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Darktide’s Night

Darktide’s Night
Bonus Mini-Adventure

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Darktide’s Night
Bonus Mini-Adventure

A SPAWN OF THE GOOEY CUBE

The “Goo Crew”


Directed by Alphinius Goo
Written by AJ Martin
Design & Art Direction by JoAnn Adams and Alphinius Goo
Edited by Jeremy Harding & Elle Ruoff
Production Management by Alex Bucher

Our Incredible Artists


Cover Art “Teddy” by Teejay Villahermosa
Interior Art & Handouts by Teejay Villahermosa

Inspiration
We are in awe of the incredible creators, authors, writers, artists, and thought-leaders who have given us so many fantastic and
amazing worlds of adventure over the course of our forty-plus years engaging in the universe of fantasy roleplay.
It is for this reason we have named them as our inspiration – and even dedicated certain sections of our games to them.
We in no way want to imply that these folks endorse, nor in any way lend credence to, our work here.
We acknowledge them solely because we are thankful to them for inspiring us to try to contribute to the genre in our own way.

This work was inspired by all the Traveling Folk of the real world, and by all who suffer bigotry, prejudice, and persecution.
And, by those who brought this amazing game to life, crafted it, nurtured it, and made it real; Dave Arneson and Gary Gygax.
May your current adventure be one that is even more amazing than the ones you created for so many of us.
Also, by Steve Perrin, Dave Wesely, M. A. R. Barker, and Greg Stafford who did so much along the way….

And by our other heroes: Ed Greenwood, Bruce R. Cordell, R. A. Salvatore, Tom Moldvay, David “Zeb” Cook, Kate Novak, Margaret Weis, Erin M.
Evans, Jeff Grubb, Troy Denning, James Lowder, Erik Scott de Bie, Tracy Hickman, Laura Hickman, Paul S. Kemp, Len Lakofka, Elaine Cunning-
ham, Lynn Abbey, Steven E. Schend, Richard Lee Byers, Philip Athans, Jean Rabe, Douglas Niles, Eric L. Boyd,
Lisa Smedman, Sean K. Reynolds, Richard Baker, Monte Cook, Jannell Jaquays, Thomas M. Reid, Jaleigh Johnson, Scott Ciencin,
and so many other wonderful and amazing word-weavers who gave life to the incredible places where so many of us have traveled.
Dedication
To the inestimable Alphinius Goo.

For giving me the chance to do what I could only have dreamed of


doing.

And to the rest of the wonderful Goo Crew.

AJ

THE G O O CRE W

Alphinius Goo JoAnn Adams AJ Martin Jeremy Harding Smashcase

Riley Pearce Mike Shugart Cody Martin Alex Bucher Mandi McNabb
The Night is Long & the Shadows Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Notes for the GM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Evil’s Plight in Lantern’s Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Darktide’s Night NSREs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Darktide’s Night Battlestats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Darktide’s Night Special Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

OPEN GAME LICENSE Version 1.0a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Gooey Cube, the Gooey Cube logo; the “May all your adventures be sticky…” tagline; the history and depiction of the creation of the Eterniverse and Zyathé; the associated gods and depiction of the
planes, the World of Zyathé; the Zyanthuus, the Everflow, and the associated depiction of magic; The Wy’rded World; the Fay’aree; the Thuul; the Myruun; the Sarth; the Goruund; the Aethyr; the
Scundruze; and all other original names and descriptions of deities, races, and creatures; and all associated depictions, maps, and descriptions of the world of Zyathé; and the deities and planes, as
well as all other associated content are trademarks of and/or copyright by Gooey Cube LLC. All other original product line or product names, brands, logos, and/or identifying marks including trade
dress, artifacts; characters, creatures, monsters, stories, story threads, storylines, plots, plot lines, poems, songs, thematic elements, character dialogue, activities, events, incidents, calendars, lan-
guages, artwork, symbols, layouts and designs, likenesses, depictions, formats, poses, backgrounds, concepts, themes and graphics, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, names, personalities, teams, personas, likenesses and special abilities; places, locations, environments, items, devices, equipment, magical or
supernatural abilities or effects, logos, symbols, and graphic designs are property of Gooey Cube LLC. All in-game products and product concepts such as Gobberstones, The Deck of Perilous Fortuity,
Zyss, Fool’s Down, Nubs & Lords, Blackdie, Kizmya’s Wheel, and any others not named here are property of Gooey Cube LLC. Any other names, content, artwork, logos, or other associated material
not created by Gooey Cube LLC is copyright and/or trademarks of those respective individuals and/or businesses. All material contained herein is a work of fiction. Any depiction, description, or
resemblance of any character or location to any actual person (living or dead) or any actual location (past or present) is purely coincidental.

This material is published under the Open Game License Version 1.0a which is published in the back of this supplement. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Gooey Cube LLC. Questions? Please send us an email at Feedback@GooeyCube.com.

