Black gangster disciples knowledge

CarolinaBanging

2022.10.15 22:33 Brokenpromises69 CarolinaBanging

This sub is dedicated to the growing gang culture of North and South Carolina, mostly in regards to the Bloods, Crips, Gangster Disciples, Surenos, Latin Kings, Black Disciples, Vice Lords, P-Stones and also the lesser known regional gangs. Zero Tolerance for disrespect. This is for the culture, not for personal vendettas or to make anyone feel Real on the internet. The posts in this sub are a reflection of real life events, and there are real people in them. Drop an adress with your disrespect
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2016.07.17 23:33 Abstrakt_Angel Revealing the World's Leading Expert in Exotic Physics

This website in no way, shape, or form affiliated with Tim Rifat. 'Psychicwarfare' and 'psychicwarfare.com' are registered trademarks of Tim Rifat. The author of this site is a volunteer, simply looking to lend exposure to Tim Rifat as the leading scientist in psychic warfare both militaristic & occult applications. On this site will be other topics as well ranging from holistic health to conspiracy facts. Please view us in the old format - the new one doesn't support our coding.
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2024.06.02 17:44 CleanMeme129 The Legend of Camp Elliot

1853; the west was still to be tamed.
It was in this year we find the establishment of Camp Elliot. As you might know through some knowledge of niche history, this camp was founded by a caravan composed of twelve men all looking to set up their own settlement. The caravan was led by a “Jonathan Elliot”. He came from Seattle, back before it had even known that name. Since leaving the freshly dug out city, ambitions set on their own prospect, the company had already been travelling for about 3 days. In their overt ambition, they became careless. They had run low on fresh water, heads pounding and tongues gone dry.
So, temporarily pitched in the wilderness, Mr. Elliot decided to send out a six-man party to search for some. He told them to stay together and not to come back until they found at least a pail’s worth of water. The six men went out. They stayed out for some three hours, until the sun was in its crimson crest; and the search was becoming hopeless.
“We have to go back!” some had said. Others argued otherwise, sticking to what Mr. Elliot had instructed. To the latter, they caved; and it came to be a mistake.
It soon got pitch dark and they had nothing but matches to see some inches past their faces. A panic quickly ensued. Many were on the verge of a breakdown, almost certain they were lost.
Suddenly, there was a light. It was spotted first by the chief of the party. It was some ways off in the distance, pulsing in the night.
They quickly calmed, believing they had found their caravan once again. They approached, clambering over branches and rocks, scraping more than just their knees.
Before long, the light had become much more recognizable. It was a torch. The party chief ordered the other five men to prepare their rifles. They feared it to be anything. Hostile prospectors, moonshiners, perhaps a native tribe that had been left undisturbed or for that matter discovered. They walked covertly; coming to the edge of what turned out to be a clearing in the trees. In the clearing was a lake; Arrowhead Lake it would come to be known as.
Standing on its shore, there were people; practically a riot. A group of shirtless men were seen dancing around a fire, reciting chants and rhymes in their own special tongue. One of them held a large rock in their right hand, a pointed arrow in his left. The rest of the men seemed to be goading him, applauding him in this bizarre ritual.
These weren’t natives. They were pale as ice, eyes surrounded by darkness. Their hair was all but present. They almost didn’t seem human.
Just then, one of the party members fired. The battle was short, but one of the so-called “drunks” managed to take down one of the six men with a bow-and-arrow.
That is where the Arrowhead Lake received its name.
The remaining five of the party slept by the fire until dawn, not bothering to look over their attackers’ belongings until then. They were too busy in mourning over the loss of their companion.
The next day, what they found was, for lack of a better word, disturbing.
What they had thought was a rock in the hand of one of their attackers was actually a small green turtle. The man who had held it had cut it open with the arrow, leaving it limp, distorted, and bloody.
But that wasn’t the most unsettling aspect. The blood on its body wasn’t red. It was pitch black. Black as ink. As black as the night upon which it was gutted.
Believing it to be poison, the men threw the mangled turtle’s corpse into the lake; tossing it as far out as they could. A couple of hours went by, and Jonathan Elliot with the other six in the caravan had then found the party and the lake. A brief funeral and burial were held for their one fallen man as well as his attackers.
What followed was a conversation, a debate over what to do next. In the end, plans for a cabin were sorted out. The cabin was finished in 1855 and still stands on the Camp Elliot grounds to this day.
That is not where this tale ends, however.
After about a month of it being open, a strange power came over the camp. Each time that a caravan would stop to do business or even rest awhile, another person from the original founding group would have gone missing. They hadn’t died, they hadn’t moved on to elsewhere. They would just vanish.
Then another would follow. Then another, and another, and another. With each time someone would visit, the camp would be found in worse shape than it was before.
Then came one day in 1856: a caravan of travelling salesmen had come to the camp, looking to do some trade. What they found was a single person: Jonathan Elliot, the titular founder of Camp Elliot. He was found tucked beneath his bed, cradled himself into a ball, malnourished and in bad health. Members of the caravan described a look of pure madness in his eyes as he said something over and over. It was a single phrase, hard to make out, but it was something like, “NO GOLD HERE! NO GOLD HERE!”
He never spoke any other words beside these. What with it being the era of the gold rush, the claim from the sales caravan upon returning to Seattle was that a group of maddened prospectors had attacked the camp in search of gold, killing all except for himself. They would have brought him back to Seattle with them, but in a fit of hysteria, he put a rifle in his mouth before they could.
In the passing of time since then, the camp has been claimed by many other groups, each coming and going. At one time, it was a trading post. Then it became a mine again but no ores were ever unearthed. So it seemed that Elliot was right. Then finally, in 1916, it became a Boy Scout camp; and so it has been ever since.
As for the mystery of this place, there is something about it they often say. On certain nights, ones where the lake is its darkest and the moon and stars are almost extinguished, a shadow arises.
Nobody knows who of. Nobody knows what of. All they know is that it utters an ungodly sound, a sound that resembles nothing of this earth; nothing of this reality.
Some who have seen the shadow are often too afraid to describe what it looked like. Others have not even lived to tell others. But their suicides have confirmed their experience.
Now why do I write all of this? Because I have seen it. I was a counselor at Camp Elliot. The night that I saw it, it was just outside my window; staring me down like a wolf as I lay in my cot. Though I apparently had the mental strength to take it, to describe it in full would go against my superstitions. I care too much for others to risk you all sharing in my experience. But I will admit this: that no primal beast on this earth can bring such feelings of helplessness and desolation as the crimson gaze of its plate-like eyes.
And I felt all the more helpless the next morning when I came to find that another child had gone missing. They searched in all manner of ways for months and the case remains open; as do the others that preceded it.
The shadow exists. Likely borne of whatever unnatural and unholy ritual was performed at Arrowhead Lake; a ritual the caravan had unknowingly completed. It has taken men, women, and children; and it will continue to take more. That’s why now, all I can do is lobby to finally close that damned camp for good. It is the one piece of land I think in all the West that can never be tamed…and it never should be.
Knowing all these things, I realize now that Jonathan Elliot was right.
There is no God at Camp Elliot. Not until Judgment Day.
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submitted by CleanMeme129 to LighthouseHorror [link] [comments]


2024.06.02 17:43 Smie27 Reverend Insanity CYOA 4.0

You are being reincarnated into the Gu world, luckly you have been granted access to this character creator. Pick and choose your perks, etc.
You don't need to pick options from any category except, timeline, Innate traits, location and aptitude.
Start with 1.500 Character Points

Timeline:
Choose your timeline.

First timeline. +300 CP
You are born on the 11th of November the same time as Fang Yuan. Some 17 years later Fang Yuan is forced to join a caravan and leaves Qing Mao mountain. Spectral Soul's heaven defying plan succeeds, however Spring Autumn Cicada is never refined instead Fang Yuan refines blood deity and becomes a demonic powerhouse.

Second timeline. Free
You are born the same time as Fang Yuan in his first life. After 15 years, the night before the awakening ceremony, Fang Yuan's will travels 500 years back in time, and the events of Qing Mao mountain ensues…

I Am Fang Yuan! +100 CP
You are born Gu Yue Fang Yuan, the Fang Yuan we know will never transmigrate to the Gu world. The world will be as it was, when set in motion in chapter 1 of reverend insanity. Will Spectral Soul resurrect and dominate the five regions and two heaven? Will you destroy fate? You do not have Spring Autumn Cicada, but every other benefit from this character creator. Skip the location and innate traits section.

Late Antiquity Righteous Era. +250 CP
You are born many years after Spectral Souls demon venerables death. Shadow Sect haven't been created yet and the rise of an immortal venerable is inevitable. Soul path is flourishing and the demonic path has a foothold in the mainstream, but the tides will turn with the birth of paradise earth. Cultivate to your hearts desire.

Late Antiquity Demonic Era. +450 CP
You are born at the end of the medieval antiquity era. Giant Sun immortal venerable is dead and the Huang Jin tribes are flourishing in northern plains. Soul path has yet to be created and a murderous demon venerable is inevitable going to rise. May you leave a footprint in history.


Innate traits:
You may choose which sex you are born as for no cost

Variant Human. +250 CP
You may choose to be born as any variant human. If you choose dragonman then you start your own bloodline, with you as ancestor instead of Duke Long. Thereby being immune to Duke Long's Dragonman Extermination killer move.

Human. Free
You may choose to be born as a human, a safe choice. Although nothing is safe in the Gu world.


Location:
You may freely choose which of the five regions you are born into.
You may choose any tier of clan and additionally choose which status you are born into in that clan.
If you choose central continet you will be born to a sect member instead of in a clan.
You may choose to be born into any clan/sect from the story or to be born into one at random according to the chosen criteria.

Mortal Village +150 CP

Mid-tier clan +50 CP
Rank 2 heir +50 CP
Heir of an elder Free
Heir of the clan leader -50 CP

High tier Clan -50 CP
Random +50 CP
Rank 2 heir Free
Heir of an elder -50 CP
Heir of the clan leader -100 CP

Super Clan -100 CP
Random +50 CP
Rank 2 heir Free
Heir of an elder -50 CP
Heir of a rank 5 -100 CP
Child of an immortal -200 CP

*In the mortal village you and one of your parents are the only Gu masters.
*If you pick Child of an immortal, you will be the child of a random immortal from the super clan you picked or a random super force.


Aptitude:
If you pick a grade you will get a random aptitude within that aptitude range. You can roll a 2d10 or use a number generator to get a number between 0-19.
If you buy one of the ten extreme physiques, you are guaranteed a super grade blessed land.

Random +50CP
D-Grade Aptitude (20%-39%) +100 CP

C-Grade Aptitude (40%-59%) Free

B-Grade Aptitude (60%-79%) -50 CP

A-Grade Aptitude (80%-99%) -100 CP

Ten(Eleven) Extreme Physique (Your choice of physique) -150 CP

*If you picked random you can roll a d100.
*If you choose A grade, and get 99% you can't evolve into an extreme physique.


Soul:
Throw a d10, that number is where you are in your bought category. Meaning, if you pick Ten Thousand man soul and get a 6, on the d10, you will have a 60.000 man soul.
You body also gains the necessary Dao marks to contain such a powerful soul.

Ten thousand man soul. -50 CP
This is the soul foundation of a rank 5 expert. A clan leader of a super force, with all the resources that comes with, can expect to reach this soul foundation in 30 years, 20 if they use special or detrimental methods.

Hundred thousand man soul. -100 CP
The soul foundation of a rank 6 immortal who has spent a great deal of effort strengthening their soul.

One million man soul. -200 CP
The soul foundation of a great expert of a path that benefits from soul foundation, like refinement path, wisdom path, enslavement path, etc. Any higher and the Dao mark interference from your soul will become too great.

Ten million man soul. -300 CP
Only a soul path immortal would have a soul foundation this great. At this level the interference from the soul path Dao marks on your soul would be detrimental to cultivating other paths. That is, unless you have a way to get around this Dao mark interference.


Attainment:
You can buy attainment in a path. When you gain the attainment, it acts as if you had gained the attainment through practice and hard work. Not through dream realms or true meaning. You can only buy a limited amount of grandmaster and great grandmaster attainment.
You can only buy grandmaster attainment in 6 paths.
You can only buy great grandmaster attainment in 3 paths.

Master. -50 CP
You can choose to gain master attainment in 3 paths each time you buy this option.
Master attainment is the attainment level of an expert among mortal Gu masters often taking decades to achive. This level attainment gives the Gu master uncanny intuition concerning their path.

Grandmaster. -50 CP
Among mortals only once in century genius' can become grandmaster in a path. Usually grandmaster attainment is reserved for rank 7 experts. Having this level of attainment, one will be able to mimic other paths and to create immortal killer moves using immortal materials, instead of immortal Gu.

Great grandmaster. -100 CP
Only experts among rank 8 have great grandmaster attainment. This level of attainment will allow the user to easily think up new recipes for mortal level Gu worms of their path. Great grandmaster's can even utilize the natural Dao marks of the Gu world.


Immortal ascension:
The quality of ones blessed land is dependent on ones accumulated human Qi. To accumulate human Qi one need to deep ones foundation, by increasing attainment level, experiencing the multitudes of life as a cultivator and attuning oneself to ones chosen path, by carving the apropiate dao marks onto ones body, mind and soul.

