underworld and Hades house where they makeout.
Once again, we are treated to horny H+P as Persephone undresses Hades as he suggests they go upstairs while she comments how she can't wait to see his ass. Only to then trail off into assistant when they notice the various people in his home.
Why are they in his home you may ask? Because apparently, it's also Persephones coronation day as the official Queen of the Underworld. Why they decided to have it the day Persephone gets back, I will never know and I'm too tired to consider it.
The next scene starts off with a news reporter at the scene of the event telling us what we already know: Persephone is back, she's becoming Queen now, her return marks the end of spring, etc.
But, what the reporter also brings up is Apollo. Why? To tell us he will not be in attendance and to tell us that he's serving his punishment doing TEMPLE RESTORATION IN THE MORTAL REALM!!!!
ARE. YOU. SERIOUS?!?!?! (#゚Д゚)
WHY?!?!?! WHY IS HE GETTING WHAT EQUATES TO COMMUNITY SERVICE?!?!?! (ノ`△´)ノ
Ok, we need to take a step back and just go through exactly what has happened regarding Apollo. Up until this point, he has:
-SA Persephone -Took non consenting photos of Persephone -Blackmailed Persephone -Blackmailed Hebe -Tried to assassinate Zeus -Tried to kill Eris -Tried to kill Daphne -Nearly had Kassandra killed -Threatened multiple people with violence -Kidnapped two gods and kept them locked up in his basement -Tried to force Persephone into marriage -Tried to cover up his crimes
And last but not least:
-CONSPIRED WITH THE TITAN OF THE SKY TO BRING CHAOS TO THE MORTAL REALM AND THE OTHER EXISTING KINGDOMS TO ALLOW HIM TO COME BACK AND TAKE OVER AS RULER OF THE GODS ONCE MORE.
All of that! All. Of. That.
He could've gotten entire realms destroyed, he tried to kill his own father, he tried to hide and cover up his crimes while doing all this...
And the only punishment he gets equates to community service????
We have seen other characters get harsher punishments than this! Persephone had her 10 years in the mortal realm for trying to cover up the act of wrath! Demeter was stripped of her powers for the same thing! Leuce had her home filled with animals and her life threatened for trying to flirt with Hades! MINTHE GOT TURNED INTO A PLANT BECAUSE SHE TOLD ZEUS ABOUT WHAT PERSEPHONE DID! ALEX HAD HIS EYE TAKEN OUT, LEGS BROKEN, AND WAS SENT TO THE HOSPITAL FOR TAKING A PICTURE OF PERSEPHONE FOR THE TABLOIDS!!!
All of these characters got far more serious punishments for what is considered far less heinous crimes than what Apollo has racked up against him!
And it's not as if he sees it as demeaning or if he had his own powers stripped or there's some sort of emotional or psychological side to this punishment, no! He's just repairing temples! He still has his powers, he's still in love with Persephone, and he's still free for the most part!
After everything that's happened, after all the insidious and horrible things he's done, after all this time waiting to see Persephone get her justice for her SA, to finally see Apollo pay for what he did to Persephone, to his other victims...this is it?!
What happened to this being a feminist retelling?! What happened to getting justice against those who have wronged women and are still free to continue harming others?!
Not only can we not be free of seeing Apollo at every turn when it comes to Persephone moving on from that trauma, but now we're ending this series seeing Apollo, one of the worst characters there is, practically get away with the crimes he's committed by doing his time in the mortal realm fixing temples.
I know others may say that it's a fitting punishment and that's fine for them, I won't judge. But in my opinion, this was not a fitting punishment. Justice was not served.
This was not the way to finish off this plot line after everything we've seen and have been told.
Unfortunately, the chapter keeps going on as we transition from the news to Hera officiating the coronation and Persephone becoming the official Queen of the Underworld.
And thus begins the most boring conclusive TLDR I have ever witnessed.
As Hades and Persephone have their first dance, Persephone blandly talks about how so much has changed in the past 3 months, how living in the mortal realm is so much easier because Hades can see her whenever he likes. She talks about her mother and her son and how he's taken up farming.
It is then revealed that Dio has aged up to a teenageyoung adult and that Hades brought his bio mother, Semele, back to life.
So...not only did you steal Dios myth of going to find his mother and bring her back, but we're practically just saying 'f₩ck all' with Dio being an adopted child.
Screw adoptive kids apparently. All they need to do is find their birth parents and everything will be fine!/s
It's not like we never got to see Dio make this choice on his own or got to see him ask Hades if he could bring back Semele because he wants to get to know her or see Hades and Persephone actually parent this child they brought into their lives that they've practically neglected since the day Persephone stole him from Zeus. No, no. Everything just works out and they've dumped Dio back onto Semele!
I just-...I can't even right now.
How tone deaf does this have to be? All of the drama over getting Dio out of Zeus' hands only for H+P to practically ignore and neglect him to the point Dio was practically moving the plot on his own because even he too was done with this. All of this fuss about making sure Dio was taken care of, of treating him like their child and looking after him...and they just don't care. Just like with Thanatos, they neglected and ignored this child they chose to raise. And now, they've just dumped him back on his bio mother and we don't even know if it was his choice to see her again. Not to mention this whole series of events has set up a horrible idea of adoptive children being less than biological children. Dio was not treated like their child, merely another accessory or tool for H+P. Hades showed more care and consideration for his future biological daughter than he ever has for EITHER of his adoptive sons. And that's horrible. Thanatos and Dio deserved better. They deserved so much better than the abuse and neglect Hades and Persephone put them through (mainly Hades since Persephone didn't raise Thanatos.)
Continuing on, we are told Zeus was healed and is awake, but is now a figurehead King while Hera takes care of everything and that his powers haven't been the same since he woke up. Why? We don't know. Why is Hera running the show now? We also don't know. Did Zeus read Heras note? Did they talk about what happened? Did they discuss anything about their divorce? The world will never know and we certainly don't either.
Speaking of Hera, she apparently got divorced and is now dating Echo. Yup, the nymph racist alcoholic got together with a nymph who was once her employee without any sort of development or effort into changing her behavior. You know, it's a little funny that the goddess of marriage got divorced. It's especially interesting because that's a focal point of why Hera could never leave or take power from Zeus. Because this is her role as the wife of Zeus, no matter how many partners her husband takes to bed. In canon mythology, the one time she tries to userp Zeus, she gets hung from Olympus, in the sky, with weights attached to her feet.
Yet here, she's free to lead and leave Zeus without any kickback.
To continue, Area asks fir a dance and once more, we have to cut down Ares as the god of war to being nothing mire than a horny dog.
And as if demonizing TGOEM wasn't bad enough, it has now been disbanded. Why? Who knows. You would think that after everything that's happened, it could be repurposed into a women's help group or something similar to help women out of rough situations like forced marriages, abuse, SA, etc. But nope. Simply disbanded and Artemis is now hanging out with Selene, the goddess of the moon. We don't know why and we don't know what their connections are cause now it's onto the next scene which involves Hades trying to talk with Thanatos.
"Sonetimes they even have a conversation." (-_-) This is the furthest thing from funny and quite honestly, it's sad that apparently, this is the best Hades has to give for his adoptive child who he neglected with his own problems. I'd understand if it were that Hades and Thanatos are trying to reconnect and are taking things slow, but no. No, this was the line given and it just makes this all the more annoying and depressing.
"Eros and Psyche are enjoying parenthood." I will admit, their child is cute, I like the butterfly wings. I just wished those wasn't the only time we see them and Hades is asking for Persephones attention yet again. And for some reason, they're still searching for Kassandra? But, why? Why are they looking for her? She doesn't have anything else to do with them besides the oracle stuff but, that wasn't elaborated upon.
Thankfully that's the end of this horrible TLDR and we're back to dialog. Persephone and Hades dance alone, talk about how they couldn't get privacy, if they're enjoying the party and how Hades has the best date. The two dance for a bit before they start thanking each other for making their lives better with Persephone just telling Hades to say "You're Welcome."
Sigh while not as horrible as in the past, these interactions feel so dry. I don't hate it but I'm not exactly convinced they have chemistry.
They're grateful for all they've done for each other and they say they love each other while also mentioning their titles for some reason and they kiss. The last few panels say how the mortals never forgot about H+P love and how they remained forever in love.
THE END.
OH THANK GOD ITS OVER. IT'S DONE! I'M FREE!!! I'M FINALLY FREE OF THIS HELL!!! I CAN FINALLY LEAVE!!! MARTHA I'M COMING HOME SWEETIE!!!!
Wait...
What do you mean 'many, many years later'...?
WHAT DO YOU MEAN ITS NOT OVER YET?!?! IT JUST SAID THE END!
I'M BACK IN THE F₩CKING BUILDING AGAIN!!!!!
For f₩cks sake when will it end?!?! Just let me go, dammit!!! (TДT)
I'm still trapped here!!! What is there more to tell that hasn't already been skimmed over?!?!
Apparently Melinoe waking up because of Demeter and explains that she had a weird dream which we can only assume is remnants of her time stuck with Kronos.
I already despise the fact that Hades had Melinoes memories wiped without asking her or involving her in the process, but the fact that she still recalls some of what happened is also another reason why I disliked this so much. Cause she still knows to an extent subconsciously. But she will never understand why she has these weird dreams or why she recalls some things that seem weird. And she will.never know unless Hades ever decides to tell her.
Anyways, they both go into a room where there's a doctor and H+P are there with Hades holding a baby. Melinoe joins them and is introduced to her sister, H+P sit with her and reminisce about how far they've come as they hold each other and their two bio kids in a nuclear family photo.
And finally, FINALLY ITS OVER NOW.
JESUS TAP DANCING CHRIST TAKE THE WHEEL AND GET ME OUT OF HERE.
Oh thank goodness it's over...it's finally over...I'll probably have words for how I feel overall later, but I want to get out of here. My brain hurts and my soul feels defeated.
All I can say right now...is no thank you. No thank you to LO, no thank you to the false endings and the horrible tying up of losses ends. No thank you to anymore of this chaos...I'm done. I'm truly done.
Hope you all enjoyed my unhinged rambling for a good read and thank you all for your time! :3
submitted by Kittcat2021 to UnpopularLoreOlympus [link] [comments]


