Darknut Hollow
Game Master: Scott
Started: May 14th, 2022
Completed: September 20th, 2023
Started: May 14th, 2022
Completed: September 20th, 2023
Darknut Hollow is a long format dark fantasy/horror campaign written and designed by Scott Werley in April 2022. It pairs a narrative-driven plot with a dynamic, atmospheric setting to deliver a progressively challenging gameplay experience. Narrative-driven means there is a primary objective and definitive ending established from the start of the campaign, with the focus placed on unfolding the story.
Darknut Hollow’s homebrew ruleset is based on Old School Essentials (D&D 1E revised rules) and includes a handful of tweaks, clarifications, and additions to keep things fresh yet familiar. In many ways these changes vastly simplify gameplay and place emphasis on flavorful exploration and relentless encounters. A high degree of RNG is incorporated while giving players additional options to improve upon their chances for survival. This guarantees new and rewarding experiences with every session.
Players may use the Old School Knave character generator for quickly rolling a new character from the classic and advanced classes available in OSE, with a few additional options. (Note: disregard everything in a character's inventory section as it will not be used for this setting.)
Campaign-Specific Rules and Procedures
Darknut Hollow Campaign Overview
(Essential Homebrew Ruleset Doc)
Character Sheets and Ability Scores Modifiers
Character Sheets and Ability Scores Modifiers
Mechanics (Metagaming Knowledge)
Convenient Dice Rolling Apps
Convenient Dice Rolling Apps
Google search for "dice roller"
Android app: RPG Simple Dice
iOS app: Dungeon Dice - RPG Dice Roller
Exploring The Hollow
A Dangerous and Unpredictable Place
One giant, randomly-generated setting that is ripe for exploring.
The shadows inside the manor regularly shift and shudder in mysterious ways, leaving the grounds and floors different from what the adventurers may have once remembered.
Players will work together to unravel the story and confront the unknown within.
Short Rest (2 hours)
Find a designated safe room on the grounds or current floor.
Protection from wandering monsters is not guaranteed.
One party member may be designated as the lookout, at the cost of forgoing applicable recovery benefits and suffering a -1 to hit and damage rolls until their next rest. The lookout receives an attack of opportunity with advantage if an encounter occurs.
Resting players may only recover either one hit die of HP, one spell slot, or one self-healing hit die due to the occasional shifting noises of the manor’s many floors disrupting their sleep.
The current floor’s layout does not reset upon awakening.
Players can short rest mid-session as needed and a maximum of 3 consecutive times on the Hollow's grounds or within its rooms before the manor senses their mortal regrets and possesses their souls. This count resets after taking a long rest at The Sanctuary or when consuming an ELIXIR.
Returning to The Sanctuary
Long Rest (8 hours)
The campground and its adventurers provide necessary support and comfort, warming the hearts of the weary.
All players restore all HP, spells, hit dice, and their revive die if previously consumed. Any and all status ailments are fully cured.
Weapons/items can be offloaded and safely stored within lodging to free up inventory space.
Stock up on rations, torches, and tinderboxes as necessary (shared community resources).
Floor layouts reset inside the Hollow upon returning.
Trading Gear
Players may request to trade their armor, weapons, heroic relics, and items in exchange for those owned by NPC adventurers.
The DM will roll for the corresponding gear owned by NPCs and will communicate what these are prior to trades commencing.
This may be done once per heroic relic, armor, weapon, or item while at The Sanctuary and can be attempted again upon returning later.
Carousing Prohibited
Too dangerous; community voted and settled upon this ruling.
Old School Essentials System Resources
Below are all of the OSE books in PDF format that we use for playing. For the most streamlined experience, reference only what you need.
Classes and Equipment
Core Rules
Core Rules
Day and Night Cycles
Time is your ally; time is your enemy. It's best to keep an eye on a clock if you've got one. Folks at the Sanctuary have been mentioning strange things about what happens around and inside the manor at night...
Daily Weather Changes
Weather plays a considerable role in your daily adventures. Potential outcomes may be sunny, cloudy, foggy, windy, rainy, or stormy, with no pre-determined pattern in mind. May the spirit of Gaia be kind to you.
Heroic Relics
PCs and NPCs (referred to as Seekers) will each carry one heroic relic. These powerful items foster creative avenues for keeping yourself and your teammates alive. They are tradeable between PCs and NPCs. Try out different combinations to see what suits your play style while exploring the Hollow.
[1] Blessed lighter
[1] Blessed lighter
Conjures holy flame. Throwable up to 30 ft.
[2] Wizard lens
[2] Wizard lens
+10% bonus to all search rolls. This benefit also applies to finding traps.
[3] Lucky ring
[3] Lucky ring
Once per combat, gain advantage on a single attack.
[4] Lion's key
[4] Lion's key
Opens some mundane locks and doors with ease.
[5] Medical kit
[5] Medical kit
Treat status ailments (poison, disease, paralysis and blindness).
[6] Smoke bombs
[6] Smoke bombs
Roll a 1d6. The entire party flees from combat on a 3 or higher.
[7] Bloodstone
[7] Bloodstone
Lose 1 HP to add +3 to hit for the current round of combat.
[8] Hook chain
[8] Hook chain
25 ft range, spring loaded. Shoot to quickly pull objects towards you or ascend to higher areas.
[9] Life pendant
[9] Life pendant
Gift self-healing hit die to another player. Double value of revive die rolls.
[10] Elven cloak
[10] Elven cloak
Adaptive camouflage while hiding and resting. Safely heal with self-healing hit die during combat.
🎲 Player Characters (PCs)
Sofi Stone
Lisette
Guadium Stumblefoot (raised from the dead 9/23/22)
Elen Valsalor
Sir Robin
Yerwin
Stu Maximus
"Granite Hot" Dave Dallas
Gnome Chomsky
🪦 Fallen Characters
12 crude headstones were visible prior to the party arriving at The Sanctuary (5/14/22)
40 total adventurers are currently buried in the southern graveyard (as of 4/5/23)
4 NPC adventurers - majority of the party that first encountered the giant wasps in the Hedge Gardens
1 PC adventurer - Guadium Stumblefoot (perished 9/9/22) Guadium has been miraculously brought back to life by an exceptionally rare Raise Dead spell scroll (9/23/22)!