© 2019 Gooey Cube LLC. 5825 Mark Dabling Blvd., Suite 130, Colorado Springs, CO, 80919
Darktide’s Night

The Night is Long & the


and that’s a shame! This little trek can help remedy that.

It might be difficult to entice a tired party towards a foreboding


Shadows Dark encounter but, fortunately, the bizarre effects of this cursed day
make this much easier. Like the other cursed days inflicted upon
Echoes of Woe Ring in the Blackness Zyathé by the Woe of Ruin, all manner of strange distortions of
time and space may be encountered during Darktide, funneling
Welcome back once again, Game Master! Take heed, for the ac- the players inevitably towards the encounters below, before re-
cursed anniversary of the Woe of Ruin is upon us and grim tid- leasing them to continue on their way home. The majority of the
ings it brings indeed. By now, your party should hopefully have adventure will take place in a sinister, ramshackle treehouse, in
made it through all of Chapter 1: The Darkest Dream, and a good which the players will encounter a gruesome puzzle, among oth-
portion of Chapter 2: The Foulest of Spirits. If you’ve yet to run er things. When running this side adventure, be sure to spend
those adventures, you can still use this bonus mini-adventure the time to establish the mood. Nightly background sounds like
by making some adjustments, but we highly recommend using crickets and gusts of wind, along with low lighting add a lot if
this extra supplement in its intended place within the Red Star you can manage such things. In any case, be sure to give good
Rising campaign, where it will make the most sense and blend descriptions, and be ready to improvise a bit as the players take a
the best with your game. look around. Strange shadows, odd sounds, and the like should
be in much greater abundance than usual, though they should
Before we launch into this mini-adventure, there are a few still not be so frequent as to lose their dramatic effect. There are
things to note. Unlike our full-sized chapters, this bonus sup- a number of Not-So-Random-Encounters presented after the
plement will be condensed into a single book with the Adventure, adventure to help you build the right tone.
GM Reference material, Battle Stats, and NSREs all being found
in this one volume. Also, be sure to download your free copies of
our House Rules and Gooey Philosophy at GooeyCube.com if you
haven’t already, and check out our Cyclopaedia Zyathica Volume Evil’s Plight in
One: The Wy’rded World to learn even more about the Woe of
Ruin and Darktide before you start this bonus mini-adventure. Lantern’s Light
Now, this supplement could be enough to take up the better part A Spectral Guide
of a full session depending on how fast or slow your party is, and
how long you have to play of course. But even if it’s just a quick Allow the party to walk back down the path away from the Butcher
aside, it should be a harrowing evening of terrifying encounters Farm for a short distance. Then, before they pass any notable land-
and perplexing mysteries, though it is important to note that marks on the way back to the Mangy Hound and the Blue Veil’s
despite the shenanigans your party gets up to on this night, they camp, secretly let the Attunement player know the following:
should still have the time to get a long rest before continuing on
with the story in Foulest of Spirits. A chill deeper than the winter wind suddenly seeps into your
bones. You feel a disturbing presence somewhere behind you,
its stare boring into the back of your head. An almost irre-

Notes for the GM sistible urge to look over your shoulder to see who, or what, is
stalking you takes hold.
A Chill Wind Blows
If the player refuses to look, allow them to continue on for a short
The following side-adventure is intended for a party return- ways, and then repeat the message with greater urgency and in-
ing from the Butcher Farm to the Mangy Hound in the waning tensity. This can be done multiple times until they look, and if
hours of Darktide, as an extra bit of fun for the Foulest of Spir- they prove particularly stubborn, you can begin to add levels of
its. However, it could also be readily adapted to any other Dark- exhaustion as the strain of resisting takes its toll (obviously this
tide night, or even just as a creepy standalone session, though shouldn’t go so far as to kill the character). As soon as they look,
we do think it works best as part of Chapter 2 in the larger Red all levels of exhaustion from this are removed. Other players
Star Rising campaign. If you do run it as a part of the Foulest of won’t have this sensation, but may notice their friend’s troubled
Spirits, your party is likely to be nearly spent after the events at state, and may decide to look behind the party. Once someone in
the Butcher Farm, so this is not meant to have big, challenging the party looks back, show Handout 01: The Gloomshade.
fights. As always, we include difficulty modifiers for the combats
to ramp things up if your players are having such an easy time Something moves in the darkness on the path behind you.
that it isn’t fun, but for the most part this little jaunt is an oppor- A pair of glowing red eyes open, and the formless shadows
tunity for some eerie, atmospheric roleplay and exploration. In coalesce around them into a feminine figure in a flowing,
spite of the disturbing things they likely witnessed at the Butch- formal dress. The spectral woman extends a translucent
er Farm, the young Hanataz have largely been spared the worst hand, gesturing towards a rough, overgrown path leading
of the strange, unnatural happenings that Darktide has to offer, into the trees.