2024.06.02 18:39 learhpa Lightning 24

>>Well if house music was air, and Doctor Love would be my song, and I would only take deep breaths and fill my lungs with the rhythm or the bass<<
I went to Lightning in a Bottle last year, and I came home with a sense of hope and optimism for the future for the first time in a decade, so of course I had to go back. How can you not go back to the event that gave you a sense of hope and optimisnm after a decade? It wasn't as revolutionary --- how could it be? you can't have a life changing moment every year, that would be exhausting --- but it was fantastic, and suffused with a sense of play, being a little kid on a playground running around with my friends, a thing i never had as a kid.
I went to the woogie/do lab on Friday night to use it as a ground, because it's the do lab, it's the safe space, the grounding place. But by the end of the night it had inverted and all of Lightning was the safe-grounding place, and over the course of the weekend .... I've been going to Coachella since 2005, right? and i'm gonna keep going for as long as i can, camping with my friends, but ... i don't know if it's the size of the crowds or the vibe of the crowds or the way the music is a tool to create atmosphere and experience or not ... but over the course of the weekend i realized that Coachella is no longer my favorite festival; Lightning is. And this year was perfect.
Last year I went with some friends and some people they knew, and my friends weren't coming back, and I assumed the overall group had fallen apart (and didn't check, which was me being a dick, and i feel guilty for it), and i was all set to do it alone, btu the day after Coachella i signed up with jury_rigged, who was busy organizing a group camp, because it's more fun with a pack. And then the rest of my group from last year and a bunch of their friends joined up, creating a camp of 30 where like half of us were loosely connected through the backbone of last year's camp and the other half were strangers ... but the weekend forged us into a pack, festival family, and it was great. Except for Friday, when I got separated and needed the solo time, I spent the whole weekend with a constantly changing set of people who would unite and disperse and unite and disperse over the course of the night, and it was wonderful.
I arrived Wednesday afternoon. One of the great benefits of group camp is that you don't all have to arrive at the same time, but I wanted to be there on day one. I was running a bit later than expected because I'd not finished packing on Sunday the way I'd hoped (and because I had to go to the office both Monday and Tuesday, an unusual state of affairs). I got in, emptied my car, moved to overflow parking, started setting up, then ran off to help a friend lug her stuff from the distant suburb of GA parking (one of the disadvantages of group camping is your group is larger than the number of cars allowed to be there, so many people end up having to lug stuff from point A to point B, and depending on what you signed up for, it could be a long, tiring schlep through dusty heat). Later that night, those of us who were there wandered into the festival to explore and check out the art --- a giant wooden snail you could climb up, a mesmerizing tesseract that turned even more mesmerizing later in the week when i was tripping, a trippy tent-teepee structure with an inner chamber that was atmospherically perfect, a wierd fake bodega with a graffiti-covered bus stop featuring a bird patiently waiting for a bus, a complicated structure involving a video library and a room full of globes, giant circular hammocks ... i don't remember any music from Wednesday night, but that may be a failure of memory. :)
Thursday more people arrived in the morning, and then in the afternoon a bunch of us went to go see fleetmac wood (playing at woogie/do lab), a great house band that specializes in Fleetwood mac covers. After, I wandered around a bit, and ended up at Lis, a stunning musician who used a clarinet as a centerpiece for dance music, playing in a stage curated to look like an old west town square. I made it to the opening ceremony at the fire pit, and ate an absolutely fantastic roasted ear of fresh corn. Much of the rest of the night is a blur, although I know I rammed into someone's scooter accidentally at one point and then twisted my ankle, resulting in me sitting on a yoga mat while my friend was dancing for el papachango and then falling asleep, yielding one of my favorite pictures of me ever.
I'd told myself I was going to do more workshops and what not, and one of the things i really wanted to do was a mascuiline alchemy circle, but I ended up deciding that it probably wasn't cool to show up to that stoned out of my mind, so I skipped it (next year i'll have to remember to stay sober for stuff like this during the day). I did, however, make it to a guided meditation involving pulling energy back from things as a way of helping heal fragments of my soul that have gotten stuck in places, and that was fantastic; I've been doing that most days since I got back.
Friday night my pack wanted to go in for Tycho, which was ... ok? i'm not a huge Tycho fan, he normally bores me, and he's deeply associated in my memory with a former friend who is one of the few people in my life I still have lasting negative feelings about; i was able to enjoy the set, but ... i'm never going to seek him out and he's never going to truly get my soul moving. After, we moved to floating points (i ate mushrooms), and then fatboy slim, who was absolutely mindblowing. The group scattered at fatboy, and I ended up trekking across the grounds to see the end of James Blake, whose voice is (as always) sublimely beautiful. I had some food and hung out listening to isoxo, who was a lot of fun, and then started into scream, which ... i mean, i like scream, he was a huge part of my early 30s musically, but man do i detest britstep mc culture where the mc is just constantly babbling hype nonsense over the music i'm trying to hear. For some reason it was way more obnoxious at lightning than at Coachella. So I wandered back to woogie for the end of Adam 10 x Mita Gami, who was great. (Again, the night after that is a blur, but I eventually ended up at the fire for a ritual of gratitude).
Saturday I don't think I moved until my crew wanted to go in. we made it to woogie for a bit of nora en pure, then dropped back to thunder for elephant heart, an absolutely delightful and wholesome married couple (with kids in the trailer!) who came out of the Lightning community and who absolutely got the crowd moving (despite the cloud of black smoke that passed over the festival briefly, apparently the result of someone deciding to use a gas generator in the backseat of their car. that's not the move, y'all.) I'm not sure what we did next, although I assume we saw some of Galen, and somewhere along the line I started a roll. Justin Martin was absolutely fantastic, and after that the group split; a new friend and i ended up in the center of --of the trees-- who were fun, and then tipper, which was an absolute banger of a set to dance to. there's a blur in my memory for a while and then we ended up at Skrillex's surprise Saturday night set, which was a lot of fun; then back to the fire for gratitude and a walk back to camp as the sun was rising.
Sunday, again, moving during hte day is hard. My whole crew, basically, tried to go to Rufus but only I staued; we regroobed at woogie for bob moses (an immense amount of fun while tripping), then nia archives and damian Lazarus. a lot of wandering after that, including what appeared to be an amazing set by juan g while we were trying ot use crossroads as an assembly point for clozee and a really fun late night set by lafa, and eventually (again) the fire and the sunrise.
It was a great weekend. I'm still a little bit high from it (the decompression party yesterday helped, as have daily gratitude rituals and redoing the meditation from Friday). I'm not flying as high as I was last year --- this is more grounded, but it also feels more solid, like it might last longer this time. (Hopefully there won't be the stress of a strike to shatter me like last year).
I hope all ya'lls summer is starting off well. I love you all and i'm glad we get to share this space together. :)
submitted by learhpa to Coachella [link] [comments]


2024.06.02 18:26 Giant_Acroyear Random Bits of NoP Fanon Lore Scraped up from the Discord

As discussed on the discord a while back... shout out to my fellow idea-mongers! Sharing here, because there is some good stuff in there...
So, we need a scenario, where some Skalgans are rescued before the Federation gets too far into their plan.
Suppose there is a faction of Farsul, The Hidden Path, that disagrees with the Kolshians' plans for the galaxy, after observing the activity performed on/with the Krakotl.
This faction goes into silent rebellion, and works in secret to preserve all sapient cultures, as they are, by abducting just enough of each to ensure genetic viability and delivering them to hidden colonies.
And they have been doing this ever since.
Now you have a viable undiscovered source of many of each type of every race, with pre-federation culture intact.
...commence with the hijinks you envision.