Immortal aperture
Immortal aperture are divided into four grades, low, medium, high and super grade. Each grade is defined by the size of the arear inside the blessed land, the immortal essence production and the size of the tributary of the river of time.
The spaciousness of your aperture determines the room for development inside it. The more developed an immortal aperture the more immortal essence it produces, and the more resource it produces to use, sell and trade. You will be rollling for how much space is inside your aperture.

The immortal essence production of an immortal aperture is indicative on how vigorously or often an immortal can fight and use immortal cultivation methods. Without immortal essence beads immortal Gu can't be activated, leaving the Gu immortal impotent. You will be rolling for how many immortal essence beads your aperture produces for each year that passes inside it.

The size of the tributary of time decides how much faster time passes inside your immortal aperture, compared to the five regions time (FRT). This determines how fast you pass tribulations and calamities. As an immortal at rank 6 or above, every 300 years that pass inside your aperture ascends you one rank until you reach rank 9. Meaning it takes 900 years of time inside your aperture to become rank 9. You will roll for how many times faster time flows in your aperture compared to the five regions time.

If you ascend as a time path immortal double the tributary of the river of time in your aperture
If you ascend as a space path immortal gain 50% more space in your aperture.


Low grade blessed land. +400 CP

Starting blessed land size:
2000 km2

Base tributary of the river of time (TRoT):
1d6 = x TRoT

Immortal essence beads (IEB) production per year:
1d10+10 = IEB at


Medium grade blessed land. Free

Starting blessed land size:
(d4+1) * 1000 = Area km2

Base tributary of the river of time (TRoT):
2d10 = x TRoT

Immortal essence beads (IEB) production per year:
1d10+20 = IEB at


High grade blessed land. -100 CP

Starting blessed land size:
(1d4+4) * 1000 = Area km2

Base tributary of the river of time (TRoT):
1d10+20 = x TRoT

Immortal essence beads (IEB) production per year:
1d10+30 = IEB at


Super grade blessed land. -300 CP

Starting blessed land size:
(1d6+6) * 1000 = Area km2

Base tributary of the river of time (TRoT):
2d10+20 = x TRoT

Immortal essence beads (IEB) production per year:
2d10+50 = IEB at

*you don’t have to be an extreme physique to buy super grade blessed land.

Immortal Gu
When the immortal aperture is created there will be heaven and earth Qi left over that can be used to refine immortal Gu. You as a privileged CYOA participator, can use your points to refine immortal Gu. However you can't refine any immortal Gu from the or any Gu that was the vital Gu of a venerable, including Fortune Rivaling Heaven.
These Gu worms will be created from nothing, and Heavens will doesn't need to approve of you having these Gu worms.
*Purchase immortal Gu responsibly, it's more fun if you don't break the setting.

Rank 7 and 8 immortal Gu are very powerful, therefor there is a limit to how many you can refine at ascension:
You can only buy 3 rank 7 immortal Gu
You can only buy 1 rank 8 immortal Gu

A rank 6 immortal Gu cost 200 CP.

A rank 7 immortal Gu cost 400 CP.

A rank 8 immortal Gu cost 800 CP.


Grab bag:
Grab bag perks are minor perks that are nice to have but not substantial enough to be full perks by themselves.

Pick 3 of any grab bag perks -50 CP

Pick 5 of any grab bag perks -100 CP

Pick 7 of any grab bag perks -150 CP

Reading materials.
You have a popup window where you can read Reverend Insanity and the Reverend Insanity wiki, only you can read it.

Gu professor.
You always know if an immortal Gu exist or not.

Polyglot.
You can speak and read the language of every region.

Thousand man soul.
You are born with a 1.000 man soul. With this soul foundation you could control more then 100.000 beast with enslavement path methods. As a Gu master your soul is also strong enough to beat all but rank 5 experts in a battle between souls.

Otherworldly Dao.
Choose what otherworldly Dao mark your soul comes with.

Settra.
Slavery Gu, of any rank, does not work on you.

Instant success.
Gu worms that carve Dao marks on the user, like Black Boar Gu, Iron Bone Gu etc., will have their full effects shown immediately and painlessly upon use and they won't need primeval essence to activate.

Mutated soul.
You may choose for your soul to be a mutated soul. For example if you chose to have a wolfman soul, your soul would have wolf characteristics and would be many times stronger when controlling wolves. You can also choose to have mutated soul of a path. For example an ice soul, which will boost the effect of ice path Gu worms.

Flying master.
You now have master level attainment in flying.

Extremely attractive appearance.
You have an extremely attractive appearance, and people will subconsciously treat you better because of it.

Eidetic memory.
You gain perfect eidetic memory. However, you may still forget things if you so wish.

Aptitude reroll.
You get to reroll your aptitude and choose the higher number. You can pick this grab bag perk multiple times.


Perks:
Perks are divided into tiers.
Any perk that gives Gu worms or recipes for Gu worms may not give Lifespan Gu or the recipe for them, unless otherwise stated.

Tier 1 perks

Primeval wealth. -50 CP
You gain a rank 4 Primeval elder Gu containing ten million primeval stones. This is the wealth of a mid sized clan. You may buy this option multiple times.

Gu set. -50 CP
You may pick 10 Gu worms of the same path from rank 1 to 5, they will individually appear in your aperture when you choose. If the Gu worm you have chosen can be refined to a higher rank, you can do so instantly at no cost when you wish, but not to a rank higher than 5. You may buy this perk as many times as you want.

Mortal recipes. -50 CP
You may pick any 10 mortal Gu worms and gain their rank 1 through to rank 5 recipes. The recipes will use modern materials. Meaning, if you choose an ancient or extinct Gu worm, like All-out effort Gu, you will gain a recipe containing materials that are reasonably available. You may purchase this perk multiple times.

Close combat master. -50 CP
You are a battle genius and you have mastered of Krav Maga, Boxing, Brazilian Jujitsu, Grappling and Mauy Thai. Furthermore, you have master level proficiency with longsword, spear, axe and polearm.

Inhuman transformations. -50 CP
If you transform into a less then human form, you will automatically have the ability move and control your body as if you were born in such a form.

Flying grandmaster. -50 CP
You now have grandmaster attainment in flying. Geniuses renowned for their flying skill, at most have qusai-grandmaster flying attainment.

Longevity. -50 CP
You gain a hundred year lifespan Gu. You can use it to increase your lifespan or keep it for a different use.


Tier 2 perks

Dual Dao. -100 CP
You may choose two paths. Those paths do not interfere with each other when you use them.

Variant Dao. -100 CP
If you are a variant human you gain great grandmaster attainment in the path of your Dao. Meaning dragon men gain great grandmaster in enslavement path, hairy men gain refinement path, etc. This doesn't count towards your great grandmaster attainment limit.

Second aperture. -100 CP
You can awaken your second aperture at a time of your choosing. The second aperture functions as if created by rank 6 Second Aperture Gu, meaning it has no restriction of which rank it can rise to. Ascended to an immortal aperture this aperture will be have the same characteristics as your first one. If you picked Dual Dao and Second Aperture, you may also choose two paths that don't interfere in the second aperture.

Superior Gu set. -100 CP
You may pick 10 Gu worms they will appear in your aperture when you choose. If the Gu worm you have chosen can be refined to a higher rank, you can do so instantly at no cost when you wish, but not to a rank higher than 5. Furthermore, these 10 Gu worms do not need to be fed. You can buy this perk twice.

Immortal recipes. -100 CP
You can choose 10 Gu worms and you will obtain the rank 1 recipes, and the rank 2. etc. all the way to rank 9 for each Gu you choose. That is, you will receive the recipe for the lowest possible rank that the Gu worm can be and up. You can choose when you receive each recipe. Whether or not you recive the whole family of recipes at the same time or not. The recipes will only contain materials that can all be found in the current era, with the higher ranked recipes being possible exception. They may contain very exotic or necessarily extinct, but still existing, materials. Some Gu can't exist at the mortal level to a functional degree. You will still recive the recipes for these, but they can at most serve as reference value. You may pick this perk twice.

Auto balancer. -100 CP
When undergoing immortal ascension your Heaven, Earth and Human Qi will automatically be balanced for you. It's guaranteed that you will pass immortal ascension, the only thing that can stop your ascension is being killed by the tribulation itself or outside influences.

Year essence pool. -100 CP
Your immortal aperture gains a year essence pool. This is a enviroment mimicking the river of time, that exist parallelly to your aperture. Meaning that the year essence pool doesn’t take up any space in your aperture. The year essence pool also allows you to control the size of the tributary of the river of time flowing into your aperture. Meaning that you can slow the time of your aperture to anywhere between the time you rolled for, in the immortal ascension section, and that of the five regions.

Wealth of Food -100 CP
Upon immortal ascension a resource point is created inside your aperture for each rank 6 immortal Gu. Each resource point produces food for a corresponding immortal Gu.


Tier 3 perks

Great era inheritance. -150 CP
You gain a rank 6 immortal inheritance, that guide you from rank 1 to the peak of rank 6. However, the inheritance will be 500 years ahead of time from the time of chapter 2 of Reverend Insanity. Furthermore, you may choose for the inheritance to be a path of the great ere like weapon path, pill path, etc. The inheritance contains a myriad recipes for mortal Gu worms of the path that you choose and 5 rank 6 immortal Gu recipes of that path. The inheritance contains no Gu in it of itself.

Dream realm. -150 CP
A dream realm appears at a time and location of your choosing. It will contain true meaning pertaining to a path of your choice. It will be big enough for one person to achive great grandmaster attainment and another one to achive grandmaster attainment, or for three people to attain grandmaster attainment.

Immortal killer moves. -150 CP
You can choose 10 immortal killer moves. You learn the lowest to the highest rank possible of these killer moves. You can pick the same killer move more then once. This means that if you picked time cutting edge you can learn it again when it disappears from your memories.

Life and death aperture. -150 CP
Upon immortal ascension you will experience tribulations at half the strength they normally would be, but you still gain the same amount of Dao marks. With this perk you are also guaranteed to get a high grade blessed land. Unless you posses an extreme physique then you will gain a super grade blessed land like you normally would.

Reinforced physique. -150 CP
If you have an extreme physique you suffer non of the down sides. You will not need to fear exploding by cultivating too high in the mortal ranks. You won't need an immortal Gu corresponding to your physique to ascend. You will soar through the mortal ranks. Your ascension will be on the high end of what a normal immortal might experience, so relativly tame compared to ten extreme physiques. After this Heaven's will isn't going to hold back on tribulation.

Dao physique. -150 CP
Don't pick anything in the aptitude section. Choose a path, you now have an extreme physique equivalent in that path. Meaning, if you chose sword path, you would have a sword path physique with all the benefits and drawbacks of a normal extreme physique.

Tier 4 perks

Anti-divination. -300 CP
You have a rank 9 perpetual killer move applied to you. Only a rank 9 wisdom path immortal with a rank 9 Gu will be able to deduce anything about you. Anytime someone makes deduction about you, they either fail or get an obfuscated answer. You can toggle this killer move so if you want Heavens will to be able to send you tribulations can toggle the killer move off.

Gu house. -250 CP
Choose 5 immortal Gu houses, you gain the blueprint of how to create each of these Gu houses.

Imperial staff. -250 CP
You gain a staff with three teleportation opportunities. You have three opportunities to teleport to any place mentioned in the novel that exist in your era. Except you cannot go to the 9th layer of crazed demon cave.

Rank 8 inheritance. -250 CP
You may choose one or two paths and gain a rank 8 inheritance of the path(s) you choose. You may not pick heaven path. If you bought 'Great era inheritance', this rank 8 inheritance may also be of a great era path along with the other features of 'Great era inheritance'. Regardless of if you bought 'Great era inheritance', you may pick three aspects that the inheritance specializes in. If you only choose for the inheritance to contain one path you may instead pick five: Offense, Defense, Movement, Investigation, Concealment, Healing, Aperture Management and path specialty.
Path speciality meaning, whatever your chosen paths speciality is. For wisdom path it would be deduction, soul path would be soul cultivation, etc.
If you choose two paths then the inheritance contain an excellent method to duel cultivate these two paths. The inheritance does not contain any Gu worms, however it contains the knowledge or how to refine, feed and use a myriad of Gu including several immortal Gu. The inheritance also contains peak strength mortal killer moves that cover all aspects, and how to empower these killer moves to immortal level by using immortal materials. Of course, the inheritance also details these killer moves when used with apropiate immortal Gu. The inheritance also comes with a battlefield killer move, you may choose one specialization for the battlefield killer move : Activation speed, Killing power, Concealment, Suppression. With this inheritance you cultivation will be smooth sailing from beginning to end.

Dao carver. -300 CP
You now gain twice as many Dao marks, from any source, as you otherwise would. Heavens will doesn't take into account how the existence or effect of this perk when sending you tribulations as an immortal.

Pocket paradise. -400 CP
You gain an orb with an blessed land inside. The orb can be carried inside your aperture. When not in your aperture you can activate it, which makes the orb immobile. When placed the orb functions like a blessed land with a land spirit you are in control of. When outside of the blessed land you can deactivate the orb and put it inside your aperture again. The orb supplies the blessed land with heaven and earth Qi, so you can move place the orb any of the five regions without problems. The blessed land has an interior size of 7.000 m2 and time that moves 40 times faster then the Gu world. The blessed land has enough resource production to earn 50 immortal essence stones every year that passes inside the blessed land. There is still a lot of room for development. The resources are related to the path of the blessed land, which you may choose. The blessed land is a paradise, and therefore won't experience tribulations.