24 NPC adventurers - more than half of all Seekers were killed by a massive horde of Shadows summoned by The Shadow Queen within The Sanctuary, following the defeat of the Sapphire Darknut (4/5/23)
One NPC was fatally crushed underwater due to a magic surge produced by an amethyst sword breaking (occurred 2/17/23)
🛡️ Storyline NPCs
Previous Campground Wardens (as of 8/19/23)
Revna (she/her) - Female Half-Elf, level 10, previous campground leader
Torbjørn (he/him) - Male Elf, level 9
12/16/22: Party purchased seastar from Hagglemon and attached it to Torbjørn to regrow his arm (process takes 4 days)
1/27/23: indebted to party; has offered to join the party inside the manor (joined roster of retainer NPCs)
8/19/23: married Revna, ending Guadium's Dream Quest spell; away on honeymoon for 2 weeks in-game time
Sustenance Clan (Master Rangers) + New Campground Wardens (as of 8/19/23)
Maro (she/her) - Female Ranger, level 9 - trail guide for new Seekers from Havensbreak, clan leader, new campground warden and leader
Finni (he/him) - Male Ranger, level 9 - trail guide for new Seekers from Havensbreak, supplier, new campground warden
Astrid (they/them) - Non-Binary Ranger, level 9 - hunter/forager, scout, gravekeeper
Gunnar (he/him) - Male Ranger, level 9 - hunter/forager, chef
💪 Retainer NPCs
Available to parties
Revna (she/her) - Female Half-Elf, level 10
Torbjørn (he/him) - Male Elf, level 9
Talus (she/her) - Female Magic-User, level 5
Erdrick (he/him) - Male Mage, level 5
🗿 Turned to stone by a Medusa as of 2/24/23Sigrid (she/her) - Female Half-Orc, level 7
Tora (she/her) - Female Halfling, level 7
Mia (they/them) - Non-Binary Druid, level 8
Svend (he/him) - Male Fighter, level 7
🗿 Turned to stone by a Cockatrice as of 7/11/23Ulf (he/him/his) - Male Dwarf, level 5
🗿 Turned to stone by a Medusa as of 4/5/23Skall (they/them) - Non-Binary Drow, level 5
🗿 Turned to stone by a Medusa as of 2/24/23
👥 Miscellaneous NPCs
14 elvish scouts (levels 3-5) arrived from Revna's stronghold in the Mooncrest Mountains (as of 7/11/23)
Assisting with gathering decorations and hunting for choice meats and wild mushrooms in preparation for the forthcoming wedding for Revna and Torbjørn.
Temporarily joined night patrol duty in an effort to provide additional protection to The Sanctuary from night ambushes.
5 other adventurers present at The Sanctuary (as of 4/23/23)
Many more were present but the vast majority perished during The Shadow Queen's invasion and buried within the southern graveyard shortly thereafter (4/5/23)
NPCs are willing to exchange spellbooks (for illusionist and magic user classes) or pray together at dawn to request spells (for cleric and druid classes) based on INT modifiers (1 spell benefit for every +1 INT modifier, at the start of each session).
The active party may make a CHA roll to ask for helpful hints (once per session, at the start or end).
🚨 Prisoners of The Hollow
Two PCs taken away (as of 11/4/22)
Sir Robyn (Paladin, level 4)
Stu Maximus (Fighter, level 4)
Two NPCs taken away (as of 10/21/22)
Melba (female hobbit, friend of Torbjørn)
Thallan (male bard, friend of Torbjørn)
Party Inventory (Securely Stored in Shed)
The shed acts as a secure communal storage facility at The Sanctuary for items uncovered by Seekers. Torbjørn manages access via a key and safeguards the structure.
Refer to the 📜 Party Inventory Log for an up-to-date record of all recovered items including treasure hoards, storyline items, and all mundane and magical items.
💰Bag of Holding inventory items are also included in this log.
Inventory belonging to individual Seekers that is not carried on their person is stored away within their tents and tracked separately by players. Note that any potentially suspicious activity involving the theft of personal property is closely monitored by the two campground wardens in charge of The Sanctuary.
Storyline Items Discovered
Jade Flute
Magically enchanted instrument that teleports the party back to The Sanctuary (usable 1x/day). Provided by Revna at the start of every session.
Wasp's Skull
Obtained during an encounter with a nest of giant wasps deep inside the HEDGE GARDENS. Requested by the cursed Giant Grotesque Eyeball to gain entry into Darknut Hollow.
Amulet of the Ever-Watching Eye (Expended)
The Giant Grotesque Eyeball guarding the front doors of the manor transformed into this sentient amulet necklace. "Keep me close, for I shall serve you again, however faint the light may glow."
It transformed into a silver copy of the Time Key allowing entry into the VOIDHEART RUINS (as of 8/28/23).
Weathered Diary (Holy Item, Expended)
Obtained by defeating the Ruby Darknut on the GROUND FLOOR of the Hollow. It is marked with a mysterious holy symbol comprised of a cross inside of an"M" and is worn from time.
It was used to access Ser Manuel's Tomb and acquire Claíomh Solais the Divine Light (as of 8/28/23).
Key with Insignia of a Throbbing Heart Inside of a Pearl Shell
Obtained by defeating the Ruby Darknut on the GROUND FLOOR of the Hollow. The design matches the emblematic relief on the diamond plated grating guarding the GRAND STAIRCASE.
Aged Photo (Holy Item, Expended)
Obtained by defeating the Emerald Darknut on the UPPER LEVEL of the Hollow. It is marked with a mysterious holy symbol comprised of a cross inside of an"M." Its fading image depicts a gentleman and lady in aristocratic clothing.
It was used to access Ser Manuel's Tomb and acquire Claíomh Solais the Divine Light (as of 8/28/23).
Key with Insignia of a Crescent Moon With Large Circular Eyes
Obtained by defeating the Emerald Darknut on the UPPER LEVEL of the Hollow. The design matches the emblematic relief on the diamond plated grating guarding the southern door in the MAIN FOYER.
Wedding Ring (Holy Item, Expended)
Obtained by defeating the Sapphire Darknut within the BASEMENT of the Hollow. Its flat face is framed by an ornate pattern and stamped with a mysterious holy symbol comprised of a cross inside of an"M."
It was used to access Ser Manuel's Tomb and acquire Claíomh Solais the Divine Light (as of 8/28/23).
Key with Insignia of an Intertwined Serpent and Eagle Locked in Battle
Obtained by defeating the Sapphire Darknut within the BASEMENT of the Hollow. The design matches the emblematic relief on the diamond plated grating guarding the northern door in the MAIN FOYER.
Heirloom Necklace (Holy Item, Expended)
Obtained by defeating the Gold Darknut within the OUBLIETTE of the Hollow. The front is engraved with a family crest coat of arms. On the back is an embossed mysterious holy symbol comprised of a cross inside of an"M."
It was used to access Ser Manuel's Tomb and acquire Claíomh Solais the Divine Light (as of 8/28/23).
Golden Chest with Hourglass Insignia
Obtained by defeating the Gold Darknut within the OUBLIETTE of the Hollow. The inside contains an iron mold and cast tray, missing an irregularly shaped key.
Iron Mold and Cast Tray
Obtained by defeating the Gold Darknut within the OUBLIETTE of the Hollow. Found inside of the Golden Chest with Hourglass Insignia. The key depicted is missing.
The Time Key (Silver Copy)
The Amulet of the Ever-Watching Eye transformed into the silver copy of the Time Key as of 8/28/23, allowing the party to open the fireplace's secret doorway within the Grand Visiting Room of the ENTRANCE HALL. This secret area leads directly down into the VOIDHEART RUINS where The Shadow Queen dwells and prevents access to The Time Chamber.