What is Mileau like?

Giant_Acroyear (Dossur?) — 02/29/2024 1:00 PM Mileau is all Mesas, with Slot canyons in between; the mesas all extend above breathable atmosphere.
I made that sht up. No one has ever described the surface of Mileau except me. Hah!*
uktabi (Clear Skies, Foxholes) — 02/29/2024 1:08 PM It's canon now mileau has a thin atmosphere and a fast spin. it throws off basically all atmosphere except for what gets trapped in the slot canyons. (idk anything that im talking about...)
Giant_Acroyear (Dossur?) — 02/29/2024 1:13 PM THe canyons are 2-3 km wide, and like 10 km deep; agriculture happens in the canyons that run "east" to "west". Most of the food grows on Giant tree vines that climb up the walls of the canyon; these have trunks bigger than redwoods at the base. When you look at Mileau from above, the entire surface looks like a dried lake bed.
uktabi (Clear Skies, Foxholes) — 02/29/2024 1:15 PM If there is photosynthesis, plant life in the canyons would probably have HEAVY bias toward evolving to compete for sunlight.
Giant_Acroyear (Dossur?) — 02/29/2024 1:15 PM Hence, the growing up the walls. There's more sunlight higher up, due to angles of incidence.
Giant_Acroyear (Dossur?) — 02/29/2024 1:16 PM the north south canyons are dark and barren. Most of the water lies underground, and it's movement forms huge cave systems at that level.
uktabi (Clear Skies, Foxholes) — 02/29/2024 1:16 PM they'd probably have all sorts of like, choking out competitors. specialized tendrils that try to choke out competitors. The evolutionary arms race and all
Giant_Acroyear (Dossur?) — 02/29/2024 1:17 PM So, there is also cave ecology going on at a grand scale as well.
uktabi (Clear Skies, Foxholes) — 02/29/2024 1:18 PM hmmm are dossur adapted to low light environments?
The ☴☴° — 02/29/2024 1:18 PM I think that they would have some.
Giant_Acroyear (Dossur?) — 02/29/2024 1:19 PM Yes. But also... Mileau's star is a very large one, so the habitable ring is 5 times further out; the cycles are 5 Earth years long, and winter is a full year,. so the Dossur have a long hibernation period every 5 years.
uktabi (Clear Skies, Foxholes) — 02/29/2024 1:20 PM a cave system being a consistent environment despite seasons might help temper that though
The ☴☴° — 02/29/2024 1:20 PM Large stars have exponentially shorter lives, just a warning.
Giant_Acroyear (Dossur?) — 02/29/2024 1:23 PM It's not like it's Y-Scuti.
Giant_Acroyear (Dossur?) — 02/29/2024 1:24 PM They evolved to remember everything they hear while they "sleep" so, if you were to search the ventilation systems at the School of the Flora on Aafa, you'd find Dossur sleeping near every vent by the lecture halls. "They are in the walls" is a true statement.
The ☴☴° — 02/29/2024 1:26 PM They'd better have good taste in poetry. As they drive next generation's minds into predator disease.
Giant_Acroyear (Dossur?) — 02/29/2024 1:26 PM This is how and why they've come from stone-age to space age in under 100 years. They pick up every class held in that room, all day long. then they go test out at the end of the semester, CLEP style, and run off with a degree after 8 months. They also record everything, and take the recordings back to Mileau; the next round of sleepers is in a cave containing thousands of Dossur there. It's a knowledge factory, on a thousand to one ratio.
Mecha Kid (Solar Wind, Spec Ops) — 02/29/2024 1:31 PM Suddenly happy I never defined the surface features of Mileau in Spec Ops Also, concussions are a bitch, right @Julian Skies (Blackriver Cases) ?
Julian Skies (Blackriver Cases) — 02/29/2024 1:33 PM Acroyear's version of the dossur would find like souls in the Consortium
Giant_Acroyear (Dossur?) — 02/29/2024 1:34 PM Since Mileau has so little livable space (from the Federation's perspective) the Federation ignores it. Most of the land receiving sunlight is completely dedicated to raising the crops, and the Dossur live in "tiny" caves networks drilled deep into the mesas.
Ben_KenoBEEG (NoA) — 02/29/2024 1:38 PM I just realized, could the Dossur possibly have a planet with over 100 billion people on it, considering their size and how little of a carbon footprint they leave
Giant_Acroyear (Dossur?) — 02/29/2024 1:40 PM they've only come up from the stone age in the past 100 years or so... having spent most of that time eliminating the natural predators of Mileau... (which happen to look a Lot like... Krakotl).
"The silver mountain descended from the heavens on pillars of white fire... and death himself rode in it."
dankboy9000 — 02/29/2024 1:43 PM Ah yes, the Man on the Silver Mountain
Giant_Acroyear (Dossur?) — 02/29/2024 1:43 PM More like the Bird on the Silver Mountain. In any case, the Dossur have harnessed the winds that flow through the canyons as an energy source, and have started building Giant solar farms on the mesa tops, now that they have space technology, and can work in the vacuum up there.
dankboy9000 — 02/29/2024 1:46 PM Arizonacore
Spectralstorm — 02/29/2024 1:59 PM Dossur "re-education" programme where they just yell "predators are bad" over and over while the dossur are hibernating
Giant_Acroyear (Dossur?) — 02/29/2024 1:59 PM It's another fic, that's all. The Feds don't know that this is how it works. It's part of the Dossur conspiracy. That's why no one has ever seen a Dossur that's not ginger colored. In my head-canon, there are also white ones, brown ones, blond ones, spotted ones, roans, and of course... black ones! and... Flying ones!
The ☴☴° — 02/29/2024 2:08 PM This is why they attacked Mileau.
Giant_Acroyear (Dossur?) — 11/30/2023 6:12 PM I have this image of the Dossur colonizing every park and forested area throughout the federation... ...totally in secret, of course.
Giant_Acroyear (Dossur?) — 11/30/2023 6:09 PM Have we been told how many colonies there are? I know of at least one, where Veln originated from.
Thirsha (Tight Money) — 11/30/2023 6:10 PM no
Killsode-Slugcat — 11/30/2023 6:26 PM the planetary thoughts Egg has is that there's big oceans on the dayward side that evaporate and then send water back to the nightward side where its then frozen, depositied on glaciers that then progressand melt, creating rivers that feed back into the oceans thus sustaining a full water cycle of course, there's also spots of rain along the way, and if there was a mountain range in the right spot it'd be rained on nearly non-stop on the dayside
Giant_Acroyear (Dossur?) — 11/30/2023 6:23 PM I also Recall a beach scene from another Fic I read recently, but I don't remember it. It was up near the burning.
Verified Threat to Fish (LiH) — 11/30/2023 6:29 PM Yeah, based on pure physics, the twilight and green likely get a ton of precipitation from the night. The day and burning get few to no rainstorms and are probably sustained by the rivers and desalination of the oceans
Killsode-Slugcat — 11/30/2023 6:29 PM well, not sure if they'd get it from the night god the weather patterns would be alllll over the place @Brick we really need your help on figuring those out.
Giant_Acroyear (Dossur?) — 11/30/2023 6:30 PM I think there's mention of Heavy Monsoon activity due to the wobble.
Brick — 11/30/2023 7:17 PM What was the question
Killsode-Slugcat — 11/30/2023 7:17 PM ah, the weather patterns of VP, and how the hell the atmopshere moves
Brick — 11/30/2023 7:18 PM My god
Killsode-Slugcat — 11/30/2023 7:18 PM since uh, if there's constant wind coming from the sunward side, atmosphere somehow has to get to the sunward side to replace it.
Brick — 11/30/2023 7:18 PM Without geography Uhhhhhhh
Brick — 11/30/2023 7:18 PM Not quite according to the paper I posted earlier the surface flow would come from the night rather than the day
Killsode-Slugcat — 11/30/2023 7:19 PM going with the idea that the water cycle is power by oceans near the sun side the bring water to the night side where its then deposited and flows back to the oceans?
Brick — 11/30/2023 7:19 PM Surface flow favors convergence at the hot side ad divergence on the cold side meaning the surface flow overall would be from the cold to the warm but at upper levels it's reversed But this is overall geography, location of oceans, planetary rotation and more would make this much more complex
OmegaMon02 (NoC,TTS,MiM,GE,PoT) — 11/30/2023 7:20 PM Air cools on night, blasts the venlil, warms in the day, travels on top of cold wind, big wind storms deep into the day and night
Brick — 11/30/2023 7:20 PM Were it so easy...
Beyonce what I can think about without a pencil, paper and other things.
Giant_Acroyear (Dossur?) — 11/30/2023 7:21 PM SO, on Skalga... not much daily rotation.
Brick — 11/30/2023 7:21 PM In terms of tropospheric dynamics I really can't say right now On the other hand If VP is on a tilt That raises a whole set of other issues For example places where the sun sets for half a year and raises for the other half It is not easy to make any educated judgments without having a cannon geography.
Giant_Acroyear (Dossur?) — 11/30/2023 7:23 PM THere's the whole Paw wobble bit, but I don't think you'd get much variation off of it.
Brick — 11/30/2023 7:24 PM Yeah axis wobble is something on MUCH longer time scales up towards thousands of years iirc
Giant_Acroyear (Dossur?) — 11/30/2023 7:24 PM it feels like the axis of the planet points at the Sun for the most part.
Brick — 11/30/2023 7:24 PM Meanwhile a tilted spin axis will cause seasonal sunsets that last different amounts of time beyond certain latitudes The axis of the planet has nothing to do with the sun, at one point it will face away from the sun and half a year later it'll.face towards That's why we get seasons and differential day length on earth
Giant_Acroyear (Dossur?) — 11/30/2023 7:25 PM right, but with Skalga being tidally locked...
Brick — 11/30/2023 7:25 PM Nothing to do with it That is a manner of rate of rotation not axial tilt The rate of revolution is equal to the rate of rotation meaning one side faces the star at all times But a tilted axis can cause the area to essentially shift up and down
Giant_Acroyear (Dossur?) — 11/30/2023 7:28 PM so depending on the tilt of the access, those parts of Skalga would have day, and night cycles that last for about half the year.
Brick — 11/30/2023 7:28 PM Yup Think of how the solstices work on earth. Provided you're at a latitude that experiences them just, more extreme The further into the light side you go the shorter the "night" lasts
Giant_Acroyear (Dossur?) — 11/30/2023 7:30 PM 👍 We were considering what the sizes of the oceans were.
Brick — 11/30/2023 7:30 PM Weather is dictated a lot by geography as well as overall circulation I haven't figured out if there would be a jet or something different
Giant_Acroyear (Dossur?) — 11/30/2023 7:31 PM yes, windward and Lee sides of mountain ranges would make a difference. I was thinking heavy monsoon winds.
Brick — 11/30/2023 7:32 PM Yes while the windward side would be very dry the leeward side would experience in my current opinion almost constant rain It really depends on how well heat exchanges But I can't get too deep into this now. Btw this is what I study at university.
Btw this is what I study at uni
Brick — 11/30/2023 7:32 PM Perhaps I got my terminology backwards I am become atmospheric scientist.
Brick — 11/30/2023 7:33 PM Good chat sorry to jet.
Julian Skies (Blackriver Cases) — 11/30/2023 7:35 PM Bahaha, jet!
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:35 PM Hey, being near water is not the same as being IN water.
Verified Threat to Fish (LiH) — 11/30/2023 7:35 PM I mean the planet is like this ☀️ 🟥🟨🟩🟪🟦 (I'm trying my best) cold weather brings rain or snow. So @Brick is right, lots of rain moving from twilight to green. Less in day.
Giant_Acroyear (Dossur?) — 11/30/2023 7:36 PM depends on what the source of the water is. if there are oceans on the day side, that would provide moisture in the upper levels. where the convection moves in the opposite direction.
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:37 PM oceans have to exist at some point if there's enough water to sustain global-spanning life.
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:38 PM Also, I have a reason for each of the coastal locations. Muller's Bay is found upon illict activities. Stepping Stones basically had no choice but to exist due it being an island chain. Mellowgale is an rare mountainous type of coastal, hence the Greek vibes.
Giant_Acroyear (Dossur?) — 11/30/2023 7:39 PM the day side may have giant, untapped aquifers. not much written about it, so I don't really know. but I could see the venlil living under ground in the hotter parts.
Verified Threat to Fish (LiH) — 11/30/2023 7:41 PM I can see that a nice portion of the rivers from colder half flow underground. Could sustain lots of people and crops
Giant_Acroyear (Dossur?) — 11/30/2023 7:41 PM sort of a Coober Pedy situation. for about the same reasons.
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:42 PM imagine having the Green double in size during the timeskip due to humanity interventing. oof, both good and bad.
Giant_Acroyear (Dossur?) — 11/30/2023 7:42 PM depends on what kind of geo-engineering is done, if any.
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:43 PM mostly geo-engineering for preventing Sahara-ification.
Giant_Acroyear (Dossur?) — 11/30/2023 7:43 PM yeah, permaculture water harvesting would definitely be a thing. if they can build a planet encircling maglev, they could build some major pipelines runninlg along the meridians as well.
DankTerminus (SINYL, NOPAW(?)) — 11/30/2023 7:45 PM They DID build an maglev ring, you're right.
Giant_Acroyear (Dossur?) — 11/30/2023 7:45 PM with the right kind of valves and insulation, they could use antifreeze to act as a giant heat pump.
Verified Threat to Fish (LiH) — 11/30/2023 7:45 PM I bet they have biiiig wells to use for cities or for watering plants.
Animesh — 11/30/2023 7:46 PM Wait. Is the entire venlil prime just The Line (tm) project?
Giant_Acroyear (Dossur?) — 11/30/2023 7:48 PM Possibly. I don't know the full particulars on the Line, so can't answer that. but I could see them doing a lot of Al Baydha-like projects. btu again, that is dependent on the landforms, and where the water flows to and from. I mean, BiasMushroom has Frozen Mountain set up as a city in the Nightside, close to the terminator. it you get some form of heat loving trees with deep, deep roots, then it's possible that they might shade areas of the burning enough to be survivable. so that gets back to the questions about where the water bodies are.
Verified Threat to Fish (LiH) — 11/30/2023 7:56 PM I think they could form in the day but dry up in the burning.
Giant_Acroyear (Dossur?) — 11/30/2023 7:56 PM yes, but what about under the dayside, where the aquifers may be.
Verified Threat to Fish (LiH) — 11/30/2023 7:57 PM Probably near rivers but could realistically be anywhere I mean, there are aquifers all over earth so really it's hard to disprove any specific location
Giant_Acroyear (Dossur?) — 11/30/2023 7:57 PM a lot of it depends on how the water flows, and what geological formations there are. a karst type of situation could lead to lots of caves with chimney windows and underground jungles.
Verified Threat to Fish (LiH) — 11/30/2023 7:58 PM Hell in the southwest US, sandstone cliffs and mountains are aquifers. They are stuffed full of water. Without specific info, it's really up to us to decide. Which is neat!
Giant_Acroyear (Dossur?) — 11/30/2023 7:59 PM a hard layer of earth over a soft limesone layer, with water flowing, would lead to huge cave systesm. there could be entire, undiscovered biomes like that, possibly housing pre-federation Venlils.
Verified Threat to Fish (LiH) — 11/30/2023 8:03 PM Perhaps. Though I worry for how they'd live
Giant_Acroyear (Dossur?) — 11/30/2023 8:04 PM if there's flowing water, then there's probably fungi, and things eating the fungi. Anyway, I leave the speculations here, for your consideration.
Thirsha (Tight Money) — 11/30/2023 9:08 PM massive cave systems with underground rivers and a lot of life that lives in the dark but due to the presence of predators, venlil are afraid of them and since they are hell to clear out, the exterminators try to keep the predators in the caverns instead only killing them when they wander too close to the settlements.
I hope you have enjoyed this as much as I have!
submitted by Giant_Acroyear to u/Giant_Acroyear [link] [comments]


2024.06.02 17:10 redouane_salopard Story summary (**spoilers**)