Tier 5 perks

Prodigy. -350 CP
In a path of your choice, you now great grandmaster attainment and venerable talent in that path. Meaning you can reach supreme grandmaster without needing outside help. This includes dream realms or absorbing true meaning. Though it may take a few centuries to reach your potential. This does not count towards the limit of how many great grandmaster attainments you can buy.

Small Dream Immortal Venerable. -400 CP
You have master attainment in every path. Master attainment gives have an uncanny and accurate intuitions about everything in the Gu world. For example, when searching for a person or object you will have an accurate, if vague, intuition about which way to search. There are no longer restrictions on how much attainment you can buy.

Legendary expert. -400 CP
You have quasi supreme grandmaster attainment in two paths of your choice. You are now the undisputed expert in your field alive today, but you will still need to exert a great deal of effort to raise your attainment to supreme grandmaster. If taken with prodigy you will immediately gain supreme grandmaster attainment in the path you picked for prodigy.

Gugle maps. -400 CP
Gain a perfectly accurate map of the entire Gu world. The map is in your head but can also be projected as a 3d hologram, and you can choose if others can see it. The map is in google earth like detail and contains information on resource points, hidden inheritances, blessed lands and grotto-heavens, secluded domains. You cannot use the map to see into blessed lands or grotto heavens, but you can see where they are located. The map is not merely a videogame map, it also contains highly detailed information on demographics, infrastructure, detailed economic data, beast territory and more. This map is accurate enough for fixed immortal travel Gu to work with, but activation becomes more likely to fail, the longer since it was updated. To update the map as a mortal sacrifice 100% of your current essence type. As an immortal sacrifice 300 beads of your current immortal essence.


Venerable traits:
You may pick only one of these, but they are free.

Primordial Origin immortal venerable.
You gain ten one thousand years lifespan Gu. You can choose when to recive each Gu individually.

Star Constellation immortal venerable.
As an immortal, every time your aperture produces an immortal essence bead, you can experience the effect of the light of wisdom as if from a rank 9 wisdom Gu, but without the loss of lifespan, for 10 minutes. You can save up these minutes.

Limitless demon venerable.
Chose a path. For as long as you cultivate only that path, and don't use immortal Gu of a different path. you will gain 5x the amount of dao marks in that path as you otherwise would. If you use other paths you permanently loose this perk. This stacks multiplicatively with dao carver.

Reckless Savage demon venerable.
You gain 3 slots. Each slot can be filled with a path. The paths your slots have been filled with don't interfere with each other. You also have great grandmaster attainment in these paths while you have them slotted. You can change the paths of in your slots once every week, central continet time.

Red Lotus demon venerable.
Choose a moment. From now on, whenever you die you or when you choose, your are sent back to that moment. You cannot change the moment that you regress to, it will always be the same moment. Every time you regress, your luck gets massively worse. After 10 regressions, it will be as if everyone but you has Fortune Rivaling Heaven.

Genesis Lotus immortal venerable.
As a mortal your primeval essence regeneration is a 100 times what it normally would be. As an immortal, your origin core produce ten time the normal amount of immortal essence. Meaning if your have an average high grade blessed land with no development, you will produce 300 beads of immortal essence every year that passes in your aperture.

Thieving Heaven immortal venerable.
When you kill someone you can guarantee that they can't destroy a certain amount of immortal Gu. If you kill a rank 6 immortal, they can't destroy one of their rank 6 immortal Gu. If you kill a rank 7 immortal Gu they can't destroy one rank 7 immortal Gu and two rank 6 immortal Gu. If you kill a rank 8 immortal, they can't destroy one rank 8 Gu, two rank 7 Gu and four rank 6 immortal Gu. Etc.
If there are multiple choices, the saved Gu are chosen at random.

Giant Sun immortal venerable.
You have enourmous luck, like a child of human path. Only Red Lotus and Feng Jin Huang are above you in terms of luck.

Spectral Soul demon venerable.
You are born with a one thousand desolate soul, you soul alone has the strength of an high tier desolate beast. But you might be more susceptible to enslavement path methods, but it hardly matters since your soul is so devastatingly powerful.

Paradise earth immortal venerable.
As an immortal you gain natural inspiration, every time you face one of your major tribulations. Heavenly tribulations as rank 6, grand tribulations at rank 7, etc.

Heaven Refining demon venerable.
You gain unlimited willpower and motivation. You now have the perseverance to casually swim through the reverse flow river. Your will to power will never waver.


Missions:
These are objectives that you give you extra points, but you have to complete them within 300 years or you explode and die. Spectral Soul eats your soul, Heavens Will foils any rival methods. You cannot escape the consequence of not completing your missions.
You may pick as many mission as you want.

Extra time. -100 CP
You gain 200 more years of time to accomplish your missions.


Easy missions

Traditional. +100 CP
Create an inheritance and a suitable inheritance ground. Describe what the trials and requirements there are to get your inheritance.

Imperial Court. +200 CP
Enter the imperial court blessed land at least once.

Medium missions

Paradise. +200 CP
Enter the Grotto-Heaven Blue Dragon Whale at least once.

Secluded Domain.+200 CP
Obtain a secluded domain of heaven and earth. You have to have had ownership of a secluded domain for a month for this mission to be considered successful. You can take this missions three times. You have to obtain three different secluded domains for it to count. You can't 'loose' one and obtain it again later.

Supreme inheritance. +300 CP
Obtain a complete true inheritance of any venerable. Thieving Heavens three refinement opportunities from Lang Ya isn't a true inheritance.

Problem? KILL!. +350 CP
Destroy a super force. You don't have to kill all the members of that force, although it would be a good idea. You simply have to make it so that the super force doesn't exist anymore. This also counts if you can convince someone to exterminate for you, by trickery, commission, or other means.

Hard missions

Homewrecker. +400 CP
Your mission is to destroy 88 True Yang building. If 88 True Yang building is destroyed without your direct involvement, you fail.

Founding ancestor. +500 CP
Create a super force, it may be a clan, sect or other. The force has to span the five regions and each branch must have at least one entity with rank 8 battle strength. Be it a rank 8 Gu master, a rank 7 Gu house or ancient battle formation. 5 immemorial beast also counts as rank 8 battle strength. You have an extra 500 years to accomplish this missions.

Grand theft Gu. +400 CP
Obtain Sovereign Immortal Fetus Gu. With the time limit, you would probably have to complete this mission by either stealing it from Spectral Soul at Yi tian mountain. Or, you could refine it again using it's user, be it Spectral Soul or Fang Yuan, as a refinement material.

Become venerable. +400 CP
Break through the heavenly dao blockade and become venerable. Heavens Will isn't interested in you becoming venerable so you have to destroy or control Fate Gu. You only have 300 years though, so you have to be very quick.

Heavenly court. +600 CP
Join Heavenly Court and loyally serve it's interest. You don't have to save Fate Gu, you might even think it preferable if Red Lotus' plan comes to fruition. But, you have to do what you think is best for Heavenly Court.

Supremacy. +800 CP
As a variant human, make your race dominant in the five regions. You have a 10.000 year time limit.


Specific missions
These can only be picked if you chose the following timelines: Late Antiquity Righteous Era and Late Antiquity Demonic Era.

Pseudo venerable. +300 CP
You must reach pseudo venerable battle strength in all of your aspects of combat. E.I. having pseudo venerable defensive methods isn't enough.

Dao opponet. +300 CP
Defeat one of the coming venerables in battle. You must not be more then one rank above then when you defeat them, and you must not fight them while having immortal level cultivation while they are still mortal.


Drawbacks:
You may take as many drawbacks as you want. However you may not take drawbacks more then once.
Drawbacks overwrite other options picked in this character creator.

Easy drawbacks
No spoilers. +50 CP
You cannot share the contents of Reverend Insanity with anyone. You may still act on the information but you may not try to explain it to others.

Dao monogamous. +100 CP
Other paths interfere twice as much with the path of your vital Gu as they normally would. If you have dual Dao or Reckless Savage Demon Venerable as your venerable trait you cannot pick this drawback.

Un-undead. +100 CP
You cannot turn into a zombie. For good or ill you cannot become a zombie. Lifespan is always in short supply and you no longer have a fail safe.

Local dao. +200 CP
You are no longer an otherworldly demon. You will not have otherworldly dao marks and others cannot figure out your origin no matter what method they use. Not even soul searching you will let them find out you aren't from the Gu world.

True to your word. +200 CP
Alliance agreements become empowered. Dao marks related to any contract or alliance can only be forcefully removed by a specialized rank 9 killer move. You will have to be very carful with what you sign up to and always add a time limit.

Weakness. +200 CP
Choose one path, you are now twice as vulnerable to that path as you normally would be. You can pick this multiple times.

Medium drawbacks
Inhospitable enviroment. +300 CP
Choose a region, you cannot enter that region. This goes away when the regional walls disappears.

Like a mistress. +350 CP
Gu worms you own need twice as much food to be properly fed.

Halved lifespan. +300 CP
Your lifespan is halved, meaning if you are human you only have 50 years to live. Lifespan extension methods are as effective as they normally would be.

Clear Conscience. +300 CP
You cannot knowingly lie, and you are compelled to answer any question asked truthfully.

Indivisible. +300 CP
You cannot create clones. Others may not create clones of you either. You may still create external wills.

Forget me now. +400 CP
You loose all memory of reading Reverend Insanity upon rebirth. You still remember the options you took in this CYOA, and your previous life. If you picked reading materials in your grab bag it is removed and you can pick another.

Hard drawbacks
Dao dunce. +800 CP
You cannot increase your attainment level beyond what you buy in this character creator. Unless you buy prodigy, then you can become supreme grandmaster in that chosen path.


Multiplayer:
The Gu world is a capricious thief and has stolen not just but another unfortunate soul. But, this CYOA is fair to all, and so, you will not be the only one who gets too go through this character creator.
Convince another person to go through this CYOA and be reincarnated with you. You will have to both decide on a
Timeline.
This is entirely optional, I just thought it would be fun for people to test out builds together and against other people. I have also create some rules/objectives to facilitate the multiplayer, but you can make up your own.

Twin start:
Two players pick the 'I Am Fang Yuan!' timeline, one person will be reborn as Fang Yuan, the other will be reborn as Fang Zheng. Flip a coin to determine whos who. Optionally, you can also pick one of the two options below.

Co-op:
Each player picks a starting location and they have to collectively accomplish as many of the Missions as possible.

Feud:
Each player picks a separate starting location, and they have 300 years to kill each other. Come up with strategies to reach immortal level, and how to aquire the strength to fight each other
submitted by Smie27 to ReverendInsanity [link] [comments]


2024.06.02 17:31 Why634 Unpopular Opinion: The Idea of the ‘Effortless Genius’ Is Hyped Up Too Much

In this sub (and the larger HP fandom as a whole), I find the idealization of ‘lazy genius’ characters very over the top. Take James Potter and Sirius Black, for example. All we really know about their intellects is that they were referred to as “exceptionally bright” by McGonagall and the “cleverest students in the school” by Lupin. They have quite impressive achievements to match those tellings, of course - brewing the complex Animagus Potion and creating the Marauder’s Map using an advanced spell called the Homonculous Charm. But ultimately, besides that, we don’t know their skills all that well. We make assumptions that they’re these lazy geniuses (because they weren’t stressing during O.W.L.s?), that they outstrip any characters not named Dumbledore, Snape, and Voldemort in terms of magical talent, and a plethora of various far-reaching claims.
And then, let’s compare this sub’s thoughts on hard-working characters - take, say, Hermione Granger. Almost every other week, there seems to be a think piece on her level of smarts, with the majority usually coming to the conclusion that she’s just a bit above average, and Harry would easily catch up with her if he put in the same amount of work. But given her canon feats…it’s just kind of baffling?
During every summer, she seems to do a complete and thorough read through of every textbook (claims so in her first year, gains a perfect score on Lockhart’s first day quiz, quotes the DADA book verbatim in OotP to prove to Umbridge that she had already read it by the first class, etc.). That in and of itself is extremely unusual - there’s a reason teachers exist, after all. Autodidacticism of that level is simply not normal. And we know she actually understands the material, since her practical ability reflects it - she’s already gotten multiple spells right on her first few tries by the first year train ride (for context, they cast their first charm on Halloween), practices the Summoning Charm on the train in GoF (taught in November), and generally shows herself to be far beyond her peers during the school year (only one to change her needle, only one to change teacups into tortoises, etc.). Even outside of academics, she’s still pretty clever. Hermione figured out the Chamber plot, Lupin’s condition, Skeeter’s Animagus ability, outsmarts Umbridge at various turns, etc.
But despite it all, people put her down for her hard work. That’s ignoring the fact that most of the time, Hermione is clearly either unnecessarily over-working or doing extracurricular studies. We see the studying unrelated to current schoolwork throughout all the books - in PS, her knowledge of Dark Magic, Switching Spells, and Alchemy, in CoS, her usage of Revealing Charms Harry didn’t know, in GoF, her taking practice O.W.L.s and reading about Human Transfiguration, in OotP, her SNEAK jinx, knowledge of other jinxes (Harry said she knew the most jinxes in all of the DA, which included NEWT students), and creation of the DA Galleons, and in DH, her usage of protective charms, the Undetectable Expansion Charm (which required a license to legally cast), the Memory Charm (which she got right her first try, in a stressful scenario), and the False Memory Charm (said by Dumbledore to be “a complex bit of magic” in reference to sixteen year old Riddle casting it). And the overstudying is, again, showed time and time again - bringing “three bulging bags” of books compared to Harry and Ron’s one in PoA (despite her only taking two more classes), having “piles of books on [her] table” to do one Arithmancy assignment, freaking out and cramming before the O.W.L.s despite Harry thinking she could breeze through them if it weren’t for her anxiety, and more. Her literal boggart is Professor McGonagall telling her she failed all her classes! Hermione over-studies because of her own personal problems, not because she needs to.
In fact, I’d say this applies to a lot of “hard worker” vs “effortless genius” debates in general. We tend to assume that people only work as hard as they need to, but that’s simply not true, both in real life and in fiction. In the real world, that even applies to widespread trends - studies prove that girls work much harder than boys in academics, but in standardized tests, their scores are basically equal. This is despite the fact that we know girls and boys both have an average IQ of 100. Other studies even support the idea that in many instances, smarter people tend to work harder for the same grades, probably because they have formed an attachment to their intelligence (from being praised at a young age), and fear they will be proved as an impostor if they don’t overwork themselves.
All this is to say, smarts don’t necessarily have an inverse relationship with diligence. Just because James and Sirius weren’t worried about the OWLs and Hermione was, that doesn’t mean she’s less talented or knowledgeable. It just shows she’s an anxious person with a crippling fear of academic failure. Similarly, Percy isn’t surely dumber than Fred and George just because they skive off and self-study while he studied for school. All it shows is that he has different priorities. When it comes to discussing canonical intellects, this sub’s idolization of characters who don’t worry about school much is simply factually inaccurate.
TL;DR: Diligence in schoolwork shows little besides one’s priorities, and this sub’s focus on “lazy geniuses” and diminishing of “hard workers” shows little but our own biases.
submitted by Why634 to HPfanfiction [link] [comments]