The Time Key (Gold Copy)
The Shadow Queen (Loren the Magnificent) possessed this original copy of the Time Key within the Voidheart Chamber of the VOIDHEART RUINS for over half a millennia. The key was discovered shimmering within Loren's powdery ashen remains after her death. It was frequently used by Ser Manuel the Knight to gain access to the The Time Chamber and secure countless military victories.
Claíomh Solais the Divine Light (pronounced “Klye Soulish”)
Ser Manuel's sentient longsword, forged from a dying star during the Age of Antiquity. It was obtained by offering the four holy items at Ser Manuel's headstone within the Burial Mound of the HEDGE GARDENS, revealing access to his tomb where the sword was discovered within.
1d8+6, +10 against shades (incorporeal creatures of shadow)
8 INT, 10 Ego
Blade type: holy
Alignment: lawful
Sensory powers: detect traps, locate secret doors
Personality: loyal and defensive
Communication: empathy (via warmth), lawful alignment, arcane
Will score: 18 (8 INT + 10 Ego)
Sentient Sword Control Checks for Claíomh Solais
A lawful character’s will score (STR + WIS) must be 18 or higher to remain in control.
Characters of different alignments must have a will score of 21 or higher to remain in control. They also suffer 1d6 damage when first picking it up.
Characters with less than full HP have their will score reduced by 1.
Characters with less than half HP have their will score reduced by 3.
If the sword’s will score is higher, it takes control of the character’s actions.
Sanctuary Needs
The campground wardens Revna and Torbjørn have requested the aid of seekers during their downtime from adventuring.
Those who provide assistance to the Sanctuary will be rewarded for their valued labor and contributions.
As of 9/9/22: a 100 x 100 ft community center has been constructed in the southern clearing, offering seekers with a safe, sizable gathering space that is protected from the elements and invading monsters.
The structure is well fortified and features arrowslits along the top level, providing archers clearance for making a volley of ranged attacks on the Hollow's monsters if they return to ambush The Sanctuary at night.
A giant bell is stationed at the top to alarm seekers of incoming attacks.
Night Patrol Volunteers 👀💤
As of 9/23/22: Torbjørn has requested for party members to take up shifts within the community center's night patrol (either ground level or upper balcony) and help fend off the Hollow's increasingly aggressive night raids on The Sanctuary.
Participating PCs will get a split of the XP earned from slaying monsters between sessions. This will be provided to players at the beginning of sessions following the attacks.
Combat specialists desired ⚔️
Anyone with extensive combat proficiency is requested to help train seekers in the art of martial fighting techniques.
PCs helping: none yet (other seekers at the Sanctuary are stepping in)
Foragers and hunters needed 🥩 🍄
With new seekers arriving at The Sanctuary, more food will need to be secured on a daily basis. Those interested will join rangers Astrid and Gunnar on their daily routes.
PCs helping: none yet (other seekers at the Sanctuary are stepping in)
Locations Discovered (Jamboard)
2 day hike up from Havensbreak at the base of the Mooncrest Mountains
300 x 300 ft clearing includes continual bonfire (center), old road to the manor (west), latrines (north), bathing river (east), community center and graveyard (south)
Campground Rangers (2)
Revna and Torbjørn
The Sustenance Clan master rangers (4)
Maro, Finni, Astrid and Gunnar
Other adventurers (many)
Retainer NPCs (9): Torbjørn, Talus, Erdrick, Sigrid, Tora, Mia, Svend, Ulf and Skall
Front gate with surrounding stone wall around the few acre property.
4 armored statues erected outside of entrance with inscriptions:
Ruby (red) - “A voice of memory, forgotten.” — statue has crumbled as of 9/23/22
Emerald (green) - “The form of flesh, fading.” — statue has crumbled as of 1/27/23
Sapphire (blue) - “A timeless promise, lost.” — statue has crumbled as of 4/5/23
Gold (yellow) - “Engraved heirloom, abandoned.” — statue has crumbled as of 8/23/23
The Giant grotesque eyeball previously guarding access to the manor's front doors has transformed into the Amulet of the Ever-Watching Eye after receiving its requested offering of a wasp's skull (7/29/22).
HEDGE GARDENS' gate entrance is located behind the manor to the west.
Discovered behind the manor. Its entrance is framed by two columns. One is seated with a marble bust of an angel, the other a demon.
Shrouded by dense mist from above and outside of the entrance, making visibility impossible until venturing inside via connecting pathways.
Sections mysteriously shift around with every visit by adventuring parties.
Designated safe rooms offer respite for short resting.
Areas discovered: Bamboo Grove, Greenhouse (safe room), Central Fountain, Sunflower Field, Murky Swamp, Rose Garden, Equipment Shed (safe room), Pumpkin Patch, Animal Stables, Sculpture Garden, Terranium Collection (safe room), Neptune Pool, Dwarf Orchard, Lilypad Pond, Vineyard, Apiary.
Much larger inside than expected (some kind of magical effect?). Filled with marble busts, antiquated paintings, dusty chandeliers, and luxurious furniture. Large wooden doors lead to the MAIN FOYER.
Sizable collection of timepieces in a glass display case in the middle of the room. A section of broken glass provides access for the taking.
A secret book lever hidden amongst the floor to ceiling bookshelves - when pulled - slides one of the massive bookshelves open, revealing a secret tunnel to the Garage Room (GROUND FLOOR).
Massive fireplace with "SAVE THYSELF" carved into the decorative stone mantle above fireplace cavity. Beneath text is an irregular looking keyhole that is shrouded in black, billowing, shadowy plumes.
Family portrait depicting man and woman in aristocratic clothing with bloodhound. Man has tall glowing longsword with charged energy along blade. Woman is holding tome, wearing silver ring and dangling locket.
A black marble grandfather clock stands between the third and fourth paintings alongside the west-facing wall (as of 9/9/23). After Seekers enter the manor, its hands turn uncontrollably, resulting in the clock magically shifting the flow of time with each audible chime emitted.
Manor entryway lined with carpet (burned by torches); windows boarded shut and sealed in thickly threaded webbing.
Fireplace mantle w/ irregular looking shadowy keyhole; oil painting of a family portrait positioned above (south wall).
Old wooden desks and chairs; vaulted ceiling with large chandelier; four Odysseus paintings on west wall.
Floor to ceiling bookshelves spanning entire northern wall; elegant furniture and sitting chairs positioned by fireplace.
Luxurious wooden floor with decorative web-like pattern begins at the center and branches outwards to three sets of large wooden doors.
Room contains a hanging chandelier, patterned art deco wallpaper, and a large circular mirror hanging on the northern wall.
Facing the secret magic mirror on the northern wall and speaking the words "Here and there, not one step between" teleports the party to the Housekeeper's Quarters (BASEMENT).