I just finished the game (at 98.4% truth) and would love to put this story summary here since my memory is fresh, and loved the story obviously
There is this amazing analysis post on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=3250484731) that is mostly correct except for a minor few points that I am about to get straight.
The story is quite grounded, and has no fantastical or fantasy elements to it, which made me love it.
So to sum up the whole story (because it is mostly cleared up in the Torn Biography pages):
*SPOILERS\*
The story is about LORELEI WEISS, a female prodigy artist who at an early age demonstrated advanced technique by drawing her father "Walter" by using polygonal technique (later used in 3D computer modeling) thus alluding to the idea that she was way ahead of her time at an early age.
As a prodigy, she is talented in many disciplines. She dropped out of college and used her artistic skills to do freelance work for companies (big and small; like her favorite café Planeten). She was doing puzzle designs and concepts as well which explains the game's maze-like design.
After the freelance commercial period, she decided to quit freelancing and focus more on her individual works to create something personal. She then created a multi-media work called Frage (maybe a portmenteau of FRAme+imaGE) that consists of collage of photos, paintings, shorts films, animations, etc.
Thanks to that her reputation skyrocketed, and a giant electronics company called KBL ELECTRONICS reached out to her to be part of a computer they designed called OCU-3. KBL was so confident of their product they chose to exhibit it as an art piece instead of a simple computer, and they selected her along with 5 other artists to contribute to the exhibition. Her piece called "COMMAND" was a standout in the exhibition, and helped her start her phase in the interactive art= video games, basically.
Just when LORELEI was about to have the best life, fate crossed her path with a filmmaker called RENZO NERO. She watched his film "Un Animale Terribile" and oddly was attracted to it; she found it crappy but rewatched it 4 times regardless. Because of that, she mailed the filmmaker directly to let him know about her impressions. In return, NERO, probably already knew about the prodigy LORELEI, answered directly and swiftly by using a teasing moniker on his letter "sognatore".
It was here when LORELEI's life takes a downside.
LORELEI accepts NERO's invitation to work on his upcoming project he called THE THIRD EYE. I said "project" instead of "film" because NERO apparently wanted to create something outstanding. Perhaps inspired by the talent of LORELEI, he went full berserk on ambition and cost.
LORELEI starts to discover the true nature of NERO: an eccentric, selfish man who is blinded by art and fame alone with complete disregard of people. NERO's THE THIRD EYE was waiting for funding from a production company (probably the one he worked with on his previous films) but the moment they disagreed (read the: Interrogation Transcript) he changed into the villain we know.
NERO was so absorbed by his THE THIRD EYE project that he planned it as a suicide performance work by involving LORELEI into the mix. The suicide performance is an exact reenactment of the script NERO wrote for THE THIRD EYE film.
NERO died by self-defense from LORELEI, and the case was ruled out as suicide instead.
LORELEI never recovered from this traumatic accident, and she withdrew from the world of art for a decade before coming back with one work called VIDEO, in 1973. This is probably her last artistic work.
Even though there is a poster of the film THE THIRD EYE, the film itself never got filmed nor released.
Instead, THE THIRD EYE was formed as an exclusive secret society of artists, and they went on a trip to SULAWESI island for mysterious reasons; probably a parallel to the "youknowwho" island of gathering famous celebrities.
Now who founded the THE THIRD EYE secret society is not answered directly but it might be understood as LORELEI's doing, since she was the closest to NERO during the creation of the project, and also it might suggest the huge trauma NERO left her to still pursue the project during all these years, maybe as a way to heal herself.
LORELEI was absent from the field of art, yet many revisit her works during the 21st century and still applauded her talent.
In her death bed, she tries to reconcile with her past and accident to atone to her crime in a huge maze-like consciousness that houses both truth and fiction= which is the game we play
The moment she accepts her past and reality, she dies in peace on her death bed.
https://preview.redd.it/lpwyl4x6064d1.jpg?width=819&format=pjpg&auto=webp&s=68ee167f02eedaab989998541362a82969df8103
submitted by redouane_salopard to LoreleiAndLaserEyes [link] [comments]


2024.06.02 17:06 Ogalfson 25% Off: Ghost Giant Richie’s Plank Experience BRINK Traveler Spacefolk City Traffic Jams Ragnarock Time Stall Chaos Magus Asgard's Wrath 2 Star Wars: Tales from the Galaxy's Edge

Hey fellow Quest'ers!
Looking for some lovely and (mostly beginner friendly) gaming recommendations that won't just drain your wallet dry? Look no further! 😎 With my referral links, you not only get to snag some awesome games for 25% off, but you also get to support a fellow gamer (that's me!) with a sweet store credit. It's like getting a virtual high-five along with your discounted game purchase. 🎮✨
Drop me a message if you used one of my referrals, so I can thank you personally. If not, than let me just 'Thank You' here!
Cheers and have a great rest of your day!

Ghost Giant

Beautiful game, where you help out a little guy with his problems. Nice graphics, very relaxed game, great puzzles & variety, sweet story. One of my favorite VR game so far.
https://www.oculus.com/appreferrals/Schmuddelfilm/2366136696841248/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Richie’s Plank Experience

The quintessential VR experience imo. You - a wooden plank - high up at the edge of a skyscraper. That's it. Again, perfect for friends and family and always funny to see, how your body reacts to the illusion of height. Has additional game modes, which I have jet to try.
https://www.oculus.com/appreferrals/Schmuddelfilm/1642239225880682/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

BRINK Traveler

Travel to lovely locations around the world, enjoy a nice view and learn a few things. Perfect for beginners and to show of VR to your family & friends.
https://www.oculus.com/appreferrals/Schmuddelfilm/3635172946605196/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Spacefolk City

Cute Citybuilder… in Spaaaace. Build in every direction (even upside down) and watch adorable tiny Aliens move into your floating city. Fulfill their needs and expand your city. Great funky Soundtrack too! Missions, Free Play and passthrough mode available.
https://www.oculus.com/appreferrals/Schmuddelfilm/3566126356743668/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Traffic Jams

Very funny game with great cartoon graphics. Easy to pick up, simple controls and very obvious in terms of what you have to do, but turns (positively) hectic in no time. Be the traffic warden you never knew you wanted to be or let them all crash and enjoy the carnage. ;)
https://www.oculus.com/appreferrals/Schmuddelfilm/2753873371404693/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Ragnarock / Ragnaröck

Viking, music, rhythm game. Use hammers on drums to cheer on your boat. Great Metal soundtrack (Wind Rose, Alestorm, Gloryhammer) with a variety of different styles. You can add custom tracks via two easy to use websites.
https://www.oculus.com/appreferrals/Schmuddelfilm/3749621795127676/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Time Stall

Funny Sci-Fi game with the robot crew on a 'build for humans' space cruise ship and a slow motion mechanic to save the day. Good humor, creative ways to solve the puzzles and adorable little robots which need you to save them.
https://www.oculus.com/appreferrals/Schmuddelfilm/2055554051161375/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Chaos Magus

Brand new game just released to the app lab as Early Access. Use magical elements to form weapons or spells and fight monsters. Waves of different enemies, with some boss monsters in between.
https://www.oculus.com/appreferrals/Schmuddelfilm/6750192061692936/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Asgard's Wrath 2

If you want a AAA game for your Quest, then look no further: This is it! Great in scale, epic in length, lots to do. Already looks great, but a big graphic update is already on the horizon. Just the intro alone is just 'wow'!
https://www.oculus.com/appreferrals/Schmuddelfilm/2603836099654226/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Star Wars: Tales from the Galaxy's Edge

Quest exclusive Star Wars game! Primarily a shooting game, looks and sounds pretty good and gets you that Star Wars feeling we all crave.
https://www.oculus.com/appreferrals/Schmuddelfilm/3484270071659289/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral
submitted by Ogalfson to OculusReferral [link] [comments]