2024.06.02 17:22 vistopher Audio Download, Twitch Stream, Setlist, Freestyle, etc - Hampton N2

Hampton Coliseum - Night 2 - Hampton, VA - 6/1/2024

Downloads & Recording brought to you by prettynights.com
Video Download - Trimmed - Pre-set visuals and intermission removed Full Audio Download
Stream N2 Here
Setlist by PLF Setlisters
SET 1 Aimin At Your Head [26:35] Wake Up [34:32] YNDIO > Sly Swirl [44:43] Hot Rox [53:59] Still Night > [1:04:49] New (?) > Cult [1:18:27] Up & Down I Go > [1:30:56] Roll It Up > San Frandisco [1:38:34] !!! It's Tricky !!! [1:42:16] SET 2 Let The World Hurry By [2:13:51] Total Fascination [2:21:50] ?? (Some Day) [2:28:50] B Rock [2:39:31] Aran > In a Good Place Now [3:49:00] New (?) [3:05:55] Derek Freestyle [3:08:35] I Can See It Inside Your Face [3:14:40] Arc of Time > Good News [3:27:27] Encore Hot Like Sauce [3:49:38] Finally Moving [3:55:00] 
Samples by PLF Setlisters
:: Aimin At Your Head [27:49] Missy Elliot Get Your Freak On [29:50] Bone Thugs – 1st of tha Month [31:58] EI-P Tuned Mass Damper [33:13] :: Wake Up [37:42] Grass Roots – Wake Up, Wake Up [38:26] [39:16] :: YNDIO Sly & Family Everybody Is a Star [46:30] Hall & Oates - Let Me Ride [] ID "Feel it When it Shines on Me [52:39] :: Hot Rox [56:05] Gorillaz - Clint Eastwood [~56:51] Jimi Hendrix - Voodoo Child [57:45] [58:59] TroyBoi - Do You? [1:01:50] Jay Z - Brooklyn We Go Hard [~1:03:20] :: Still Night Supremes - You Cant Hurry Love [1:14:21] Chicago Gangsters Gangster Boogie[] :: New? > Cult Earth, Wind & Fire – Shining Star[1:20:25] Daniel Hokum - Cult [~1:23:50] Geto Boys Mind is Playing Tricks [1:26:56] DJ Mastas - There's No Way [1:29:37] :: Up & Down I Go Cant Stop Me Now Tease [] Teddy Pendergrass Get Up Get Down[~1:29:37] Wolfcat - Don't Stop Get it [~1:31:10] [1:35:06] ???Daft Punk - Robot Rock [~1:37:40] ???Mausio - Addicted? [] Walker & Royce - San Frandisco [] Dr Fresche - Roll It Up [] :: It's Tricky ID [1:42:50] :: Let The World Hurry By Ain't No Place (Like New Orleans)[2:13:51] Hum - Stars [2:19:00] Doobie Brothers - Black Water [2:21:29] ::Total Fascination Big L - Put It On [2:23:25] Asha Puthli - Space Talk [2:26:52] :: New or Swirl IDFK Asha Puthli - Space Talk [] War - Galaxy [2:30:17] Big Pun - Whatcha gonna Do [] :: B Rock Timbaland - Give it to Me [] ID "If I Drown Myself In Sorrows [2:44:41] Cutting Crew - Died In Your Arms [2:47:34] Cassian - Aran [~2:50:00] Indeep - Last Night [2:51:33] 5th Dimension Let The Sunshine In[2:54:10] Allen Toussain - Soul Sister [~2:55] Bobby Charles Must Be In A Good..[~2:55] Rayvon - Angel [~2:29:27] Foy Vance Doesnt Take a Whole Day[] or Common - The Light [] :: New (?) / Freestyle Jam Mac Miller - Blue World [3:08:13] :: I Can See It Inside Your Face Mobb Deep – Shook Ones Part II [] Bright Eyes - Arc Of Time [] Allies for Everyone - Good News [] Timbaland - The Way I Are [] Deelite - Groove is in the Heart [] :: Hot Like Sauce ID "We Been Hot" [~3:51:] :: Finally Moving Michael Seven - Energy Mantra [] Rappin 4-tay - Playaz Club [] 
Derek Freestyle (thx jlee)
might turn around and do 180 what we gonna do, just trying to make a lil music for you hampton colliseum, heart chakras open, yeah I can see em wide open, love super conductor, yeah I wanna be em so I try everyday, to manifest the impossiblay vision of the future, just a light con..duc..ting human super computer, yeah its the DNA double helical is the way I sway all over the world, we transmitting the upper echelon.. of the.. swirl coming down from above, coming down from abovin we keep it cooking 500 degrees, just like an oven yeah optical Im watching yall feeding back infinitely sometimes I get stuck in a loop and then I drink the juice to find it deep in me cause its in the moment, sometimes I lose it but then I reflect come back, and I fucking own it never abuse it ay yo hampton, if you in the spot put your hands up, I wanna see a lot __ these digits, swirl them back and forth yeah more important then michael jordan, of course and everybody already knows that so I fucking own it and got a dope hat and if you with us in the spot to be hampton coliseum make some fucking noise for meee 
submitted by vistopher to prettylights [link] [comments]


2024.06.02 16:55 myweirdotheraccount Roast the digital/analog separation on my PCB

Roast the digital/analog separation on my PCB
https://preview.redd.it/2jucl1ak664d1.png?width=2242&format=png&auto=webp&s=43f99c35080a11079402031b8ec6f0e1e8dbe009
I am a hobbyist who has designed an analog/digital musical synthesizer. Apart from that I have very little knowledge in electronics and have never made a PCB that has had to physically separate digital and analog components. I come asking for any advice, without any expectation of having a perfect finished product.
I guess my question is, when considering the black copper keep-out sections seen around the board am I even remotely in the ballpark of isolating my analog grounds?
To explain what you're looking at, the Raspberry Pi Pico (bottom right) calculates a waveform sent out of the DAC which is fed into an active filter in the center analog section. The filtered audio is then split two ways, one way to the ADC for additional digital processing, the other to be mixed with said processed output audio.
This board also contains 595 and 165 shift registers, and an analog multiplexer for a separate physical control board which connects to the pin headers on the left and right side. Lastly to mention the +-5v power is in the top left, and digital MIDI signals are sent and received in the top right.
As for the reason why the ICs are THT and the rest of the components are SMD, it was primarily to make sure that everything fit onto this board. I understand it's an unusual decision.
As stated in the title, feel free to roast any baffling decisions that stand out. This was a project that got way bigger than I had expected and I was too stubborn to give up. Thanks!
submitted by myweirdotheraccount to AskElectronics [link] [comments]


2024.06.02 16:53 WonderRainz Which Pokémon game to play for beginners?

Hello I wanted to start streaming and one of the first games I wanted to try out was the Pokemon series I have no knowledge about the franchise except for the 8 pokemon or so that’s in Smash Ultimate so I have no idea which game would be a good starting point a friend told me to start with Black/White but wanted to ask the community about their opinions on it and vote on which would be a good one
View Poll
submitted by WonderRainz to pokemon [link] [comments]


2024.06.02 16:43 Reasonable_Injury121 Chivalry Is On Life Support, Chapter Thirty-Five (part one)