Standing on the web-like wooden flooring and speaking the magic words "tears that flow freely recover in time" causes hidden tear-shaped runes to illuminate from the center of the web outwards towards the walls. The party is magically teleported back to the Wizard's Tears Room (OUBLIETTE).
Southern doors (left) are overlaid with diamond plated grating. There is an emblematic relief of a crescent moon with large circular eyes above a complex mechanical lock preventing further access. The grating doorway has been opened with the corresponding key as of 2/17/23, leading to the BASEMENT.
Northern doors (right) are overlaid with diamond plated grating. There is an emblematic relief of an intertwined serpent and eagle locked in battle above a complex mechanical lock preventing further access.
Western doors (straight ahead) lead to the GRAND STAIRCASE.
Crescent Moon With Large Circular Eyes
Emblem depicted on the southern doors'
opened grating leading to the BASEMENT
Intertwined Serpent and Eagle Locked in Battle
Emblem depicted on the northern doors'
opened grating leading to the OUBLIETTE
Wide, elegant staircase with red carpet splits into two ascending stairways leading to an UPPER LEVEL.
Diamond plated grating is seamlessly secured from floor to ceiling. Positioned in front of the stairway is an emblematic relief of a throbbing heart inside of a pearl shell above a complex mechanical lock. The grating doorway has been opened with the corresponding key as of 10/7/22.
On both sides of the staircase are pairs of marble busts depicting nude figures in classical poses. (North facing pair has been destroyed.)
Two suits of armor are poised between sets of landscape paintings along the eastern wall. (Southern suit of armor has been destroyed.)
S doors (left) and N doors (right) have single skulls attached with two braziers positioned alongside them. When lit, the skull's eyes glow and the door unlocks, opening to explorable rooms on the GROUND FLOOR.
A secret push panel on the lower hallway wall alongside the southmost painting reveals a secret staircase to the Speakeasy Bar (UPPER LEVEL).
Throbbing Heart Inside of a Pearl Shell
Emblem depicted on the opened grating of the GRAND STAIRCASE
Opened Diamond Plated Grating Doorway
Stairway is now accessible (as of 10/7/22)
Forked Ornate Walkways Heading Upstairs
Spirits trapped in walls, large fresco of a valiant knight, others of nobles
Both Walkways' Doors Lead to the UPPER LEVEL
Doors with two skulls; eyes glow and deadbolts unlock after braziers are lit
Accessible by lighting braziers alongside doors with single skulls in the GRAND STAIRCASE room.
Dark and cold inside. Most rooms have multiple doorways for further exploration. There's an ever-present feeling that you're being watched.
Rooms mysteriously shift around with every visit by adventuring parties.
Party members must stay together while exploring new rooms.
An active light source is required to navigate the complete darkness.
Designated safe rooms offer respite for short resting.
Rooms discovered: Guest Bedroom (safe room), Organ Room, Chapel (safe room), Garage (shortcut), Graveyard, Study, Meditation Studio, Kitchen, Botanical Garden, Kennel Room, Stained Glass Room, Reliquary, Statuary Hallway, Storeroom (safe room), Planetarium
Accessed via the GRAND STAIRCASE. Skylight windows are covered in thick webbing. Spirits reach out from underneath the elegant wallpaper towards the players. There's a large fresco of a valiant knight battling a hoard of menacing creatures upon the shores of an unknown land. There are also unlabeled paintings of noble folk along the walls heading up.
Doors have two skulls with braziers alongside them. Once lit, the skulls' eyes glow and the doors unlock. They open to explorable rooms on the UPPER LEVEL.
Rooms mysteriously shift around with every visit by adventuring parties.
Party members must stay together while exploring new rooms.
An active light source is required to navigate the complete darkness.
Designated safe rooms offer respite for short resting.
Rooms discovered: Stone Turret Room, Security Vault, Bloodstained Room, Speakeasy Bar (shortcut), Master Bedroom (safe room), Ballroom, Creaky Floor Room, Attic Space, Taxidermy Room, Patio, Locked Room, Library (safe room), Exposed Balcony
Accessed via the southern door in the MAIN FOYER. Requires descending down a rectangular shaped concrete staircase with missing steps, and cutting through numerous dense walls of webbing that require deliberate movements and occasional aid from weapons to mitigate.
Upon entering the basement landing, there's piles of fine ashy charcoal beneath a boarded up coal chute that, when walked through, clouds the air with an aroma of mildew and settled smoke.
Doors have three skulls in a triangular shape with braziers alongside them. Once lit, the skulls' eyes glow and the doors unlock. They open to explorable rooms within the BASEMENT.
Rooms mysteriously shift around with every visit by adventuring parties.
Party members must stay together while exploring new rooms.
An active light source is required to navigate the complete darkness.
Designated safe rooms offer respite for short resting.
Rooms discovered: Ritual Chamber, Subterranean Lake, Arsenal, Bottomless Chasm, Housekeeper's Quarters (safe room, shortcut), Crypt, Furnace Room, Goddess Chamber, Natural Hot Springs (safe room), Portrait Corridor, Musty Cavern, Wine Cellar, Flooded Hallway, Brewery (safe room), Catacombs
Accessed via the northern door in the MAIN FOYER. Requires descending a massive 50x50 ft wide square shaped stone corridor with no railing and a seemingly endless 40x40 ft wide void-like central pit.
Attached to the opposite wall of the entrance is a large 6 ft wide skull crowned with a black spider body. Deep crimson blood rapidly pours out of the skull's restless eyes and runs down the wall spelling out “The Queen’s Oubliette.” The blood flows further down onto the descending staircase, creating multiple narrow rivers that run into the central pit.
After a 45 minute descent down this increasingly colder vertical corridor and navigating through dense webbing, the bottom is reached. The stone floor is covered with inches of blood which funnels into a central 6x6’ iron-barred floor hatch.
Four skulls are affixed to the bars in a diamond pattern with unlit braziers attached to walls in an X formation. Upon being lit, the skulls' eyes glow and the hatch swings open by a mechanical gear mechanism in the floor, providing vertical entry into a room within the OUBLIETTE.
Rooms mysteriously shift around with every visit by adventuring parties.
Party members must stay together while exploring new rooms.
An active light source is required to navigate the complete darkness.
Designated safe rooms offer respite for short resting.
Rooms discovered: Acid Pits, Abandoned Well, Cage Room, Wizard's Tears Room (safe room, shortcut), Hieroglyphics Chamber, Spiked Ceiling Room, Prison Cell Block, Dwarven Forge, Fungal Cove (safe room), Forlorn Ossuary, Mirror Maze, Obsidian Pillars Corridor, Geodes Cave (safe room), Spherical Void, The Great Colosseum
Ser Manuel's specter summoned the party to quietly assemble in the Southern Graveyard of The Sanctuary late at night to talk about the fallen Darknuts and the terrible events that occurred at the Hollow.
He requested for the party to gather the four momentos marked with holy symbols from the four fallen Darknuts and follow him into the HEDGE GARDENS to visit the Burial Mound. His holy aura provides protection from herds of monsters who whimper from a distance.