2024.06.02 16:52 Iceler69 The Conflict Between Us: Winterjou Chapter 1

The Conflict Between Us: Winterjou Chapter 1
Chapter 1
Kinkajou POV(Royal Pavilion/Rainforest Kingdom 12:00 pm June 30th)
Kinkajou was hopping through the trees hastily. She had received a message from a fellow rainwing requesting her presence at the newly constructed Raining Pavillion.
Kinkajou was quite annoyed that a fellow rainwing dared to wake her up during her sun time. However, the messenger insisted that it was urgent. And Kinkajou knew better than to disobey Glory's orders. So she casually made her way through the trees like an orangutan.
When she arrived at the Pavillion she noticed the large line of RainWings and Nightwings on the rainforest floor in front of the pavilion. Since Glory requested her presence immediately she skipped the line and directly flew up to the Pavillion.
Queen Glory was sitting on her Rich mahogany throne wearing her signature flower crown.
"Ah Kinkajou you got here sooner than I thought you would," Glory said.
"Your majesty," Kinkajou said, as she bowed formally in front of the Rainwing Queen.
"Quit the formal talk Kinkajou, we've been friends long enough for you to stop bowing," Glory said, as she stood up and walked over to Kinkajou.
Kinkajou laughed and quickly turned out of her bow and walked forward to greet her royal friend.
"So, what can I do for you?" Kinkajou asked the Queen.
"Kinkajou, I have an assignment for you." Glory said.
Kinkajou's eyes lit up. "Of course, what can I do for you?" Kinkajou asked.
Glory sighed and flicked her tail. "I need you to go undercover at the newly constructed Jade Mountain Academy." Glory said.
Kinkajou looked at Glory with interest. Undercover? Why on earth would she need me to do that? Pyrriah's at peace, plus I don't think the other tribes would appreciate a spy at the very controversial multi-tribal school. Kinkajou thought.
"Your Majesty, your request is very odd. I do not understand why you would need me to go undercover there?" Kinkajou asked.
Even though Kinkajou and Glory were good friends, she knew if she was going to question her Queen she had to be as respectful as possible.
Glory started to walk away from Kinkajou. Kinkajou also started walking, so that the Queen and Kinkajou were walking side by side.
"You probably already know that five dragonets from every tribe will be attending the Academy." Glory paused then continued. "I'm concerned about the beef between the Nightwings and Icewings." Glory said, jumping right to the point.
Kinkajou looked with interest. "Beef? What kind of beef?" Kinkajou asked.
Glory sighed. "The feudal kind, the nightwings and icewings have a very bad rivalry between them. I don't know all of the details, but I know it goes back thousands of years." Glory explained.
Kinkajous eyes widened. "Thousands of years?! How can 2 tribes hold a grudge against each other for that long?!" Kinkajou asked, shocked.
Glory sighed. "I don't know, however I've been told the two tribes have always had a 'kill on sight' mindset, so I'm very concerned how they will act around each other." Glory said.
Kinkajou took a deep breath. "So why do you need me to go undercover there? If this is between the Nightwings and Icewings, why does a Rainwing need to go undercover there? " Kinkajou asked.
Glory tilted her head. "Did you forget that I'm also the Queen of the Nightwings?" Glory asked, surprised.
Kinkajou squeaked in surprise. "I actually did for a second there." Kinkajou admitted.
"Well since I'm Queen of the nightwings, it's my priority to keep them safe. And because you have experience with going undercover. That's why I've assigned you to go undercover at the Academy." Glory explained.
Kinkajou sighed. "So what do I do there? Send you letters every week, saying everything is good and dandy?" Kinkajou asked, dipping into sarcasm, at the end of her sentence.
Glory laughed. "Well, yes and keep a special eye on two specific targets." Glory said.
Kinkajou tilted her head. "What targets?" Kinkajou asked, curious.
Glory had a serious look on her face. "About a week ago, I received confirmation that two Icewing Royal members will be attending the academy. At first I thought they were sending members of their royalty to show that they are committed to the school and the overall peace of Pyrrhia. However, then I found out that one of the Royal members they were sending was Princess Icicle." Glory explained.
Kinkajou listened with interest. "So why is This Princess Icicle so Important?" Kinkajou asked.
Glory glared at Kinkajou, telling her to take this seriously.
Kinkajou nodded, understanding Glory's message.
"Princess Icicle was the royal responsible for the invasion of Mudsdale, and the mass execution of Mudsdale." Glory said dimly.
Kinkajou's eyes widened in horror.
"When the Icewings invaded the town of Mudsdale. The Mudwings fought hard to protect the town, but they were ultimately driven out by the Icewings. However, it didn't stop there, a lot of the local townspeople aided the Mudwing soldiers in fighting off the Icewings. Once the Mudwing army was driven back... Icicle ordered a mass execution of the entire town of Mudsdale. Over a hundred innocent lives were lost, due to her ruthlessness." Glory explained.
"And she's my age!?" Kinkajou asked, horrified.
Glory nodded. "Princess Icicle is only a teenager." Glory said.
Kinkajou took a breath. "What about the other Royal?" Kinkajou asked.
Glory relaxed. "The other Royal is Prince Winter, Icicle's brother. From what I've been told he has no military record and is not an extreme threat. However, don't underestimate him, he is still a threat due to his relationship with his sister." Glory said.
Kinkajou rolled her wing joints. Great so I'm going undercover to spy on a psychopath and her brother. What could go wrong? Kinkajou thought to herself.
"Anything else I need to know?" Kinkajou asked.
Glory stopped walking, Kinkajou stopped as well.
"Nothing else, information wise. I just need you to write to me every week, to inform me of your status. You will also have access to military backup, just send a letter regarding it and my troops will be there in 5 hours tops." Glory said.
Kinkajou grinned mischievously.
Glory saw Kinkajous grin and sighed. "Yes, you can do your little behavioral cover." Glory groaned.
Kinkajou looked elated."Thank you!" Kinkajou said, before she hugged the Queen.
When Kinkajou goes undercover, she always acts in a very childish manner to throw off her targets. Since most dragons haven't been around RainWings much, most would assume that this is normal RainWing behavior.
Glory sighed. "I'm regretting this already." Glory groaned.
Kinkajou laughed. "Oh come on, has my act ever failed?" Kinkajou asked jokingly.
"No, but it makes us RainWings look like absolute idiots." Glory groaned.
Kinkajou smirked. "That's the idea, they never expect me to be a spy. They always assume the quiet ones are the spies." Kinkajou said.
Glory sighed. "Just don't blow your cover and I won't have a problem." Glory said.
Kinkajou stood at attention and gave a playful solute.
Glory rolled her eyes. "You will leave in two days tops, I've already informed the Dragonets of Destiny not to interfere." Glory said.
That surprised Kinkajou. "Wait, you told them that I was going undercover? What did they say?" Kinkajou asked, curious.
"Starflight and Clay understood and thought it was a good idea. Sunny disapproved of it, and I had to fight with Tsunami about it; However, in the end I managed to convince her." Glory said, before walking to her throne and sitting down.
Kinkajou walked in front of the throne to face Glory.
The throne was made of dried woven vines. The woven vines were a light brown color, indicating that they were dried and dead. The exterior of the throne was decorated with many different types of flowers.
Glory sighed, as she squirmed in order to get comfortable on her throne. "You are dismissed Kinkajou." Glory said.
Kinkajou bowed to the Queen. She then walked to the edge of the Pavillion before jumping off into a glide to the rainforest floor.
A few RainWings stared at Kinkajou, as she walked at a normal pace, through the Rainforest floor.
Kinkajou sighed. Why do I have a feeling that this mission will go very wrong, Kinkajou thought to herself.
Kinkajou POV (Jade Mountain Academy 7:00 am July 1st)
Kinkajou was flying in the crisp, chilly morning winds as she flew through the Rocky, and jagged cliffs that made up the Jade Mountain Range. Kinkajou was flying with nine other dragonets, four RainWings and five nightwings. They had been flying for a couple of hours, so they were exhausted. 
"How much further?" A Nightwing groaned. The Nightwing's altitude dropped a little.