This chapter was too long to post as one, so I’m dividing into two parts. Apologies for it being a bit disjointed.
On Thursday morning, after Luke left early for work and Brooke went for a run, I removed from Brooke’s closet the the gossamer jacket I had worn to the Ren fair and put it into the trunk of my Prius along with the canvas shoes and white tights that had completed my humiliating “Little Foot Page” costume. I dared not disappoint Anna a second time.
Fortunately, I didn’t have any punishment writing lines to complete after I cleaned her and Paul’s apartment on Tuesday. Brooke didn’t force me to wear any new feminine accessory that day. She was so fond of the choker that it had become an almost regular part of my daily attire.
As she kissed me goodbye that morning before I left for campus, she fingered the choker and my neck, saying, “I like this on you. Maybe I’ll order another one with a subtle little ring on it.”
I often couldn’t tell when Brooke was joking or not.
“You mean something where someone could attach a leash? Like a slave collar? Please, Brooke. This is bad enough.”
“No, it wouldn’t have to stick out like that. I said ‘subtle,’ didn’t I? The ring could be flat against your neck. That style is very common. It’s sexy. But I do think we can get you a proper collar to wear at home. I’m thinking leather with silver studs and a nice ring in the front. That one will definitely stick out. Luke and I will look for something on-line.”
Again, was she joking or not? She gave me her full, dimpled smile as she spoke, but that didn’t tell me conclusively one way or another. Nevertheless, her smile, her touch and the nature of the conversation all conspired to cause my liberated cock to grow hard in the lace panties I was wearing under my khakis. I was hoping she wouldn’t notice, so she wouldn’t lock me back up; several hours later, I was wishing that she had noticed.
Except for regular cleanings, and one or two supervised, humiliating releases, I had been locked up pretty consistently over the previous 2 1/2 months. Therefore, I truly enjoyed my freedom most of that Thursday. I had an almost incessant erection, fortunately mostly concealed by my khakis (which were looser than most of the pants I was permitted to wear), even while waiting in line to get Neil’s coffee and while walking across campus in a light snow to bring it to his office. The phrase “microaggressions” had become trendy on college campuses such as mine, referring to insensitive comments people make that are discriminatory or insulting, often even without intending to be. As I knocked on the door to Neil’s office, I thought to myself how I was being subjected not to microaggesions at my college, but rather to microhumiliations. Such as fetching Neil’s coffee.
“Come in,” said Neil, through the door.
Remarkably, seated in the one chair across from Neil’s desk was Paul Betz. Yet again! Alarming and suspicious. Or was I simply being paranoid? Neither of them made any effort to get up from their seats.
I was holding the cup of coffee in a paper bag. Feeling like an idiot, I placed the bag on Neil’s desk.
“Thanks for the coffee, pal,” Neil said, as he removed the cup from the bag. “It’s a bit cold.”
“Sorry, it’s snowing out there,” I replied, absurdly, as if it was even remotely somehow my fault that his coffee wasn’t hot.
“No worries. I’ll warm it up in my microwave. Paul and I were just discussing some swimming techniques. Paul’s team has a big meet this weekend. Is it okay if I catch up with you later?”
Paul looked up at me with an arrogant smirk. I thought to myself: how much strategy could there possibly be to discuss? You jump in the pool and you swim.
“Of course,” I said. “I’ll talk to you later.”
And just like that, I was dismissed. The coffee boy had delivered the coffee and was no longer needed. Why should I care about suffering this microhumiliation in front of Paul, who a few hours later would be subjecting me to any number of macro humiliations? Simply because he was gaining even greater knowledge about me, the nature of my relationships with others in my social circle and the breadth of my submission. Knowledge is power. More knowledge about me, more power over me. Nothing good could possibly come of it.
Paul was his usual arrogant self in class that afternoon, and it was clear that he, Anna and Kelly were all in exaggeratedly good moods, no doubt savoring the thought of interacting with me under radically different circumstances only a few hours later.
Anna was wearing black tights, a short, plaid skirt and black ankle boots. She propped her feet up on the desk in front of her next to Paul’s and said, “Oh, look how dirty my boots are from all the puddles of slush.”
Paul added, “Mine too. Fortunately, our shoeshine boy will be visiting later.”
Kelly sitting two seats to their left, giggled and said, “The cold weather makes me ravenous. What’s for dinner tonight, Anna?”
Anna grinned and answered, “Beef stroganoff. Our shoeshine boy is also an excellent cook, supposedly. A real Renaissance boy.”
“Not a Medieval boy?”, said Kelly. She and Anna both laughed.
Scanning the room, I didn’t believe the other students were picking up on all of the innuendo (or, if they were, I didn’t think they understood what it meant). Nevertheless, one serious female student, not part of Kelly’s clique, looked at me as if to say, “Why are you letting these clowns do and say whatever they want? Why don’t you take control of your classroom?” How I longed to do just that, to put the three of them in their place with some witty remark, as I would have done in the past. The pain of Paul’s spanking on Tuesday still fresh in my mind (if not on my bottom), however, I bit my tongue and timidly began my lecture.
After class, I went to the grocery store to purchase all of the ingredients for Anna’s prescribed menu of beef stroganoff, Italian green beans, and a starter spinach salad with warm bacon dressing (she had even directed me to her preferred recipes on-line — I had tested the salad and dressing on Brooke, with positive reviews). I also purchased the two bottles of not inexpensive red wine specified by Paul.
When I arrived at their condo, holding multiple grocery bags, my nemesis doorman was lying in wait for me, like a snarky Cerberus dressed as a bellhop. My underworld was eleven flights up, however.
“I’m going to apartment 11B. Paul Betz.”
“I have to announce you. Who should I say is calling?”
“The cook. Please tell him the cook is here.”
He spoke into the intercom phone, smirking at me, “Mr. Betz. Someone calling himself the cook is here to visit you. Although I’m pretty sure it’s the same guy who announced himself as the maid on Tuesday. May I send him up?”
Still holding the phone, he then addressed me: “Mr. Betz said they are expecting the maid, not the cook. What should I tell him?”
I sighed. “Please tell him the maid is here.”
“Mr. Betz. He is now no longer pretending to be a cook, but has announced himself as the maid. Very good, sir, I’ll send him right up then.” He put down the phone, his expression more smug by the second, and said, “You may now go up. The elevator…”
I interrupted him. “I know perfectly well where the elevator is, thank you.”
He stopped smirking to glare at me with annoyance for a moment, before resuming his smirk as I entered the elevator with my shopping bags.
When I got to their door, I got down on my knees and waited. Behind the door, I heard talking and sporadic laughter. They only kept me waiting about five minutes that day, and fortunately I was spared any encounters with Paul’s and Anna’s neighbors. It was during those five minutes on my knees, staring down at my cock pushing out my khakis, that I came to the belated realization that it probably wasn’t a good thing to be free of my chastity cage in the circumstances in which I then found myself. As I continued to wait, a sense of panic began to set in, which paradoxically only increased my arousal.
When the door finally opened, I was greeted by Kelly. I was eye level with her short, blue skirt. I looked down at her sheer stocking-encased legs and black, strap-on heels before looking up at her grinning face. She had been wearing jeans in class, but had obviously dressed up for the exciting occasion of being served dinner by her submissive professor. I have not really described Kelly’s appearance much before now, other than to say that she is attractive. Kelly has shoulder length, thick, brown hair and sort of a button nose. She is slender, but not as tall as Anna or Brooke. I would describe her more as cute than truly beautiful like the other two. However, by “cute,“ I don’t want to suggest that Kelly isn’t sexy. She is, but more in a teasing, playful way than the regal Anna. Sometimes it’s those cute, playful ones that you really have to watch out for, I was to learn.
Generally speaking, it occurred to me that, on the cusp of turning 40, I was surrounded by – and subservient to – a number of meaningfully younger people, most of whom were well above average in the looks department. There are a lot of overweight Americans – more in Ohio than in the Northeast, I thought (I’m sure Neil would have said that observation was still further evidence of my elitism) – including a lot of overweight students on my campus. For whatever reason, however, I was this bookish, unathletic guy now surrounded by athletes (Luke, Paul, Anna, Kevin, and even my one contemporary in terms of age, Neil), or fitness freaks (Brooke) or the generally attractive people who they chose to associate with (like Kelly, Laura, and Brooke’s estranged friend, Michelle). Growing up, my social circle tended to consist of the less attractive – the geeks, the nerds, the social outcasts. So, being surrounded by the cool, beautiful people was new for me, and exciting. So much toned, taut young flesh. Of course, I was not, nor am not now, their equal. Not even close. I’m their servant, their lackey, their toy. But that’s part of what makes the dynamic so exciting, so arousing. For me, certainly. But also for most of them, I believe (Brooke excepted; I am confident that there is a lot more depth to our relationship with each other, than to our relationships with all the others).
As I looked up at Kelly, these thoughts running through my head, I consoled myself that at least I wasn’t being subjugated, teased and tormented by physically repulsive people. Remembering Brooke’s advice to go with the flow, I tried to tell myself to be grateful for small favors.
“Hi, Professor Rollins!“, said Kelly, brightly.
“Hi, Kelly,” I sheepishly replied.
“Oh, come now, professor. We’re not in class now. I think the proper way to address me here is Miss Kelly, don’t you agree?”
“Yes, Miss Kelly, of course.”
“You may enter,” she said. Seeing Paul behind her, I remembered to shuffle on my knees into the apartment, bags in either hand.
Paul said, ”What time do you need to be home tonight, Rollins? Where are Luke and Brooke?”
“Thursday night they almost always go out, sir. If you recall, that’s why we picked Thursday evenings for me to…to come here. Luke is taking Brooke out to dinner tonight at a restaurant near his house. The earliest they’ll be home, I think, is around 10:30, unless they decide to spend the night at Luke’s. I’d like to be home by 10, just to be on the safe side, sir, if possible,” I replied.
Kelly said to Paul, “I like the ‘sirs.’ I see that you’ve been training him well.“
“You may leave at 10. That means we have you for 5 hours. Put the food away and then get dressed,” ordered Paul. Anna and Kelly’s boyfriend, Archer, were sitting on the couch in the living room.
“Wait a minute,” said Anna. “Did you bring your Ren fair costume this time?”
“Yes, Princess Anna.”
“‘Princess?’ I really like that. Call me ‘Princess,’ too,” Kelly said to me, giggling.
“Yes, Princess Kelly,” I replied.
Smiling with delight, Kelly asked Archer, “Do you wish him to address you as Prince Archer?”
Archer, who I later learned was Paul’s teammate on the college swimming team, said, “No, he can just call me ‘sir’.”
“You’re no fun,” said Kelly.
“Put on your Little Foot Page costume, professor,” said Anna.
“Hold on,” said Paul. “If he’s serving us dinner, shouldn’t he be dressed as a waitress? Or as a maid? What about the pink uniform Chrissy wears? That’s sort of a waitress maid hybrid,” Paul explained to Archer.
“Or what about the Hooters uniform?”, asked Archer.
“But the Little Foot Page uniform is so cute!”, said Kelly.
Anna said, “Well, everybody seems to have an opinion. The only way to settle this democratically is through a vote. Let’s all write down our top choice on a scrap of paper and toss it into my baseball cap. There are three options and four votes, so there will be a clear winner.”
“I think he should model each uniform first, so we can make an informed decision,” said Archer.
“Great idea, Archer! Who doesn’t love a little, impromptu fashion show? Kelly, please tear up four pieces of paper and get a pen while I show our dear professor where we keep Chrissy’s uniforms,” said Anna.
I listened to this rather extraordinary conversation while still kneeling in the entrance hall. I had managed to will my erection down, at least partially, so had escaped detection for the moment. Obviously, this was only a temporary victory, however.
After being permitted to stand, I first put away the food and then followed Anna upstairs into the dungeon. She opened a closet and pulled out two plastic bags that she draped over the spanking bench.
“Here are the other two uniforms you will model for us. I want you to start with the waitress uniform. Make sure you wear the black stockings and the heels with the dress. And the cap. There are hairpins in the bag you can use to make sure that it doesn’t fall off your head. Once you’re dressed, we’ll be waiting for you in the living room. I expect you to walk the length of the living room, stand before us, curtsy, do a slow 360, face us again and curtsy a second time. Then walk back up here, put on the Hooter’s uniform, and repeat the same steps. Remember to put on the flesh colored pantyhose; they’re what really make the Hooters uniform, don’t you think?”
I had never darkened the doors of a Hooters before, but nodded my ascent.
“Well, the pantyhose along with the white socks and sneakers. You didn’t bring those, did you?”
“No, princess. Besides the shoes I’m wearing, I only brought the canvas shoes I wore to the Ren fair. As you commanded, princess.”
“All the more reason the Hooters uniform just won’t cut it tonight. But we have to humor Archer, don’t we? So, wear your canvas shoes with it. You’ll look preposterous, but that’s the point, I suppose. Right?”
“Yes, princess.”
“You’ll finish with your Little Foot Page uniform. The same steps. That’s my top choice, so make sure that you really sell that one. I’ll be watching closely. If you fail to do any of the steps I just told you, or don’t do any of them satisfactorily, I’ll ask Paul and/or Archer to take you over their knees and spank you, hard, 10 times for each mistake. Do you understand?”
“Yes, Princess Anna.”
She left me in the dungeon to change. Paul’s description of the first uniform was accurate. Imagine a pink maid’s uniform, with a V-neck, black collar, black buttons and a black apron. It came with a matching cap, pink with black trim. After putting on the dress, I rolled the sheer, black stockings up my legs and smoothed out the skirt, my fully erect cock still concealed for the time being beneath it. The short skirt only came down to my mid thigh. I then put on the heels and the cap, fumbling with the hairpins, and regarded myself in the mirror. I was dressed like a fetishized waitress in a retro diner. Could I look any more ridiculous? As I practiced curtsying a few times in front of the mirror, I answered my own rhetorical question.
Worried about keeping my students and Archer waiting, I descended the stairs and followed Anna’s instructions, listening to the strange sound of my heels clicking on the hardwood floor of the living room.
As I curtsied before the four of them relaxing on the couch, Kelly giggled with glee and Paul said, “Now that’s an appropriate uniform for dinner service.”
“It is, yes, but we see Chrissy in it all the time. A little variety is nice,” Anna replied.
As I went through my steps, I watched Anna hold the same little book they had used to record my shortcomings in cleaning – my demerits as they called them – and make notes in it with a pen. That couldn’t be a good thing, I thought to myself, although I was quite certain that I was following her instructions to a T.
After I did my 360° turn, I did a brief second curtsy, as Anna had ordered, but she stopped me as I was turning around to go back upstairs.
“Wait, professor maid. Curtsy to us again, but this time make it a deep curtsy. I want to make sure that you’ve been practicing.“
I did as she commanded, bending my legs, one behind the other, lifting my skirt with my hands and holding the dipped, bowed position for a few seconds before straightening back up.
“What do you think?”, Anna asked Kelly.
“Not too bad for a relative novice, I suppose, although his technique could definitely use some work,” said Kelly.
“Do you hear that, professor maid? You need to spend a lot more time practicing your curtsying. Also, you’re walking in the heels better than on Tuesday, but you’re still pretty unsteady. We expect our servants to be graceful,” said Anna, imperiously, as she made additional notations in her little notebook. “You need to practice walking in heels somewhere besides your time here with us. We do not tolerate on-the-job training here. Got it?”
“Yes, Princess Anna. I understand.”
“Good. Move along now. We need to decide on your uniform so you can start serving us cocktails and hors d’oeuvres.”
I hurried back upstairs as quickly and gracefully as was within my power and changed into the Hooters uniform. I put on the nude pantyhose first, my cock distressingly hard beneath the transparent nylon. So much for further concealing my liberation from chastity! Freedom can be a dangerous thing, I was to soon learn. I next put on the U-shaped, white T-shirt with the big orange letters, the two ‘Os’ doubling as eyes for the owl. The shirt was tight against even my flat chest; I could only imagine what it must’ve felt like to the well endowed women for whom the shirt was designed. Next, I pulled up the skimpy, bright orange shorts, hoping like hell that they might hide my erection. They did quite the opposite, in fact. Made of some synthetic fabric, they were incredibly snug and almost looked like a bikini the way they rode up the side of my legs next to my crotch. The shorts hugged my small balls, the outline of which was readily apparent through the fabric, my cock making a small, but unmistakable protrusion above them. As humiliating as the waitress uniform was, this was worse, I felt. I groaned as I observed myself in the mirror. I then put on my canvas shoes and descended the stairs to begin another degrading catwalk.
Archer laughed and clapped. “Thats fucking hilarious. Look at the loser!”
“Ha ha, look our professor has a little stiffie,” said Kelly, pointing at my crotch and snickering.
Anna said, “Oh, my God. Paul. She’s right. Look! They must’ve taken off his chastity cage.”
Paul said, “Well, this opens up all kinds of new possibilities, doesn’t it?”
“It most certainly does!”, agreed Anna.
This conversation, so intensely humiliating, resulted in my already hard cock twitching beneath the tight orange shorts, growing harder still.
Kelly said, “But he doesn’t have any boobs. What kind of Hooters waitress is that? At least Chrissy is growing boobs, thanks to the hormones.”
As I was curtsying, Paul asked, “What happened to Chrissy’s breast forms?”
Anna answered, “We let her throw them out after she started growing her own tits.“
“Too bad,” Archer replied.
Anna added, “And the whole outfit just doesn’t work without the white tennis shoes and socks. Also, our Hooters girl forgot to do her second curtsy.” As I turned back around to comply, Anna added, “No, no professor pantywaist, it’s too late now. That’s another demerit, I’m afraid. Now hurry along and model your last outfit for us.”
I scampered up the stairs and quickly changed into my Little Foot Page costume from the Ren fair, the one inspired by the Eleanor Fortescue-Brickdale’s painting, a favorite of Brooke’s. How I wished at that moment that it was her I was dressing for instead! The short, nearly transparent jacket barely concealed my cock, jutting out shamefully through my white tights.
Remembering Anna’s insistence that I really “sell” this outfit, I took special care to complete each step to the best of my abilities. I held my back straight and practically pranced into the room and across the living room floor. I held my curtsy longer than usual, somewhere between the duration of a regular curtsy and a deep curtsy.
Both of the girls applauded, gleefully.
“See. The foot page costume is adorable. And it’s unique,” said Kelly.
“But pages don’t serve dinner. Pages do all kinds of other things for their masters, like clean their clothes and shoes, help them get dressed, deliver messages, and so forth,” said Paul.
“Oh you’re such a stickler for authenticity. I’m sure plenty of pages served their masters and mistresses meals as well. They were utility servants, and I’m sure did whatever was required of them,“ said Anna. “Besides, with this uniform, we have the best view of his hard, little cock. Look, it’s fun size!“, she added, pointing.
“With equipment like that, it’s no wonder that his wife cuckolded him,” chuckled Archer.
“From the look of him and his attitude, I’ll bet Luke is hung like a horse. Is that true, professor baby cock?”, asked Anna.
“Yes, Princess Anna,” I answered meekly.
“Look how red his face is!,” said Kelly. “We’re not embarrassing you, are we, professor?”
“Yes…I mean no, Miss…I mean Princess Kelly.”
“Okay, it’s time to vote,” said Anna.
“Why bother. We all know which one will win. Archer will vote for Hooters, I will vote for sissy waitress, and you and Kelly will vote for this silly page costume, inappropriate as it may be,” said Paul, sulkily. “So, the foot page it is.”
“Oh, goody!”, said Kelly, clapping her hands together with delight.
“Time for cocktails! Take everyone’s order,” Paul said to me sternly, seemingly still annoyed that he didn’t get his way.
Paul and Anna had a well equipped bar, so making the drinks was relatively easy. Anna insisted that I curtsy after serving each person. I, of course, would’ve felt ridiculous curtsying under any circumstances, but felt particularly so dressed in my page costume. Paul had a point; there was something incongruous about it. After serving them, I began prepping for dinner in what was truly a chef’s kitchen. The meat needed to simmer for a while to be sufficiently tender.
Anna had shown me a little brass bell that they would use to summon me for drink refills or anything else they desired. I heard it jingling about 20 minutes into my prep work and hurried back into the living room.
Paul said, “Archer and I are ready for refills.”
“Yes, sir.”
“From now on, curtsy every time you enter or leave a room any of us are in, and every time any of us gives you an order,” Anna interjected.
“Yes, princess,” I said, curtsying as I took their glasses.
By the time I returned a few minutes later with Paul’s and Archer’s fresh old fashioneds, curtsying again, Anna was also ready to for new martini. Of course, by the time I returned with her martini, Kelly was finally ready for her second cosmopolitan. Would this ever end?, I wondered. How would I ever have time to prepare the rest of dinner?
Fortunately, rather than request a third old-fashioned Paul said to the others, “Let’s go for a swim.” I was back in the kitchen working when the four of them left the apartment to take the elevator down to the building’s large indoor pool. Things got more interesting about an hour later when my young superiors returned to the apartment in their bathing suits.
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2024.06.02 16:37 zoboomapoo What are these creek fish? Found in central Oklahoma