Upon inserting the four relics into a hidden compartment within his headstone, the earth split open to reveal a descending staircase into a dark tomb that becomes lit with icy blue braziers.
Ser Manuel requested for the party to take his sentient longsword, Claíomh Solais the Divine Light, and use it to defeat The Shadow Queen who is protecting the Time Chamber deep underground within the VOIDHEART RUINS.
The Amulet of the Ever-Watching Eye transformed into the silver copy of the Time Key since the original copy was stolen by The Shadow Queen.
Accessed via inserting the silver copy of the Time Key into the irregular-shaped keyhole shrouded in black billowing shadowy plumes within the fireplace mantle of the GRAND VISITING ROOM. A wall drops, revealing a secret entryway into a dark concrete elevator. When activated, the elevator smoothly descends beneath the earth for 10 minutes. The technology used to create the elevator is notably ahead of its time.
Party members must stay together while exploring new rooms.
An active light source is required to navigate the complete darkness.
Rooms discovered: Desolate Hallway (with 🫀giant pulsing heart), 🪞Chamber of Reflection, 📓Corridor of Solace, 🍵🐛Consecrated Shrine, 🕷️ Voidheart Chamber, ⏳ The Time Chamber
Accessible upon defeating The Shadow Queen and retrieving the gold copy of The Time Key from Loren the Magnificent's ashes.
The room is secured via a large 25 x 15' rectangular stone doorway. Next to the entrance is a keyhole with an hourglass symbol. On a golden plaque above the doorway is the epigraph "Become a champion of care and kindness."
Using the Time Key the door slides open, granting access to a large dream-like room filled with space, stars and galaxies. It contains a stone floor jutted forward with a slight incline, forming a 40 ft wide plateau. The walls and ceiling appear to infinitely extend into space, making it impossible to know just how big this room really is. It’s similar to looking out at the universe from within a giant bubble. Trillions of stars twinkle, and far-off galaxies shine their distant lights. Hundreds of planets are visible along with their collections of moons circling them. Entering is like being a part of the night sky itself.
Walking inside and speaking the sacred words shared by Loren initiates the time travel sequence. The player is wrapped in a cocooning golden light. They become increasingly more transparent until disappearing altogether as a golden beam of light, shooting through the space-time continuum.
As the primary goal for those present at The Sanctuary, this officially concludes the campaign.
Party members have agreed to provide short summaries of where they're going and what they plan to accomplish in the years that follow. These reflections will be assembled into a master copy to be printed and shared as a physical permanent record of this campaign's closure.
Additional Locations and NPCs Within the Mooncrest Mountains
Azure Falls Grove
Located at the base of the Tri-Colored Peaks, 4 hours east of The Sanctuary.
Fastest route to get there is by following the river and traveling along its banks.
Comprised of thick, lush forests and filled with wildlife.
Home to Hagglemon (Illithid Magic-User) and their secret arcane laboratory.
Hagglemon's Arcane Laboratory
Hidden away deep within the heart of the Azure Falls Grove.
Hagglemon conducts their arcane research and interplanar experiments within.
The structure has been inhabited by Hagglemon for well over 800 years.
Walls lined with filled bookshelves, flasks with liquids of all colors, skulls, arcane objects (animal feet, eyeballs, etc.).
Includes a bed and a kitchen for Hagglemon's reclusive lifestyle.
An Illithid (a race known to be voyagers of space and dimensions, residing deep within the recesses of the oceans, can live for thousands of years).
A devout scholar of the arcane arts, based on their advanced magical capabilities (telepathy, mind reading, teleportation, etc.).
Known by many names and communities across the realms of the universe.
Humanoid body with a large bulbous head, white beady eyes, tentacled mouth, tough teal-colored skin, and dangly narrow fingers, floats 1 ft above the ground.
Shrouded by an ethereal twilight cloak that sparkles like the far reaching depths of the night sky. The space within their cloak contains their shop inventory and other mythical valuables.
Lives in isolation alone, hidden away from the rest of known civilization.
Willing to part with exquisite otherworldly aquatic realm items and necrotic arcane spell scrolls in exchange for amethyst weapons; may offer insight into the events and happenings of the past as part of these exchanges.
Will only tolerate interruptions to their intensive arcane research if presented with a desirable business opportunity; unwelcomed visitors with nothing to offer will be met with their demise.
Companions Discovered
Fayette (Forest Pixie)
Discovered living above the rafters of the Garage on the GROUND FLOOR. She currently carries a Dagger +2, Biter (1d6+2) and is able to fly for three rounds total before needing to rest for one round.
HP 4
HD 1
AC 16 (due to her small size and flying capabilities)
Hit bonus: +1
Movement: 90’ (30’) / 180’ (60’) flying
Saving Throws: D12 W13 P13 B15 S15
Special traits: Fayette knows the Hollow well and will exchange the locations of secrets within rooms for rations. She may occasionally be bribed by items she is particularly fond of.
Gaudy (Previously "Xander," Wild Dog)
Discovered inside of the Kennel Room on the GROUND FLOOR. He was found with saddlebags strapped to his back and can be commanded in combat to bite enemies (1d6).
HP 9
HD 2
AC 12
Hit bonus: +1
Movement: 90' (30')
Saving Throws: D12 W13 P14 B15 S16
Special traits: Gaudy's saddlebags hold two slots of items, further expanding upon the party's valuable inventory space. He happily hauls gear in exchange for being provided with rations and shelter.
Nakht (Sentient Book)
Discovered inside of the Reliquary on the GROUND FLOOR. Nakht is a necronomicon — an ancient compendium of all recorded knowledge of known monsters. Its cover is made of a tragic creature's flesh, and it possesses a shapeshifting face. Nakht floats in the air and cannot attack, making it a vulnerable target during encounters.
HP 12
HD 3
AC 15
Movement: 60’ (20’) floating
Saving Throws: D12 W13 P14 B15 S16
Special traits: In exchange for one whole ration, Nakht will allow a PC to look inside of its pages and analyze an enemy's stats and combat abilities, if known to it. This ability requires one round of combat to perform and leaves the PC exposed to an enemy's attacks.
Gaibon (Gargoyle)
Freed from imprisonment within the Stone Turret Room on the UPPER LEVEL, Gaibon is a 4 ft tall indigo colored gargoyle with solid golden eyes, tough leathery skin, sharp claws and hideous wings. He serves those who've released him with ancient magick inherited from his bloodline. Gaibon can attack with his claws (2 x 1d3) and is adept at flying.
HP 18
HD 4
AC 14
Hit bonus: +3
Movement: 90’ (30’) / 150’ (50’) flying
Saving Throws: D8 W9 P10 B10 S12
Special traits: Providing Gaibon with nourishment outside of combat allows him to create two linked portals that shorten the distance between here and there. These portals can be dismissed individually or separately upon command by his masters.
1/27/23 update: Gaibon has regained enough strength from consuming rations to create three linked portals.