Kinkajou turned her head to him. "We are about five minutes away. I know you're tired Bigtail." Kinkajou said.
"You have no idea." Bigtail said, as he recovered his altitude.
Kinkajou and the other Dragonets flew for a few more minutes before they came across the biggest mountain they'd seen so far.
"That must be Jade Mountain." Coconut said, eyeing the mountain in awe.
Kinkajou looked at Coconut with amusement. "Wow really? I didn't notice the giant mountain in front of me." Kinkajou said, sarcastically.
Coconut rolled his eyes. "Don't get cocky, just because you're close to the Queen, doesn't give you the right to talk down to the rest of us." Coconut said.
Kinkajou growled at him. "I'm not being cocky, and stop saying that I am." Kinkajou said, glaring at the male Rainwing.
Coconut rolled his eyes as he flew away from Kinkajou.
Kinkajou saw a bright light coming from a cave somewhat halfway up Jade Mountain. She could also see dragons flying in and out of the cave mouth.
"Guys, land there!" Kinkajou yelled to the other dragonets.
The other dragonets heard her call and slowed their speed so they could land in the cave.
Kinkajou also lowered her speed, and descended gracefully onto the cold rocky cave floor.
There were dragons from all the different tribes here. However, there were no Icewings present.
There are no Icewings here yet. Should I be concerned? Kinkajou asked herself, as she walked through the crowd of dragons.
She saw 2 Nightwings with emerald eyes talking to each other. One of them was considerably larger than the other. They also both looked female, mother and daughter perhaps. Kinkajou knew better than to start a conversation that didn't need to be started. So she just continued to walk into the cave mouth.
Kinkajou spotted a familiar Nightwing handing out scrolls to students. The Nightwing looked at Kinkajou, before her eyes narrowed at her. 
It was clear to Kinkajou that she was aware of her current situation.
"Hello Kinkajou." Fatespeaker said awkwardly.
Now it was definitely clear that Fatespeaker knew that she was here to spy for Glory.
Here goes nothing. Kinkajou thought to herself, before giggling like a child.
"Hello! Fatespeaker it's so good to see you again!" Kinkajou said elated.
Fatespeaker laughed. "It's good to see you too, Kinkajou." Fatespeaker said.
Kinkajou laughed. "Were you trying to rhyme there?" Kinkajou asked jokingly.
Fatespeaker laughed. "I didn't realize I did until you told me." Fatespeaker said.
Fatespeaker handed Kinkajou a scroll. Kinkajou opened the scroll, then tilted her head. She then looked up at Fatespeaker with a confused look. "What's this for?" Kinkajou asked, holding the scroll out to her.
Fatespeaker smiled. "It's a map of the whole academy. I circled your winglets cave, so you could find it, take any bed you want." Fatespeaker said.
Kinkajou looked down. "I'm sorry but I can't read well." Kinkajou said, slightly ashamed.
Fatespeaker looked shocked. "What, really? I thought you could read becuase you are a sp- '' Fatespeaker said before Kinkajou used her tail to cover Fatespeaker's mouth.
Kinkajou hugged Fatespeaker with her wings suddenly, causing the Nightwing to squeak. "You almost blew my cover, you baboon." Kinkajou whispered into Fatespeakers ear.
Fatespeaker whined. "I'm sorry," Fatespeaker whispered softly.
"Just please don't let it happen again." Kinkajou whispered before breaking the hug.
Kinkajou faked a laugh. "It's great to see you, Fatespeaker. I hope we can talk again some time." Kinkajou said, trying to cover herself.
Fatespeaker faked a smile. "You too Kinkajou." Fatespeaker said, although less enthusiastic.
Kinkajou walked away from Fatespeaker. She unrolled the scroll, Fatespeaker gave her and tried to interrupt it. Ok, so I have to take a left here, pass by 4 caves and then my cave will be the fifth on the right. Kinkajou thought to herself.
The cave halls were expertly hallowed out so it could accommodate multiple dragons walking side by side. There were torches hanging from the topside of the walls.
Kinkajou walked by a cave mouth that led to an extremely large room with at least a dozen dragons in it. There was a sign, right outside the cave mouth probably telling what this spacious room was.
Kinkajou tried her best to interpret the sign. Goat space? Chicken dungeon? Food center? Oh prey center?! Kinkajou thought to herself.
Kinkajou decided to take a detour and walked into the prey center. She saw many different carcasses of animals and tons of dragons eating said carcasses. However the thing that really caught her eye was the group of Icewings huddled in the corner talking to each other.
Kinkajou looked at Icewings. Icewings! Perfect, one of my targets is bound to be in that group of freezing bodies, should I try and talk to them, or should I keep my distance, they may find it suspicious if a lone Rainwing is staring at them the entire time... I'll just go talk to them, what's the worst that could happen? Kinkajou thought to herself.
Kinkajou approached the group Icewings. A few of them noticed her approach and glared at her.
"Hello! I've never seen Icewings before you guys are so sparkly! Tell me what you guys eat to get that sparkly." Kinkajou said in her elated tone.
By now all of the Icewings were glaring at Kinkajou. Well, they sure have lovely eyes. Kinkajou thought to herself.
One of the Icewings stepped forward and growled at Kinkajou. "Get lost Rainwing!" An Icewing male shouted.
Kinkajou walked closer. "I don't mean any trouble, I simply want to know more about you guys, I've read a lot story's about Icewings, I'm just fascinated, nothing more." Kinkajou said.
Kinkajou continued to walk closer until the male Icewings tackled her to the ground.
"I warned you Rainwing. Now leave before I show you how cool my claws are." The Icewing said.
Kinkajou squeaked. "I don't w-want any trouble sir... I-I was just curious, was it really n-necessary to t-t-tackle me to the ground?" Kinkajou asked, pretending to be scared.
Another Icewing walked over to Kinkajou and the male Icewing on top of her. "Changbai, cease and desist, get off of the Rainwing at once." Another male Icewing called.
The Icewing on top of her turned his head to face the other Icewing. "I don't take orders from you Winter." Changbai said.
Winter as in Prince Winter?! He's my other target. Well I found one, now where's the other? Kinkajou thought to herself.
Another Icewing stepped forward. "You're right, he's not, but I Am. Now get off of the Rainwing." A female Icewing shouted.
Changbai grumbled. "As you wish, princess." Changbai said, as he got off of Kinkajou.
Kinkajou felt the weight of the Icewing recede as he got off of her.
Kinkajou stood up and stretched her wings. "Thank you, so much your majesty!" Kinkajou said, wagging her tail like a hatchling.
Icicle growled. "I didn't do it for you, now keep your voice down before I rip out your vocal cords." Icicle snarled.
Kinkajou nodded fearfully. "Right, sorry I get very carried away sometimes." Kinkajou said.
Icicle rolled her eyes as she turned away from Kinkajou. While turning Icicle hit Kinkajou in the face with her sharp tail. Creating a small cut.
Kinkajou squeaked. "Ow, could you please be careful with your tail, that thing is quite dangerous, it just cut my face." Kinkajou said, rubbing the small amounts of blood off of the wound.
Icicle growled and turned back to Kinkajou with a glare. "You don't tell me what to do Rainwing, now be quiet before I cut off one of your wings." Icicle said.
Kinkajou turned her scales to a dark blue, and began to fake cry. "I-I just wanted, to know more about y-you guys that's it." Kinkajou said, forcing the tears to roll down her face.
Kinkajou hoped that the Icewings would view her as weak, that would give her extra cover from being discovered.
All of the Icewings except Prince Winter looked with disgust. "Is she crying? Are you seriously that pathetic?" A female Icewing asked.
Icicle growled and stepped closer to Kinkajou. "Well, if you want to know something about us, let's start with this. Crying is seen as a sign of weakness in the Ice Kingdom. Icewings also don't associate themselves with inferior tribes such as yourself. Take that into consideration, or don't, I couldn't care less." Icicle said, as she flicked her tail indicating for the other Icewings to follow her.
Winter looked at Kinkajou before turning around and following Icicle.
Kinkajou simply just watched them as they walked out of the prey center. Well, that could not have gone any worse. Kinkajou thought.
Read more here
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2024.06.02 16:25 thebookphoenix [QCrit] THESE POISONED HEARTS - YA High Fantasy (99k/Third Attempt + First 300)

