Tag: adventure

Spreading Yuletide Fear: A Dark Holiday-themed Adventure

The following is a stand-alone holiday-themed 1st edition AD&D adventure for five to six characters level 5-6. Because this is an entire adventure module, it’s substantially longer than our usual fare.

A small group of adventurers stumble through a portal and find themselves in a snow-blanketed land of forested mountains. They find shelter in a tiny village, but they also find the villagers to be cursed and in desperate need of help. The PCs can assist the villagers in one of two possible ways in return for the knowledge of how to get home. Or they can venture into the wilderness to obtain this knowledge from a centuries-old crone.

Spreading Yuletide Fear

A Dark Holiday-Themed Adventure by Michael Garcia (2020)

Players’ Teaser

The scents of pine needles, wood embers, and roasted boar fill the air, but the pleasant aromas do not match the mood in the room. Mingled with the clinking of earthenware tankards, hushed voices fill the darkened great hall with anxious whispers. The thick oaken doors, barred against the many evils of the night, give the illusion of safety. You and your companions huddle together around a worn oaken table, not far from a great stone hearth. The roaring fire within it crackles and pops, causing shadows to dance eerily in the corners of the room. The reddish glow of the firelight reveals the nervous faces of your fellows. They look uneasily at each other, painfully aware that dozens of dour villagers, seated in  the darkened recesses of the hall, send hardened stares in your direction. They are awaiting your answer.

How have you come to this god-forsaken place? Twelve hours ago, you were skulking about in a mysterious dungeon outside of your hometown. One or two wrong turns, and you found yourselves outdoors, stumbling through a snow-covered wilderness of rocky forests and rolling moors. Unable to find your way back, you made a long trek through the deep snow to this tiny village. Stunned, exhausted, and seeking answers, you found instead only fear and mystery.

The fretful villagers told you that winter snows had already blocked the mountain passes until spring. Worse, they claimed that the power of the old gods had returned in recent years to haunt this secluded valley. To wit, a company of spectral horsemen supposedly gallops nightly through the snow-filled sky, sweeping across the moors and across the very treetops, killing all in its path. Moreover, in the tangled forests that envelop this tiny settlement, malicious elves prey on anyone foolish enough to enter their dark realm. Pondering all this, you begin to understand the villagers’ distrustful stares.

After much debate, your friend beside you clearly lays out your options. The villagers claim to know your way home, but their price for this information is your help in breaking a curse on their village. Another way to get their aid is merely to protect them against the Wild Hunt and other terrifying night creatures while they complete their year-end rituals, needed to drive away darkness and to bring good fortune in the spring. If you spurn the villagers, your only other option seems to lie in the goodwill of a monstrous crone, who dwells alone in the trackless forest nearby. Said to be a powerful enchantress, half-woman and half-demon, this crone seems little better than the dreaded Huntsman and his spectral company.

Disgusted by your predicament, you are tempted to do none of the above! Let them figure it out! Vengeful curses, heathen rites, and evil ghosts are none of our business! Yet the grim stares coming from all corners of the darkened hall make it clear that you will find no shelter here if you refuse their pleas for aid.

Outside, the wind moans loudly and rattles the oiled parchment that covers the nearby window. Forceful drafts, like icy fingers, seem to seek you out, creeping beneath the barred doors and around window coverings. Standing abruptly and pushing the oiled parchment aside with your finger, you gaze outside. Wind-driven snow swirls frantically in the pale light of the full moon. An icy blast causes you to shiver, and you back away from the window. It is time to decide.

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Running the Single Session Adventure

The fourth and final piece of a series on designing and running one-shot scenarios.

If you missed any of the earlier articles, find them here:

Designing the Adventure part 1 • Design part 2 • Prep for the Session


Encourage Play that Saves Time

In Part 1 of this series, I wrote that I would avoid issues pertaining to social graces (or lack thereof), but the question of whether players should toy around with electronic devices at the table applies to single-session adventures more than to normal adventure and campaigns. Suffice to say that your group should be in agreement on how to handle this, for delays could result in failure to complete the adventure, which would ruin the entire session for everyone. If need be, have a quick discussion on this before the game starts.

The DM will find it more important than ever to handle THAT player—the one that makes all the bad jokes that have nothing to do with gaming—the same one that side-tracks everything by recounting his day at work in the middle of the game. You are adults so you need no advice on how to handle it, but be aware that not addressing it could possible ruin the game for everyone if you don’t finish. Read more