Current portal locations (2 of 3 active):
Geodes Cave (Oubliette)
Consecrated Shrine (Voidheart Ruins)
Skree (Giant Vampire Bat)
Spared from severe malnourishment in the Taxidermy Room on the UPPER LEVEL, Skree is surprisingly friendly despite its display of blood-soaked fangs. She eccentrically chitters her name in a high-pitched tone as she flies. Skree attacks by swooping onto an enemy and biting them (1d4).
HP 13
HD 3
AC 13
Hit bonus: +2
Movement: 90’ (30’) / 180’ (60’) flying
Saving Throws: D12 W13 P14 B15 S16
Special traits: Upon successfully biting an enemy (1d4), it latches onto them and continues to drain blood each round (1d4). The victim may attempt a save vs death saving throw in order to successfully detach Skree from their body.
Shade (Black Cat)
Shade is a scrawny black cat that was found gnawing on a rodent's bones on top of one of the stone goddess statues within the Goddess Chamber in the BASEMENT. She has no eyes and a white collar with a tag displaying her name on the front and her unique characteristics on the back. She swipes with her sharp claws (2 x 1d3) to capture and decimate smaller prey.
HP 9
HD 2
AC 15
Hit bonus: +1
Movement: 120’ (40’)
Saving Throws: D12 W13 P14 B15 S16
Special traits: Shade can detect the presence of Shadows one room ahead by using her paranormal sensory powers (depicted by her empty eye sockets glowing with a pale white light). She requires a ration to rejuvenate herself after using this ability.
Moloch (Arcane Imp)
Moloch is a flying, winged imp and magic-wielding creature that wears a makeshift crown of twigs and orange minerals. He was found sitting on a rocky ledge within the Musty Cavern in the BASEMENT. Moloch attacks with a demonic, three-pronged lance (1d6) and uses it to cast bolt-shaped elemental spells, making him a formidable ally in combat.
HP 20
HD 4
AC 14
Hit bonus: +3
Movement: 60’ (20’) / 120’ (40’) flying
Saving Throws: D8 W9 P10 B10 S12
Special traits: Moloch can cast two elemental spells per day. Enemies save vs spells to suffer half damage. His spells are weaker than their typical counterparts and target only one creature at a time, but are capable of dealing moderate damage.
Firebolt (2d8+2 fire damage) - single target, 60 ft range
Frostbolt (2d8+2 frost damage) - single target, 60 ft range
Thunderbolt (2d8+2 thunder damage) - single target, 60 ft range
Nekros (Child of Death)
Nekros is a dead childlike grim reaper that wields an unholy bloodied scythe. Its bony wings emerging from its tattered black cape allow it to fly continously. It was discovered distraught on a tomb inside the Hieroglyphics Chamber deep within the OUBLIETTE, where it requested a generous mortal's blood offering.
Upon receiving a significant portion of life force, Nekros presented a deal bound by its Oath Keeper's very life. In exchange for a vital daily blood offering at dawn to quench its thirst (2d6 hp), it will respond aggressively to all incoming attacks. Sofi Stone accepted these terms and is bound to Nekros as its Oath Keeper.
HP 27
HD 6
AC 15
Hit bonus: +5
Movement: 90’ (30’) flying
Saving Throws: D10 W11 P12 B13 S14
Special traits: Nekros flies closely to its Oath Keeper at all times. Whenever the Oath Keeper is attacked by an enemy in melee or ranged combat, it immediately retaliates with its unholy blade toward the aggressor.
In melee combat Nekros performs its vengeful scythe slash (1d6+2).
In ranged combat it launches its punishing throwing scythe (1d4+3) up to 40 ft, which magically reappears in its hands moments after impact.
Sedlec (Ghostly Floating Skull)
Sedlec was once a member of the ancient thieves guild of Havensbreak and was imprisoned for half a millenia within the Prison Cell Block of the OUBLIETTE. It was liberated from its lifeless slumber after sapping vital energy directly out of a mortal's hands upon being picked up.
HP 22
HD 5
AC 13
Hit bonus: +4
Movement: 90’ (30’) flying
Saving Throws: D10 W11 P12 B13 S14
Special traits: Sedlec floats in the air in a ghostly manner and glows with a blue light. It attacks by draining vital life force from enemies (1d3+2) using its nectrotic life steal ability and magically transfers the siphoned energy to its current Champion in combat. It requires 2 rations per day (provided up front) for performing this service and serves one Champion at a time within a 24 hour period.
Notable Monsters Encountered
Shadows
Incorporeal (not undead) shades found within the Hedge Gardens and inside the manor. They silently appear from billowing void portals in groups and attempt to restrain players with their many frenetic limbs. It is unknown what their motive is. Seekers should not underestimate their strength as they must struggle to escape their shapeshifting extremities.
Weaknesses: shadows are susceptible to intensely bright light and holy flame. Other strategies for dealing with them have yet to be discovered.
Rare Loot
When shadows are destroyed, they drop otherworldly amethyst weapons that have been confirmed to be exceptionally powerful yet riddled with visible cracks inside of the crystal material. The inherent frailness of the amethyst crystal cannot be reversed nor improved upon as it is a material not of this world. Due to their limited durability they only remain intact for 3 strikes, after which they shatter and create a wild magical surge.
Amethyst dagger (1d4+2)
creates a wild surge after 3 strikes.
Amethyst mace (1d6+2)
creates a wild surge after 3 strikes.
Amethyst sword (1d8+2)
creates a wild surge after 3 strikes.
Amethyst warhammer (1d6+2)
creates a wild surge after 3 strikes.
The Shadow Queen
During the night hours following the defeat of the Sapphire Darknut on 4/5/23, a distressed wraith-like howl surged from the Hollow into the mountains. Shortly thereafter, a mysterious dense cloud of billowing darkness emerged from the old road and covered The Sanctuary, blocking out the starry night sky.
From the black liquid smoke appeared an ominous skeletal form with a withered skull, sunken eyes, sharp cheekbones, and stained black teeth. Atop the figure's head rested a jagged crown made of pointed bones. The figure possessed a woman's upper torso – clothed in dark flowing robes with tough, pale leathery flesh beneath – attached to a colossal, hairy black abdomen with eight towering segmented legs. This female entity appears neither alive nor dead, but somewhere in the balance between.
The Shadow Queen issued the following warning to all present at The Sanctuary:
"To the ill-mannered and uninvited guests who tread in my peaceful manor, defile my lovely army, and take what isn't yours. I've been watching your progress from the shadows and my patience for your plight is dwindling. Seek not the Gold Darknut, for there is nothing that awaits you but death and despair on the path you tread. You'll soon understand your quest's failure is inevitable. It's a pity… all of this potential, wasted. So much ambition for a foolish dream you'll never achieve. Come, rest for a day in my manor. I'll ease your sorrows and melt away your mortal regrets. Join me or perish like all the others. The choice is yours."