I am back, once again seeking help from one of the best subreddits on Reddit! I sent out a handful of queries a few weeks ago, and while I haven't received responses for all of them, I have only received rejections so far (around 8). They were all pretty fast replying agents so I could get a feel for if my package is working. While I know that rejection is part of the process, I decided I'll start to look at my pages/query letter again, since I obviously can't change my premise at this point 😂 Here was my second attempt, which also has a link to the first!

Dear [AGENT],
When the king of Advani is assassinated by the enemy, eighteen-year-old Illari intends to keep her head down and move on with her life. As a mage working the gambling tables at a circus, she knows she has no business in politics and war. So when the kingdom announces a ritual will choose the next ruler of Advani, Illari pays it no mind, though she wishes she could participate.
But her wish comes true. On her way to a circus performance, Illari is caught in the ritual. A strange magic tethers everyone in place, preventing them from leaving. The only way out is to have their blood judged by the king’s sword, so Illari is forced to participate—and she’s deemed worthy. Branded as the next soul in line for the throne, she sets out to prove that she deserves her crown and can stop the war plaguing Advani, a dream of hers since she arrived in the kingdom.
Advani itself stands in her way, though, deeming her unfit to become queen because of her lack of experience. To add, the military general Aleksandr is hellbent on seizing the crown for himself, using power he gained from his familiarity to the late king. With Advani’s army at Aleksandr’s back, he elects himself as Advani’s next ruler, stripping Illari of any power she had. He offers for her to become a servant of the castle, and Illari plays along, intending to work her way to the top.
While Illari struggles to navigate a war-torn kingdom, dark, mysterious magic blossoms in her heart, twisting her desires and allowing her to manipulate the blood of others. Illari must balance her goal of becoming queen and saving her kingdom with the struggles of her forbidden magic, or Advani will fall to the enemy.
THESE POISONED SOULS is a 99,000 word YA high fantasy novel. It is perfect for fans of the societal opposition and political intrigue in Mara Rutherford’s Crown of Coral and Pearl, and the dark magic and power struggles in Amanda Joy’s A River of Royal Blood. It is a standalone with series potential.
[BIO]
Thank you for your consideration,
[NAME]