What are these creek fish? Found in central Oklahoma
I live near a creek/drainage ditch that has a ton of these fish which I think are in their mating season. For the past several weeks the larger fish have been guarding divots in the substrate, and I think these divots might be nests. If you look near the top right of the video it looks like one of the larger fish (male?) is guarding a smaller fish (female?) from other approaching fishes. The larger fish are probably about 5”-6”, they have one black spot near the tail and one near the head, and have hardly noticeable vertical stripes. The smaller fish are probably 3”-4”, don’t have any black spots, and have darker, more prominent vertical stripes. I am doing a lot of speculating here because I’m not very knowledgeable about fish lol. I found their mannerisms really fun to watch and I’m very interested to know what species they are if anyone can help. Thanks!
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2024.06.02 16:35 OooohMylanta The House of Je Ne Sais Quoi / All Stars : Interviews Challenge

The House of Je Ne Sais Quoi / All Stars : Interviews Challenge
Interview with the Fanpire
The screen goes black again, and everyone thinks it’s time for like a bathroom break or something, but Captain Fanny is insatiable. *SHE NEEDS MOOOOOORE*
Captain Fanny : TOBIAS! Put on the next movie!
Tobias : My Nude Eminence! The next brief hasn’t even got into production yet!
Captain Fanny : What a load of crap! FIND ME SOMETHING ELSE!
Tobias : I’m afraid the only thing to do is…
Captain Fanny : Go in there myself? I know that you fool! BEAM ME UP, TOBY! And put me in a good movie with lots of sexiness that is also uncomfortable in ways you cannot quite put your finger on.
Tobias : As you wish!!
*****************
Tobias pushes buttons or pulls levers or says chants or whatever, and all of a sudden, Captain Fanny finds herself sitting on a velvet couch in a fancy pants parlor of some old fashioned manor wearing something very poofy. To her right sits Brad Pitt before Brangelina RIP. To her left sits Tom Cruise before Peak Scientology.
Captain Fanny : This is a very sexy situation. What say we remove these antiquated garments and relax eh?
They all three get naked like real quick, and when Tom and Brad start to bear their vampire fangs, Fanny realizes that it must be time for interviews. She remembers interviews. She did one, and it was criminally underrated. Probably there was a miscommunication of some sort since her first language is Nudeptunian.
She hears a din of voices coming from the next room and senses that the seven remaining models must be in there, waiting to each have her turn at a proper Fanny grilling. Not like eating “grilling,” alas, like interrogation “grilling.” Keep up.
Captain Fanny : HEY! The one that killed her daughter or whatever! Get in here!
Serafina opens the parlor door, and looks mildly shocked at the sight of a naked Fanny with two naked vampires, but not like super shocked because she is also frequently naked.
Captain Fanny : No one wants to read more than they have to, so let’s cut to the chase! Do you think you were robbed in Cycle 1 when you got eliminated at the Top 4 and everyone said you were robbed afterward and were like yeah basically we were wrong?
Serafina : Not really, no.
Captain Fanny : SURPRISING!!! Humility will take you nowhere in this game. Who should win this game other than yourself?
Serafina : Duchess. She has the goods. The grit. And the cola.
Captain Fanny : Are you saying she has food? This interests me greatly. Speaking of food, if I were to barbecue you up, what should I use as a marinade? You frequently look very slimy to me, which I find appetizing, so you should know what works with your skin as far as marinades go.
Serafina : You see that urn on the mantel? You can sprinkle some of my daughter’s ashes.
Captain Fanny : I could get down with that! Haha! I’m done with you! Begone! Bring in the lobotomized one.
Tom Cruise : She’s not lobotomized; she just has amnesia.
Captain Fanny : How the hell do you know that?
Tom Cruise : I’m Tom Cruise. I know everything and also nothing.
Nayiem stumbles in, confused as ever.
Captain Fanny : Shut up and don’t waste my time! You weren’t robbed in Cycle 2 because your player quit. She is the WORST. I know her. Why do you think she would do such a heartless thing and leave you frozen in cryospace without so much as a proper goodbye?
Nayiem : Okay but like why can't that mean I was robbed tho? I was robbed of a player who LOVED ME LIKE I DESERVED TO BE LOVED. I was also robbed of a proper skincare routine. Do you have any idea what cryospace does to your pores?
Captain Fanny : It means it because I say it means it. You’re very irritating. Who should win this game? You can’t say yourself because I’m pissed af at you rn.
Nayiem : I believe that if an Echo was still alive, then we couldn't kill it, but since she's already dead... then we could just take the skin awf... and make a coat. And then we could give that coat to Egg because that hen is unstoppable.
Captain Fanny : Well I swallowed the Echo one whole, and I’m going to swallow the Egg one too you’ll see. If you were to run into Benny Medina at a party, and he asked what your super self name was, what kind of hors d’oeuvres would you offer him to distract from the fact that your super self name is, in fact, very dumb?
Nayiem : Who are you calling a hor? You can call my super self name "in fact, very dumb" but don't you ever call me a hor. I would push Germ into the pool and make a run for it. Any ninja named Benny can't be that fast.
Captain Fanny : I didn’t call you a hor; I said you have hor STYLE. Begone! I’m hungry. Let’s do the Egg one next. BIRD THING! COME HERE!
Egg walks in gingerly and Brad Pitt is into it.
Captain Fanny : Hello, you. I’m going to eat you soon.
Egg shudders.
Captain Fanny : Enough of the foreplay. No one wants to read that shit! Tell me bird person do you think you were robbed in Cycle 3?
Egg : I was more robbed on this cycle before echo gave her life to me. it's not my fault that the girls here don't know pellets about birds nor the bible and it isn't my job to teach them! they wouldn't know how to do a brief correctly if it pecked them in the asshole
Captain Fanny : No it is your job to lay eggs for my consumption. Enough talk about butts. Who should win this thing? You can’t say yourself because that’s cheating.
Egg : I would say beta, but she's so trashed all the time she wouldn't appreciate it. seriously, she thinks this cycle and cycle 3 are one and the same. she's just that far gone. i have risen from the ashes twice before, the crown is mine. FCO be damned. you didn't ask who the weakest is so I'll just say if this were a nest we would all work together to shove the weakest hatchling out because it's pointless to keep them around when they're just stealing feed from Mother's beak.
Captain Fanny : I’ve made it quite clear that I wantsvery much to eat you, but I am curious as to what kind of eggs you might lay for me first. Describe these eggs in tantalizing detail or I will murder you now.
Egg : My eggs are thick and covered with a bloody mucus. sometimes, after mating season, they come out unbreathing with eyes hair and a nose. what the peep is that about??
Captain Fanny : DELICIOUS! NOW BEGONE! Who is next? We did the bird one. Let’s do the cat one and see what happens. COME IN HERE RIGHT MEOW!
Sarin enters in a huff of dander. She’s under a lot of stress, and so she has been shedding extra.
Captain Fanny : You made it all the way in Cycle 1. One person might say you were robbed of the win. WHAT SAY YOU?
Sarin : I don’t think I deserved the win but I do think I deserved more than 1 vote (ty egg or whoever you were at time). Sometimes I wonder if Jenna keeping me alive to constantly think about my one vote was actually a form of slow torture rather than death
Captain Fanny : It’s obviously torture don’t be an idiot. Speaking of torture, other than yourself, who do you think should win All Stars?
Sarin : Wanda Sue
Captain Fanny : Ooooh snippy are we? Cool your jets, cat woman. We’re not done yet. Now I hear that cat meat is very stringy and gross. What should I do to tenderize your musculature before I fry you up and consumes you?
Sarin : I actually take 5748484 years to mature and you don’t have that much time so you should probably just eat someone else. Also PETA doesn’t care if you eat humans
Captain Fanny : It’s fine, I also prefer birds anyway. BEGONE!!! Ughhh this is taking FOREVER. Let’s move on. Bring in the drunk one.
Beta enters, nearly sober, as the last of her alcohol was used for a daring escape during the last movie. This is frustrating.
Captain Fanny : I’m getting very tired. Rub my feet while I ask you questions.
Beta does it but doesn’t know why.
Captain Fanny : Tell me, red foot rubber, do you think you were robbed in your original cycle, which was the third cycle, which wasn’t my cycle but was the one before my cycle?
Beta : Yes. I did splendidly in my final week. I mean, come on look at my Queen of Hearts picture.
Also, someone took my copies of Playgirl from my bed so I was definitely robbed in that sense too.
Captain Fanny : Stolen porn is a travesty. Who would win this cycle then? Not you. You are also a travesty.
Beta : Raven from Season 2 Rupaul’s Drag Race. She got runner-up twice. Such a travesty
Captain Fanny : What a sneaky dodge. Must be those librarian bred intellectual reflexes of yours. Speaking of librarians, if I were to make an alcoholic drink called “The Librarian,” what would be the ingredients and why?
Beta : Grenadine, holy water, & my father’s tears from the day he found out I was gonna be born a girl
Captain Fanny : Sounds emotional. I’ll pass. BEGONE!!! Only two more thank GOD. WANDA. BRING IT ON.
Wanda Sue saunters in with all the confidence of an animal with a lot of confidence idk what kind. A mule maybe?
Captain Fanny : Look at you sauntering. Tell me, do you think you were robbed in Cycle 1?
Wanda Sue : I’m not sure because I didn’t follow the first cycle anyway. But in short; no because then I wouldn’t be able to compete again (now).
Captain Fanny : This is odd! How are you two people but only on person??? Who should win this game? If you say yourself, I’ll have Tom here smash you over the head with a candelabra.
Wanda Sue : Serafina without a doubt. No one else matches her knowledge and inspo matching skills.
Captain Fanny : Sounds like you two should get together and have one last going into the apocalypse love affair kind of situation. You’re named after a grandmother who knows how to castrate bulls. How might you cook up Rocky Mountain Oysters (aka bull testicles) so that Captain Fanny might enjoy them?
Wanda Sue : I don’t understand the question and I won’t respond to it.
Captain Fanny : Disrespectful! Begone! I WANT THE CURRY ONE!!!
Duchess slinks in, looking fabulous.
Captain Fanny : I hear you have a food factory. Do you think you were robbed in Cycle 2?
Duchess : When that Odessa hoe stayed over my wonderful ass I knew the start of Apocalypse was coming. Yeah only it could save us from tasteless boots that my wonderful presence received that day!
Captain Fanny : Apocalypses! Tastes! Boots! Who should win this whole thing? Not you. Never you.
Duchess : I think my iconic ass should win of course. I can pull off a fantastic underdog story winner! Cuz who else? Beta? Serafina? Boring and they can pull off Oryx once... Only favored hoe Egg can be my competition cuz games always love to drag a good Virahya into game goodness gracious.
Captain Fanny : Virahya certainly knew how to get dragged, that’s for sure. If I were to eat a diet of only Sonic Curry from your father’s factory, what would happen?
Duchess : I remember Captain Fanny in my house... She then said: "Bitch that's just a Sonic Curry diet!". But oh well we tried together. It turned into a big blue poo.
Captain Fanny : Big blue poo you say? Well they don’t call me Captain Fanny for nothing! BEGONE!! INTERVIEWS ARE OVER! TOM! BRAD! LET’S BANG!!!
< THE END >
Voting will close this Tuesday, June 4th at 11:59PM MST. You can vote in the comments, via DM or with The Form.
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2024.06.02 16:15 Alarmed_Bread_1909 Thinking of switching to braided line but unsure if that's wise