Following her harrowing monologue, she summoned an onslaught of Shadows to overwhelm the inhabitants of the campground, resulting in the tragic deaths of more than half of the community's members.
Deep within the Hieroglyphics Chamber located in the bowels of the OUBLIETTE, the party discovered four panels of hieroglyphs depicting the Shadow Queen's coming to power:
The first scene depicts the solitary manor hidden away in the Mooncrest Mountains, unknown to the world.
Next is a scene of the Shadow Queen and the valiant knight Sir Manuel, the manor’s lord, battling in a duel to the death during a war across the Western seas. Sir Manuel is slain in combat, and his death is mourned by his amassed armies.
The following panel portrays The Shadow Queen's arrival at the manor’s entrance, followed by her murdering the lady of the manor and claiming the property for herself.
Subsequent panels depict countless foolish adventurers over many centuries venturing into the Hollow and resting inside, resulting in them turning into Shadows and falling under the Queen's control.
Bosses Encountered
Giant Wasps (Apiary, Hedge Gardens Boss)
5’ long, highly aggressive, carnivorous insects that have moved into an Apiary deep inside of the HEDGE GARDENS. They feed on honey from the bee hives that they've secured and the corpses of adventurers that they've quickly overpowered.
The giant wasps have constructed a massive 25 cubic foot nest made of wood pulp that is grafted on top of a large stack of gear lying on the earth — a graveyard of shiny valuables from previous victims who have faced the nest and not survived. The nest was initially confirmed to be thriving and highly productive.
Weakness: Fire has been confirmed as an effective deterrent. The hive was burned down by Torbjørn + retainers and all remaining giant wasps have been exterminated. The treasure hoard guarded by the hive has been recovered and split 50/50 with the party having first pick (6/29/22).
Mantis Lords (Statuary Hallway, Ground Floor Boss)
Three 7 ft tall mantis insects with dark navy exoskeletons, highly skilled in the art of swift and rhythmic combat. They confidently strike with long, narrow lances and throw scythe boomerangs with deadly precision.
The Mantis Lords positioned themselves inside of the Statuary Hallway located on the GROUND FLOOR. They were initially camouflaged on top of 10 ft tall hematite pillars alongside statues of lizard men, awaiting their opportunity to ambush the party from above with unprecedented acrobatic agility. The Mantis Lords were bested in combat on 9/23/22.
Weakness: it was discovered they are prone to bright flashes of light causing visible burns to their exoskeletons.
Ruby Darknut (Planetarium, Ground Floor Boss)
8' tall, ruby-colored set of armor felled by the party on 9/23/22. It was encountered in the Planetarium located on the GROUND FLOOR of the Hollow.
The Ruby Darknut wielded a tower shield, an exceptional giant longsword, and stored a legendary Flaming sword on its sword belt. It was found standing motionless inside a void of mist and empty space, guarding a gold plated, coffin-like vault on a marble table. An audience of celestial bodies watched as the battle unfolded beneath them.
Weakness: it has been identified that the hook chain heroic relic is capable of removing the Darknut's tower shield, thereby reducing its AC value and making it more vulnerable to melee or ranged attacks.
Key story items received by the party:
Upon defeat: the ruby statue positioned in front of the manor's entrance within the Manor Grounds has crumbled and now lies in ruins.
Succubus (Bloodstained Room, Upper Level Boss)
A beautiful demoness with long blonde hair and dark plum, bat-like wings that seduces her victims and consumes their life force. She is highly agile and attacks with razor nails and ravenous bites. Her wailing screech causes blindness to those who hear its deafening pitch. Any who connect with her lustful gaze are susceptible to being charmed into attacking their allies.
The Succubus appeared in the Bloodstained Room on the UPPER LEVEL after the party opened a chest with a pink heart studded in white diamonds lying on top of an angelic marble altar. This triggered iron-rich blood to release from the ceiling onto players, cuing her entrance. She was bested in combat on 10/21/22.
Weakness: not identified.
Emerald Darknut (Exposed Balcony, Upper Level Boss)
8' tall, emerald-colored set of armor felled by the party on 1/27/23. It was encountered in the Exposed Balcony located on the UPPER LEVEL of the Hollow.
The Emerald Darknut wielded a tower shield, an extraordinary giant longsword, and stored a legendary Sun Blade sword on its sword belt. It was found standing motionless inside of a large open stone courtyard, guarding a gold plated, coffin-like vault on a marble table. The epic battle unfolded under a clear starry night sky accompanied by a full moon.
Weakness: not identified.
Key story items received by the party:
Upon defeat: the emerald statue positioned in front of the manor's entrance within the Manor Grounds has crumbled and now lies in ruins.
Granfalloon (Crypt, Basement Boss)
The Granfalloon (or Legion) is a unparalleled grotesque entity. Hundreds of rotting corpses emerge from the walls, sarcophaguses and earthy floor to assemble into a colossal sphere hovering 10 ft above the ground. The core structure is a dense, pink brain-like organ composed of pulsing soft tissue and bright lime green veins, releasing seemingly endless bodies into the arena. As sections of the outer shell of bodies are broken away, multiple tentacles with green eyes emerge from the core, firing deadly, high-powered laser beams.
This monstrosity took form inside of the Crypt within the BASEMENT after players made a generous offering of rations to a kneeling wraith-like sculpture in exchange for the legendary Nine Lives Stealer sword. The mass of flesh was bested in combat on 2/24/23.
Weakness: not identified.
Sapphire Darknut (Catacombs, Basement Boss)
8' tall, sapphire-colored set of armor felled by the party on 4/5/23. It was encountered in the Catacombs located within the BASEMENT of the Hollow.
The Sapphire Darknut wielded a tower shield, an extraordinary giant longsword, and stored a legendary Wounding sword on its sword belt. It was found standing motionless inside of an enormous chamber lined with sarcophaguses engraved with royal crests and ornamental reliefs, guarding a gold plated, coffin-like vault on a marble table. Only the undisturbed remains of numerous high ranking military officials and nobles bore witness to this courageous fight.
Weakness: not identified.
Key story items received by the party:
Upon defeat: the sapphire statue positioned in front of the manor's entrance within the Manor Grounds has crumbled and now lies in ruins.
Dead Hand (Forlorn Ossuary, Oubliette Boss)
The Dead Hand is a fleshy, hunched over nightmarish horror covered in repulsive bloodstains. It has empty eye sockets, an oversized mouth with decaying teeth, hook-like stubby arms, no visible legs, and smells fouly, similar to a mound of decaying corpses. It resides in a smoky earthy chamber with millions of stacked skulls forming the walls and mounds of treasure and chests littered throughout. Dead Hand's six individual stalky "infinite hands" protrude upwards from the loose soil to form a larger circle, swaying slightly in response to shifts in the atmosphere. When a living being is caught by one of its hands, the horror emerges from the soil and moves in to viciously bite them and infect them with its diseased saliva. Its appetite is insatiable.