Every night at the circus was a new game, and it was Illari’s job to ensure she never lost.
She shuffled her deck of gold-threaded cards, the paper morphing into a blur. She kept her gaze trained on the four men sitting at her table. She didn’t trust them to play fair, especially while drunk, and judging by the way their glares drilled into her set of cards, they thought the same of her.
Since arriving in Advani, Illari had spent years honing her skills at gambling tables, using illusion magic and her wit to protect herself. Her time had given her a sixth sense for deception. Every flicker of a glance, every sneer of the lip, every twitch of a finger crafted a showing of deceit Illari could read as clearly as the cards in her hands.
She surveyed her kingdom: mounds of silver coins scattered across the oaken gambling table, framed by pooling fallen ale gathering on the surface. She knew she needed to tread with caution tonight, especially given the way some of her customers fidgeted with their wooden mugs. It was obvious they were seasoned gamblers, with rough exteriors and calloused hands indicative of living life in the Slums. They had come to the Silvercrest Circus both for entertainment and to test their luck against one of the best in the business—yet they had no issue downing drink after drink of sweet ale. Their trust in their senses was inflated. Illari smiled to herself.
A customer at her table belched, pointing an unsteady hand at the performers spinning ahead on a makeshift platform. “You’re telling me that soldiers on the war front dress like that? If that’s the case, then sign me up!”
Laughter rippled across the oaken table. One man banged his fist against the wood, shaking the surface, and Illari pulled back with a grimace.

Thanks y'all! This subreddit has been so useful in the process of querying.
submitted by thebookphoenix to PubTips [link] [comments]


2024.06.02 15:52 WaldenFont Another one of Jack’s unwitting wits 😂

I don’t know how I missed this pearl in prior circumnavigation, but this just made me laugh out loud:
“And although Fanny Harte may be neither Scylla nor Charybdis, they are very, very fond of one another, and when all is said and done, that is what really signifies.”
Both of these are not, as Jack supposes, ancient greek beauties, but sea monsters 😂
(This is from The Letter of Marque)
submitted by WaldenFont to AubreyMaturinSeries [link] [comments]


2024.06.02 15:43 moondog151 A 16-year-old girl would google her mother's new boyfriend and discovery that he was a notorious double murderer who killed his previous girlfriend and child, stuffing their bodies into barrels and burying them on his property. She soon went missing, her mother having chosen the murderer over her.

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


2024.06.02 15:39 JohannGoethe Linguistics was in a state of pseudo-scientific semi-alchemy prior to the A67 column stoicheia [στοιχεια] and row dynameis [δυναμεις] ordering of the letter-number-power elements

Linguistics was in a state of pseudo-scientific semi-alchemy prior to the A67 column stoicheia [στοιχεια] and row dynameis [δυναμεις] ordering of the letter-number-power elements
Wake up thought:
”It seems to be the case that the state of the so-claimed ‘science of linguistics’, prior to the formulation of the periodic table of alphabetical number-letter elements, e.g. here {column stoicheia [στοιχεια] and row dynameis [δυναμεις] labeled} (20 Oct A67), here {1111 to 9999 labeled} (3 May A68}, here {111 to 1111 labeled} (21 May A68), here {column sum / π} (19 Apr A68), here {column properties labeled} (15 Jan A69), etc., has been akin to the science of chemistry, prior to the formulation of the periodic table of elements (Mendeleev, 86A/1869), i.e. in a state of semi-alchemy.”
— Libb Thims (A69), “mental wake-up thought”, 6:30AM Jun 2
The following is a related dialogue, from today, occurring before I went to sleep and after I woke up:
https://preview.redd.it/ftsi6hqe364d1.jpg?width=1302&format=pjpg&auto=webp&s=99b3dd7918e2658f51b33b0bd79c02b73b8a7de7
Quotes
Muller lecturing on “scientific etymology“, CartoPhonetics, and PIEland theory:
“The science of language is a science of very modern date. We cannot trace its lineage much beyond the beginning of our century, and it is scarcely received as yet on a footing of equality by the elder branches of learning. Its very name is still unsettled, and the various titles that have been given to it in England, France, and Germany are so vague and varying that they have led to the most confused ideas among the public at large as to the real objects of this new science. We hear it spoken of as Comparative Philology, Scientific Etymology, Phonology, and Glossology. In France it has received the convenient, but somewhat barbarous, name of Linguistique.
I may observe by the way that the hieroglyphic signs of our modern prescriptions have been traced back by Champollion to the real hieroglyphics of Egypt (Bunsen, Egypt, volume four, pg. 108).
The apparent differences in the terminations of Sanskrit, Greek, and Latin, must be explained by laws of phonetic decay, peculiar to each dialect, which modified the original common Aryan type.”
— Max Muller (95A/1860), Lectures on the Science of Language (pgs. 3-4, 9, 201); cited: here, here
Alphanumerics member comment:
“I'm not sure I think of formal linguists as scientists.”
— L[17]Y (A69), “comment”, May 31

submitted by JohannGoethe to LibbThims [link] [comments]


2024.06.02 15:17 Ogalfson 25% Off: Ghost Giant Richie’s Plank Experience BRINK Traveler Spacefolk City Traffic Jams Ragnarock Time Stall Chaos Magus Asgard's Wrath 2 Star Wars: Tales from the Galaxy's Edge

Hey fellow Quest'ers!
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Drop me a message if you used one of my referrals, so I can thank you personally. If not, than let me just 'Thank You' here!
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Ghost Giant

Beautiful game, where you help out a little guy with his problems. Nice graphics, very relaxed game, great puzzles & variety, sweet story. One of my favorite VR game so far.
https://www.oculus.com/appreferrals/Schmuddelfilm/2366136696841248/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Richie’s Plank Experience

The quintessential VR experience imo. You - a wooden plank - high up at the edge of a skyscraper. That's it. Again, perfect for friends and family and always funny to see, how your body reacts to the illusion of height. Has additional game modes, which I have jet to try.
https://www.oculus.com/appreferrals/Schmuddelfilm/1642239225880682/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

BRINK Traveler

Travel to lovely locations around the world, enjoy a nice view and learn a few things. Perfect for beginners and to show of VR to your family & friends.
https://www.oculus.com/appreferrals/Schmuddelfilm/3635172946605196/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Spacefolk City

Cute Citybuilder… in Spaaaace. Build in every direction (even upside down) and watch adorable tiny Aliens move into your floating city. Fulfill their needs and expand your city. Great funky Soundtrack too! Missions, Free Play and passthrough mode available.
https://www.oculus.com/appreferrals/Schmuddelfilm/3566126356743668/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Traffic Jams

Very funny game with great cartoon graphics. Easy to pick up, simple controls and very obvious in terms of what you have to do, but turns (positively) hectic in no time. Be the traffic warden you never knew you wanted to be or let them all crash and enjoy the carnage. ;)
https://www.oculus.com/appreferrals/Schmuddelfilm/2753873371404693/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Ragnarock / Ragnaröck

Viking, music, rhythm game. Use hammers on drums to cheer on your boat. Great Metal soundtrack (Wind Rose, Alestorm, Gloryhammer) with a variety of different styles. You can add custom tracks via two easy to use websites.
https://www.oculus.com/appreferrals/Schmuddelfilm/3749621795127676/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Time Stall

Funny Sci-Fi game with the robot crew on a 'build for humans' space cruise ship and a slow motion mechanic to save the day. Good humor, creative ways to solve the puzzles and adorable little robots which need you to save them.
https://www.oculus.com/appreferrals/Schmuddelfilm/2055554051161375/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Chaos Magus

Brand new game just released to the app lab as Early Access. Use magical elements to form weapons or spells and fight monsters. Waves of different enemies, with some boss monsters in between.
https://www.oculus.com/appreferrals/Schmuddelfilm/6750192061692936/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Asgard's Wrath 2

If you want a AAA game for your Quest, then look no further: This is it! Great in scale, epic in length, lots to do. Already looks great, but a big graphic update is already on the horizon. Just the intro alone is just 'wow'!
https://www.oculus.com/appreferrals/Schmuddelfilm/2603836099654226/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral

Star Wars: Tales from the Galaxy's Edge

Quest exclusive Star Wars game! Primarily a shooting game, looks and sounds pretty good and gets you that Star Wars feeling we all crave.
https://www.oculus.com/appreferrals/Schmuddelfilm/3484270071659289/?utm_source=oculus&utm_location=2&utm_parent=frl&utm_medium=app_referral
submitted by Ogalfson to MetaReferrals [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.
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