I'm in southern Ontario and just got back into fishing after about 10 years since I was a kid. Just in small rivers that go through my town. I have yet to catch anything but I enjoy getting outside, listening to an audio book and casting.
Anyways.... I have no knowledge of what fish are in the water that I'm fishing, at this point I'll take anything. I've noticed my plastic line (I think that's what mono is) gets tangled all the time, seems to twirl and spiral if I have any slack and seems to have a hard time getting off the reel when I cast.
I've heard that braided is better but I'm sure it's not quite as black and white. The shop owner that sold it to me told me it's stronger, has no stretchy-ness, and you can feel the bites better. She also told me to get double the lbs that I would use for mono and that it's more visible to the fish. My thought was to have the reel be braided with a swivel on the end, and then tie leads to all my lures
Do yall think this would be a good well rounded setup? Keep in mind I barely understand the terms so talk to me like I'm a 12year old learning how to fish for the first time lol
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2024.06.02 16:07 Drakos8706 Powerless (part 68)

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

Vohr’Sin - a light blue drahk’mihn with horns that curved back, down and around, so that the tips pointed forward, just under his ears - was having a bit of trouble, as the restaurant was currently too full to seat them.
“There’s nothing you can do for the drahk’mihn ambassador to the humans’ system?” he asked jokingly, “She should be on her way any minute.”
“Sorry, sir,” the black gah’rahtoe replied to him, his face showing genuine regret, “It’s the lunch rush, right now. You’re welcome to wait for someone to finish up, if you like.”
“No,” he responded, “She had to skip breakfast this morning to attend a virtual meeting, so I doubt she’ll be up to waiting… Well, thanks anyway.” As he turned to find somewhere else to eat, he nearly walked right into another person; it took him a moment to realize who it was.
“My apologies,” he said, “I should have been paying more attention to where I was going… Forgive me for bothering you, but aren’t you Ambassador Redding?”
The human was easily recognizable, the ‘scars’ across his face and the horns - which the Empress herself had expressed to his wife were not to be commented upon - that were in a very unique shape. Personally, he wasn’t too comfortable with the human getting a pass at imitating their race - especially Kah’Ri’s horns, of all people - but if the service that he’d provided to their race by coming up with the idea of how to find the slavers was enough for Empress Ella’Ven to excuse it, he had to accept it, as well. The man was carrying a tray with a few plates of vegetables on them, including two baked tass’guds.
“I am,” the human replied with a smile, “Sorry for eavesdropping, but I couldn’t help but overhear your conversation: if you like, you can come sit with me and my fiance; we’re out celebrating our engagement.”
“Oh,” he began sheepishly, “I really wouldn’t want to intrude…” but the human waved him off.
“I’m sure it’ll be no problem; you know how women like to show off their jewelry. It’s just us, so I’m sure it’ll be fine. Besides, I can answer any questions your wife may have about humans, and any social customs she might need to be aware of. Well, any that I know of, anyway.” He finished with a slight chuckle, and Vohr’Sin was torn between not wanting to intrude, but also not wanting to insult the Ambassador by refusing; it was at this time that his wife Vir’Ell walked up.
“I see you’ve met the human Ambassador, love.” He turned to see the yellow-tinted woman that he’d pledged his life to, wearing a light purple tube-top, and matching shorts. Her slender horns swept backward, ending halfway down the back of her head, pointing down.
“I’m Vir’Ell,” she said, directing her attention to the human after exchanging a kiss with Vohr’Sin, “It’s a pleasure to meet you.”
“And you, as well,” he replied, “I was just telling your husband that y’all can join me an’ my fiance, if you like. We just got engaged this morning, and I’m sure she’d just love the chance to show off. Of course, I don’t wish to interrupt your own time, if you’d rather eat alone, but it seems that we took the last free table, here.”
“That sounds lovely,” she replied easily, lightly squeezing his tail with her own, “I look forward to meeting your betrothed.”
The human - Kyle, as he asked them to call him - led them inside, and over to an empty table, where they all took their seats.
“I’m sure she went to freshen up,” he said as they all sat down,
“So,” he continued as they all settled down, “I hear you’re on your way to Sol?”
“We are,” Vir’Ell replied brightly, “Several factors have come together to convince the Empress to send an envoy to your system; the two biggest factors being - of course - your own contribution to freeing those enslaved, but also from the fact that even through the outcasts of your society, it is entirely obvious that humans had nothing to do with the enslavement of our people. There are obviously other reasons - ones that she wishes to keep close to her wings - but she has decided that humans will be the first race to whom she will reach out a hand of open friendship. Obviously, this will have to be taken slowly, but we’re hopeful that this could open new avenues of trade and friendship that we’ve been so sorely missing all these years.”
“Well,” Kyle began, “I hope we can come together as peoples, especially since our introduction to the wider galaxy came about in quite similar circumstances.”
“Yes,” Vohr’Sin replied seriously, joining the conversation, “That is something that we - as separate races - can relate to, you more so than others, I’m sure. I can’t imagine what it must have been like to endure the mahn’ewe’s captivity, and I commend you on your mental fortitude to be able to make it through all of that relatively unscarred. I won’t claim to know how you’ve dealt with it since your escape, but the fact that you came out of it without any noticeable xenophobia is exemplary.”
“Yeah, well,” Kyle began a bit darkly, looking off to the side a bit as his mind wandered those detestable halls, “I’m kinda used to misfortune, and holding it against those who brought it on, specifically. As a matter of fact, the mahn’ewe look human enough that it doesn’t even translate the same when looking from even the drahk’mihn to them. And everyone else just looks like ‘humanoid animals’, or ‘insects’, so it’s less of a comparison to the mahn’ewe, and more so towards our own myths and legends. And I guess I can’t really complain about my lot in life, ‘cause if I hadn’t been abducted, it’s likely I never would’ve met my future wife… Who seems to finally be done admiring herself in the mirror.” This last part he raised his voice slightly, obviously addressing someone over Vir’Ell’s shoulder, who was on Vohr’Sin’s right side. Before they could turn to look, a surprisingly familiar voice rang out, the smile audible in her voice.
“Can’t you go anywhere without ingratiating yourself with whatever drahk’mihn may be in the vicinity?” Looking around at the woman who had just walked past them to sit next to Kyle, his heart seemed to stop in surprise, both at who was talking, as well as the tiara she was wearing; and looking at her now, he fully understood why the Empress had directed them to ignore Kyle's choice in horns. Kah’Ri Mih’Rell wrapped her tail around Kyle’s waist - even as he wrapped his around her - and even hooked her right wing on his right shoulder, a wide grin on her face. On her head was what appeared to be the void itself, elegantly wrapped around her head, twined gracefully over her horns so as to appear as if the void really had inserted itself onto her head.
“‘Ri,” Kyle began, obviously enjoying their reaction just as much as Kah’Ri was, “I’d like you to meet Vohr’Sin, and his wife Vir’Ell; they’re heading to Sol, as she’s been appointed the Ambassador to humanity.”
“Oh,” she replied, obviously surprised, “I honestly didn’t expect that, though I suppose Ella would have ample reason to reach out to humans, of all peoples.” Obviously it was common knowledge that the Empress had taken Kah’Ri in when she’d lost her own parents, but somehow it had never occurred to him to imagine anyone being ‘close’ enough to her to call her by a nickname.
I’m sorry,” Vir’Ell cut in, “But that tiara is absolutely stunning.” Mixed in with the pleasure at such an extravagant praise, there was an obvious strain of pride in their faces as they both grinned, Kah’Ri leaning closer to Kyle.
“Thank you,” she replied, “He made it according to tradition.”
“You made that?!” he couldn’t help but exclaim, causing them to smile even wider, “From what? I recognize the black hole diamonds, but the material that the rest of it is made of…”
Kah’Ri gave Kyle a knowing look, and - still smiling - said,
“Show them.”
Kyle gave her a conceding nod of his head, and fiddled with the small monitor that was strapped to his wrist. Soon enough, a small hologram appeared on the table between them, depicting Kyle in a strange white tree, looking down at a - comparatively - giant red reptile of some kind. There was a seemingly one-sided conversation where he was obviously speaking with the razum’yilahn that was partially wrapped around his neck, the rest of their body disappearing beneath his shirt. They were still able to catch the gist of what they were saying, mainly that he couldn’t kill that creature until they were sure it wasn’t sapient, which would require them going into its mind.
What followed was an epic battle between man and beast, his uplifted canine companion joining the fight once it was clear that it was indeed a fight. And though it fended off any attacks the canine - Cheshire - threw its way, it seemed intent on finishing the one that had invaded its mind. It eventually had Kyle pinned on his back, both claws - and most of its weight - braced on the staff of the spear he wielded, while Cheshire continued to draw its attention. One such attempt resulted in the reptile shifting its mass, causing one of its paws to slip off the staff, producing what would obviously eventually become the tattoo across his face, though his eyes were destroyed beyond repair in the process.
He managed to catch the claw back on the staff again - obviously using the razum’yilahn’s eyes to operate - soon after which a shuttle appeared, its door open, and what looked like an automated weapon hanging out the side. It fired once, catching the reptile in its backside, and doing little more than making the beast angrier. As it hissed at the shuttle, the weapon fired again, and caught it in the throat, opening up a shallow cut, which Kyle wasted no time in exploiting. Bracing the staff between the arches in his boots, he reached down and drew another knife from his boot, and quickly used it to open the cut wider, rolling out from under the monster to avoid the spray of blood. As the hologram cut out, Kyle began speaking.
“I used the skull plate to grind out the tiara itself, though I had to use nanobots to carve out the clasp to hold the two pieces around her horns. The diamonds were a reward for returning a pendant to the ory’lagus who run the black hole mining company, and the sehr’chtahb who originally crafted the first black hole diamond shaped and set ‘em for me, and I used the Gift I took from the Kath’Loo who was holding her father to change the bone so that it absorbs all light; I also had to turn the bone behind the diamond - and every flake of diamond dust - to silver, to have some light reflect back.”
Vohr’Sin was quite taken aback by everything that had gone into making that tiara, and he was beginning to see possibly a bit of what Kah’Ri must have seen in him in the first place. He was only just realizing that Kyle hadn’t seemed phased to have seen a drahk’mihn; which now it was obvious as to why, but it should have been something that he noticed when they first met. Perhaps it was the horns, and his eyes, of course; another thing the Empress had instructed them to ignore. He was also acutely aware of how… desirable that course of events made him.
Goddess, man,” he said, putting an exaggeratedly jealous arm around Vir’Ell’s waist, “Save some for the rest of us.” That got a good laugh out of the table, shortly after which their waitress showed up to take their orders. Luckily, they all knew what they wanted, and they were soon talking back and forth, sharing anecdotes from their home world, and asking questions about his. They learned a few things that weren’t easily discernible by simple study of their culture through text, or even video. Kah’Ri stayed quiet, mostly, letting them do all the talking about Verem’Jiose; probably since she had been - intentionally - absent from there for so long, it wasn’t like she would have any idea of more recent news, or trends.
All-in-all, it was an enjoyable lunch, with the time slipping by as they ate and talked the meal away. Towards the end of the meal, the women excused themselves to the restroom, and while they were gone, he took the chance to ask Kyle about the possibility of being allowed to hunt one of those lizards himself, as Kyle had informed them that he owned that planet.
“Well,” he began after a bit of thought, “If you do hunt one, you’ll firstly have to do it without your Gift,” that took him by surprise, but Kyle didn’t stop there, “You also have to fight without any kind of ‘modern’ weapon. Which is mostly just saying that you can’t use guns, though nanoblades are not only acceptable, but also needed. And I’ll even make sure that you’re supplied with some mithril to use, as well. And just so you know: not only will you have a guide with you at all times to make sure you stick to the rules I set out, but they can see if you use your Gift.”
He flexed his eyes for a moment, having already explained how they worked - as far as he knew, anyway - to them earlier, when they revealed that that was why Kah’Ri’s eyes were red, instead of purple.
“I understand,” he replied seriously, “I wouldn’t want to disrespect your world.” Kyle nodded once, saying,
“Well then, I think we can work something out. If y’all’re gonna be here for a couple days, I might be able to get in touch with someone who can set up a way to get you there ‘n back.”
“That would be most appreciated.” As Kyle nodded his acceptance of his thanks, an idea came to his mind.
You know,” he started in a conspirator's tone, “Before we left home, I managed to get my claws on a crate of krav’ashah wine; it’s a ‘luxury’ berry on Verem’Jiose, as it’s hard to farm, and doesn’t produce a very high yield, even when done correctly; aged twenty years. I would be willing to gift a couple bottles to the two of you, in celebration of your engagement.”
Kyle smiled knowingly, and replied with,
“Well, that would also be much appreciated; I’d definitely owe you a lot… You know, the ory’lagus gave me a lot of extra diamonds, not just enough for ‘Ri to make my circlet. Once you get the piece you wanna make for Vir’Ell, I can shape and set a decent-sized one for you.”
“I think we have an understanding,” he said, smiling.
“As do I,” Kyle replied, a smile of his own on his face.
Their other halves came back shortly after that, and after they all said their goodbyes - he had insisted on paying for the meal - he made his way back to the ship with Vir’Ell, already planning the shape of the new tiara he would be carving for her. And while the one he had bought her would always be special to him - a simple golden band, with a blue diamond in the center of her forehead - he wanted to make this one even better; perhaps he could find a way to incorporate her old one…
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2024.06.02 16:03 Blake_lune Chapter 5 { Whispers on the wind }