The Dead Hand emerged from the loose soil of the Forlorn Ossuary within the OUBLIETTE after a player was ensnared by one of its infinite hands. The party discovered they could lure it out of the soil by attacking its infinite hands, causing them to retract into the soil for two rounds and then reemerge fully healed. The horror was bested in combat by firearms on 7/17/23.
Weakness: it was discovered it is prone to ballistic firearms' piercing rounds and holy flame.
Gold Darknut (The Great Colosseum, Oubliette Boss)
8' tall, gold-colored set of armor felled by the party on 8/23/23. It was encountered within The Great Colosseum located deep within the OUBLIETTE of the Hollow.
The Gold Darknut wielded a tower shield, an extraordinary giant longsword, and stored a legendary Dancing Sword on its sword belt. It was discovered sitting on a sandstone throne on the upper spectator level of the Colosseum, surrounded by rows of empty stone seats and massive doric columns with braziers lit by dancing golden flames. Once provoked, it jumped 30 feet down into the gladitorial pit below, creating a giant smokescreen of sand and dust to advantageously make an aggressive advance.
Weakness: not identified.
Key story items received by the party:
Upon defeat: the gold statue positioned in front of the manor's entrance within the Manor Grounds has crumbled and now lies in ruins.
Elite Doppelgangers (Chamber of Reflection, Voidheart Ruins Elite Boss)
Upon entering the Chamber of Reflection inside of the VOIDHEART RUINS, a lifeless tree emitted an intense blue light that pulled the party's companions towards the perimeter of the tree, imprisoning them in a state of suspended animation within magical blue crystals. Party members were simultaneously separated by a magical force and sectioned off by magical transparent panes into 25' long curved hallways with walled-off panes on the ends. A wave of electrical energy surged through the barriers, oscillating in turquoise, blue and pink currents.
The Elite Doppelgangers emerged from beneath the enchanted water's surface. Their bodies comprised of a pliable liquid-based substance solidified to become exact replicas of each party member, down to their very attire and weapons. Highly intelligent and formidable creatures of chaos, the Elite Doppelgangers answered solely to The Shadow Queen and served her unto death.
Weakness: none.
Upon defeat: each Elite Doppelganger dropped an empty glass vial secured by a cork stopper, labeled with their corresponding PC's name. The vials may be filled and used as a personal ELIXIR, but volume-wise they are not sharable nor enough to revive a fallen party member.
The Shadow Queen, X’orna Tyhl (Voidheart Chamber, Voidheart Ruins Final Boss)
The Shadow Queen, formally X’orna Tyhl, was born from oblivion before time's manifestation and descended from the moon eons ago. She was found sitting on a stone throne covered in smoky plumes and drinking from a cup of souls within the Voidheart Chamber, a massive 400x400' wide open cavern inside of the VOIDHEART RUINS.
Hundreds of bodies cocooned in webs hung from the walls and 100' ceiling of the chamber. A green glow emitted from large crystals in the stone walls, and purple mists from vents in the earthy ground created a hazy and disorienting atmosphere.
The Shadow Queen delivered a harrowing speech to the party of six who dared to enter her chamber. She claimed she will feed on the party's souls for eternity, just like she did with the others who were also drawn to the manor like moths to a flame.
Immediately following her warning, she rose from her throne and descended upon the party with incredible agility and unquestionable malice. This was the first time players were exposed to her imposing physical form and stature.
The Shadow Queen was a suberbly powerful half-lich/half-spider demon trapped between the world of the living and the realm of the dead. A masterful magic-user, she possessed the means to cast numerous and multiple high-level arcane spells with ease. Her plated spider legs allowed her to effortlessly move with unprecedented speed while aggressively attacking with her legendary 20' shadow whip. She attempted to overwhelm the party multiple times by summoning hoards of Shadows from her seemingly endless army, making for a frenetic and highly challenging fight.
Black Shadow Dragon (Final Form)
Upon going critical, the Shadow Queen cast polymorph self to transform into a horrific massive black shadow dragon with two giant wings, numerous mutated legs and hundreds of golden blinking eyeballs protruding from the sides of her large spider abdomen. Her front two arms became sword-like claws, and smoke began fuming from her giant nostrils above a mouth of razor-sharp teeth. (She gained the characteristics of a gold dragon, allowing her to breathe cones of fire and chlorine gas.)
After a bloody and hard-fought battle, the Black Shadow Dragon finally fell from a fatal blow delivered by Claíomh Solais the Divine Light, causing her to transform into her true humanoid form, Loren the Magnificent.
Before dying, Loren shared her story of how she became The Shadow Queen. She was one of the founders of Havensbreak, accidentally discovered the Voidheart Ruins and the Time Chamber over 1,000 years ago (long before the manor's development), and in the process was possessed and turned into a half-lich/half-spider creature by X’orna Tyhl (previously taking the form of a siren). No longer mortal, Loren was unable to utilize the Time Chamber she had discovered. She descended into madness.
Restless and alone, she fled to the surface to feed on the world of the living for several centuries, eventually killing Ser Manuel the Knight in a midnight duel. After his death she caught word of the manor and returned to the Mooncrest Mountains to claim it as her own. She swore an eternal oath to guard the Time Chamber and never flee again, and proceeded to amass her army of Shadows and nightmares within the Hollow.
Upon death: Loren collapsed onto the floor, turned stone gray and began crumbling into a pile of fine ash. Within the ashen remains glimmered the original gold copy of the Time Key. Its orientation pointed toward the large rectangular stone door guarding the Time Chamber, located near the back corner of the massive cavern.
With The Shadow Queen destroyed, the manor's floors above ceased to twist and turn, resting in their original configurations. Countless hordes of Shadows and nightmarish creatures of all kinds began to loudly flee from the ancient structure into the surrounding cold and desolate mountainscape. Their cries emerged in a cacophony of chaos, ringing out into the vast rolling forested terrain in all directions.
And then... a welcoming silence descended upon the manor's grounds, filling the great halls and luxurious rooms of the abandoned and now empty structure with a peaceful and long-absent warmth.
Goal reached: Finally safe and out of harm's reach, the party used the Time Key to gain access to the Time Chamber they've sought out from the beginning. Once opened, the room welcomed the aspirations and individual decisions of the players. Many chose to travel back in time and undo their mortal regrets, while others decided to stay behind and establish a new home within the Mooncrest Mountains. This concludes our story.
Published Scenarios Used
This campaign is 100% original in its writing, but its nature is heavily inspired by other games. I do not anticipate publishing it as of the moment, but I may consider this down the road and would likely need to change a few things in the process.
Inspirational Sources
Inspiration is heavily drawn from cult-classic video games Sweet Home, Enter The Gungeon, ICO, Castlevania: Symphony of the Night, Hollow Knight, The Legend of Zelda, and Resident Evil 7, and atmospheric board games Betrayal at House on the Hill, Escape The Dark Castle and Gloomhaven.
“No degree of worldly darkness can extinguish
the glow of a soul's inner light.”
- Wes Fesler