Desperation, a familiar serpent coiling in her gut, drove Lyra deeper into the forgotten corners of the city. Hunger gnawed at her stomach, but it was the insatiable hunger for answers about her past that truly tormented her. The worn pendant, a cold reminder of a forgotten life, pressed against her chest. Today, knowledge was all she craved. Rumor, a fickle creature that flitted through the grimy alleys of the slums, spoke of an old crone who lived on the city's fringes. This woman, shrouded in whispers and tales of the arcane, supposedly possessed the ability to pry secrets from the past. The price was steep, Lyra knew, but she had something of value to offer. The crone's hovel perched precariously on the city's edge, seemingly defying gravity and logic. Its crooked timbers groaned under the weight of untold years, and the air around it smelled of damp earth and forgotten dreams. Inside, the woman, hunched and shrouded in shadows, looked up at Lyra with eyes that held the wisdom of centuries. Lyra, her voice a steely whisper, laid out her story – the abandonment, the harsh life in the slums. In return for knowledge, she offered the only valuable possession she had – a silver locket found hidden in a tattered pouch shortly after arriving in the city. The inscription on the locket, though faded, seemed vaguely familiar. The woman's gnarled fingers traced the inscription, her voice a rasping whisper. "Ah, the mark of the Ravenborn." Her eyes, sharp as a hawk's, drilled into Lyra. "Lost heir, are you? Hidden for reasons unknown. But the shadows whisper of a powerful artifact, the Raven's Tear, that holds the key to your lineage." Lyra's breath hitched. A lineage, a family? The word echoed in the emptiness of her heart. Could it be true? Relief battled with disbelief in her gut. But before she could ask any further questions, the woman's voice turned ominous. "Seek the Raven's Tear, child. But be warned, power comes at a price. The awakening may stir forces long dormant." Leaving the woman's hovel, Lyra clutched the locket, a spark of determination replacing the emptiness. The Ravenborn? A raven, a bird of mystery, mirrored the black of her hair, the storm-grey of her eyes. Maybe, just maybe, this was the beginning of a path, a journey to reclaim her past. Meanwhile, within the noble district, Avian Renard was lost in thought. Tonight, a sense of unease prickled at him, a feeling he couldn't quite place. He had noticed an unfamiliar shadow flitting through the outskirts of the training courtyard for several days now. A fleeting glimpse of dark hair and a hint of midnight blue – the colors stirred an unsettling familiarity within him. Tonight, he decided to wait. As the sun dipped below the horizon, casting long shadows across the courtyard, a figure emerged from the darkness. It was a girl, cloaked in shadow, her movements swift and silent. Avian watched, a cold thrill running down his spine, as she gracefully scaled the courtyard wall, an intruder in his normally secure space. Adrenaline surged through him. This wasn't a simple thief after a trinket; her movements spoke of training, of honed skills. Who was she, and what did she want? As the girl moved towards the training dummies, Avian knew he couldn't simply let her be. He grabbed his practice blade and, with silent steps, emerged from the shadows himself. The girl whirled around, surprise etched on her face. Her eyes, the color of a storm-tossed sea, widened in recognition. In that moment, their gazes locked, a silent conversation passing between them. The quest for answers, the burden of a forgotten past – a connection forged not from familiarity but from a shared mystery.
submitted by Blake_lune to TheCrownOfAshAndHalo [link] [comments]


2024.06.02 15:55 Nakito_Kobara Yamagata Syndicate - EU, Null Sec, PvP

Yamagata Syndicate has opened its doors to recruitment and are providing opportunities to pilots with similar interests.
We are looking for people who will fit into our corporation and form new friendships. We have a fairly relaxed and mature player base. We expect members to show respect to their fellow corporation and allied pilots, and have a generally good attitude towards the eve community as a whole.
We have places for veterans and newer pilots so regardless of your level you can feel welcome in our community. Our corporation has an ambitious long term vision and much to achieve so join now and take the opportunity to be a part of a corporation steeped in Eve history.
Killboard: https://zkillboard.com/corporation/98115937/
We are a member of Northern Coalition based in the Malpais region which is part of PanFam, a coalition creating history making battles which shape the very fabric of Eve. With excellent null sec infrastructure and fleets in all timezones we can satisfy all your PvP, PvE and industrial needs.
We provide PvP fleets in areas such as black ops, medium and large scale fleet battles, small-gang roams, gate camps, coalition defense fleets and capital warfare to create a exciting and challenging environment for our members.
Recruits
Whether you're a seasoned veteran or a newer pilot, a willingness to learn and improve is crucial. We provide a supportive environment where you can enhance your skills and knowledge.
Successful operations require teamwork and coordination. We value members who can effectively communicate and work together, both on the battlefield and through planning sessions.
Our members thrive in intense battle situations and enjoy the strategic challenges of combat operations. If you have a deep passion for PvP and a hunger for victory, we want you on our team.
If you possess these qualities and are ready to join a corporation, we welcome your application. Join our discord and take the first step to becoming a part of Yamagata Syndicate!
Forums: https://forums.eveonline.com/t/yamagata-syndicate-eu-null-sec-pvp
Join our Discord: https://discord.com/invite/5XVQpfq
submitted by Nakito_Kobara to evejobs [link] [comments]


2024.06.02 15:51 wikidgawmy Lifetime INTP Lessons Learned

It's a slow Sunday, so here are just a few of the random things I've thought of and some of the lessons learned over the decades. A lot of them are just abbreviated thoughts where I actually have a far more comprehensive explanation, but Reddit isn't really the place for long form essays. So this is just my hyper-abbreviated and incomplete pocket guide for INTPs that I wrote really quickly and probably didn't elaborate in all the places I should have.
In no particular order:
  1. Never trust a coworker, and never talk to them about what you think of the job or anyone on it, ever. Anything you say can and will be used against you. See, hear, and speak no evil.
  2. Calculate your monthly expenses and some extra for entertainment, and save the rest. Either learn to invest in the stock market or real estate - maybe Crypto? I dunno. Interest rates in a savings account just don't cut it.
  3. Learn public speaking. It will seriously reduce social anxiety, and will let you feel confident and not care about what other people think. Not just once or twice, but over and over and over until you acclimate. Rome wasn't built in a day.
  4. Accept that you are not a good bottom level employee. Your moron manager doesn't care about your bachelor's of philosophy or history, your knowledge of WWI, your creative and analytical thinking, or your encyclopedic knowledge of the parts of the brain or your understanding of Jungian concepts. They want a mindless ass kissing drone, and that's not you. (yes, yes, one or two people will show up saying "I was a bottom level employee at a tech company with all NT bosses who saw my brilliance and promoted me" - you are the exception that proves the rule.)
  5. Specialize. INTPs are not the "work up from the mail room to the board room" types, that requires too much ass kissing, and pretending to care about mundane detail oriented tasks. Figure out a career path that will let you ultimately specialize through education, or another path (I found education to be easier because I'm too lazy to do it on my own). You want to be the authority/master, INTPs make terrible employees, so position yourself outside that structure as the expert. Yes, broad knowledge and jack-of-all-trades is important, but if there is no depth, you have less to market. As an INTP, a broad knowledge base should already be part of the package.
  6. Figure out what you want to do and how to make money when you're young, and work your ass off, so when you're 40 or 50 you can take it easy. Don't look for shortcuts or avoiding work when you're 25, because if you do, you'll be fucked later in life. Take advantage of your health and energy in your 20s. It goes away.
  7. Most people won't understand you, and because 95% of what we do is hidden in our head, a lot of people will think you're stupid or at best a curiosity. Just don't fuck up and marry the wrong person.
  8. Do stuff for people when you have nothing better to do. Someone needs a ride to the airport or needs help moving and you have nothing to do? Help. It's easier to build a big network of friends by helping - you don't need to be sociable and talkative and working to maintain relationships. It's a shortcut to making friends. If you can help, do, if you can't or don't want to, don't. Don't be one of those pricks who doesn't want to but does it anyway, and then bitches and moans for weeks after. On that same note, go to the parties and bars and get togethers you are invited to. Otherwise eventually you'll find yourself not getting invited, and posting on reddit or talking to a therapist about how to meet people.
  9. Be logical and rational. Too many people have been taken over by the cordyceps brain fungus of the Red and Blue religions, with ready-made answers to every question that could ever be asked (or whatever political analogues exist in your country). Throw that shit out immediately. Pay attention to yourself - if someone says something and you have a physical reaction and a talking point immediately chambered, that's a sign you have been infected with a parasitical brain fungus of ideology. You should think about every single thing independently and based on its own merits. Never let the Blue or Red fungal religions infect your brain. As an INTP, you should always be functioning in Kahneman's "System 2". Ask yourself what narrative is being pushed, and explore the reasons behind the narrative. Always work backwards to the very, very core of the issue, that's where you'll find the answer, and that's when you'll really see the ideological narrative and understand why it was created. Almost always, by the time something has become ideological narrative, the entire reason for its existence is forgotten; there is a lot to learn by digging up the origins. And nothing is ever black and white, nuance is real, nuance is important, nuance matters more than anything. If you are unable to see nuance, you are the problem.
  10. Always remember, your favorite politician despises you, and your favorite political party is out to maintain and expand power, make a ton of money, and help you the citizen as little as possible; just enough to keep you from realizing you're being fucked, all in the service of their corporate owners.
  11. Find a good checklist app. Every single thing I think I need or want to do that I ever think of goes on that checklist, and when I have nothing to do, I'll go down the list and pull off some easy things and do them. Use a good calendar app, and put everything on it with email reminders (I use Google Calendar), I always get email reminders the previous day and hours before I need to be somewhere or go do something. I would be lost without these things.
  12. Don't ever regret things. Whatever path you chose was the only choice you would have ever made in that moment. No other choice was possible, it was the result of everything that led up to it. So don't worry about it, don't regret it. Move on.
  13. Read books. Read actual, physical books, or at least a kindle. Read lots of them, as many as you can, preferably before the age of 30. It's how you build a model of the world, a broad knowledge base, critical thinking skills, and effective BS detection skills. Wikipedia is your enemy. It's a false god that gives you a superficial understanding in true Dunning-Kruger fashion. Not reading in depth leaves one open to infection by ideology and gives one a false sense of knowledge.
submitted by wikidgawmy to INTP [link] [comments]


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


2024.06.02 15:09 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


2024.06.02 15:07 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

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

Previous Work:

What other DM's have said:

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

Preview

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

NPCs

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

Scaling the Adventure

Effect & Trap Damage

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

DCs

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

The Inn at the Cross Roads

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

Inside the inn

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

Going to bed

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

Dreadful Reveries

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

Nightmares

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

Players Awaken

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

Rooms

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

Stalking Statues

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

Actions

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

Final Confrontation

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

Monstrous Hosts

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

Lair Actions

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

Red Mask

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

Reactions

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

Actions

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

Villain Actions

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

Nara, The Hunger

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

Reactions

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

Actions

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

The Collapse

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

Time to Run

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

Conclusion

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

Loot

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


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