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Darktide’s Night

Anywhere along the path to the treehouse is a good place to use the
Woeful Walkers NSRE, even when the party arrives at the clearing.
This side adventure isn’t meant to present much danger to the party,
as they are likely quite spent, but we do recommend that you use
the Woeful Walkers encounter at some point, even if you have to
drop the difficulty significantly. You can also throw in a few non-le-
thal NSREs and Gooey Additions, or any creepy ideas of your own,
to make the trek towards the treehouse more foreboding.

The Treehouse
The trail the party follows is under the same strange effect that
was upon the path, meaning that if they try to go back the way
they came, or wander off into the forest, they will soon simply find
themselves back where they were. The only way out is to contin-
Handout 01: The Gloomshade ue forward, towards what awaits them. After any NSRE encoun-
ters you want to throw at them, they continue a bit farther before
Let the Attunement player know that they hear a whisper in their finding the dilapidated treehouse. Show Handout 02 : The Tottering
ear, as though the phantom was standing right beside them. It is Treehouse.
in a language they don’t understand, but they have a feeling that
the ghostly figure is urging them to follow the previously unno-
ticed path. Now, the party may, understandably, be wary to trust
an apparition like this, especially on Darktide. However, at this
point, there is little they can do to avoid the events to follow. If
they attempt to continue down the path, let them know that they
make a bit of progress, before finding themselves back on the
same stretch of path as a few minutes before. Have them make a
Wisdom (Perception) check, but even low rolls will note that they
see identical fallen trees, piles of boulders, and other recogniz-
able features. If they look back behind them, the phantom will
still be there, in the same location as before.

They are stuck in this loop until they follow the phantom’s di-
rections. If they attempt to return to the Butcher Farm, the
same thing will happen, and even if they attempt to abandon Handout 02: The Tottering Treehouse
the path and go through the brush and trees, they will shortly
find themselves back on the path. Players may attempt a DC 12
Wisdom (Perception) check; if they succeed, they will notice that The path dips, turns, and loops back several times, making
the moons, stars, and even the clouds do not seem to be moving it difficult to determine how far you’ve gone. However, you are
at all, as though time has stopped. somewhat surprised to finally arrive at a small clearing. In the
center of the field stands a large tree, and two small shacks look
When they finally approach the specter, it will simply gesture to be perched amongst its sturdier branches. The larger has a
again towards the side path that leads deeper into the forest. It peaked roof that resembles a witch’s hat, while the smaller leans
will not interact with them beyond giving this direction, though precariously to one side. Both appear haphazardly constructed,
the Attuned character will continue to hear its indecipherable and seem to have been long abandoned.
whispers. If the players are carrying a lit Darktide lantern, the
phantom will shy away from it, and if they attempt to attack it, There is little else of note in the area, and if the party attempts
the ghost will melt away into a dark mist. When they decide to to leave without investigating the treehouse, they will encounter
follow the path, read or paraphrase the following: the same problem as before, always returning back to the clear-
ing until they proceed. The treehouse is, like the rest of the area,
The track before you seems like little more than an over- shrouded in darkness, but the players will get a better look as they
grown game trail, but your feet seem to follow its course in- approach.
stinctively. The way is dark, as even the baleful crimson glow of
the recently emerged red star is muted, hidden by a thick bank As you get closer, you can see that the tree is long dead, and the
of clouds. The bare branches and briars claw and scratch at you strange structure has been partially constructed inside the hol-
as you push through the dense undergrowth. It is difficult to low trunk as well. Numerous boards have been nailed along the
see more than a few feet in any direction. length of the trunk and many of the branches, perhaps as a crude

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Darktide’s Night

sort of ladder to reach the huts above. There are also strings dan- Stuffed Bear, they will find several sheets of unmarked vellum
gling from the upper limbs, with tufts of hair, bundles of twigs, rolled up like a scroll and tied with string. They will also find a silk
and clumps of grass tied in knots as strange decorations, or per- pouch filled with a handful of small but brilliantly polished pre-
haps offerings. The badly dilapidated structure looks to be a tree- cious stones, such as rubies, sapphires, emeralds, and amethysts,
house, and would seem to be empty and forgotten. However, af- worth a total of about 12 Plats. All of the players will recognize that
ter another few steps you can see the orange glow of candlelight the vellum is made from flesh, though disturbingly it looks quite
suddenly fills the shacks, and pours out onto the ground through similar to the skin of many Humanoid races. A DC 12 Wisdom
the slats of the badly-fitted door set in the trunk. (Medicine) check suggests that it is likely pig skin, but it is not
possible to confirm with total certainty.
Soon, you can see that jagged words are carved into that door,
and they glow unsettlingly in the pitch-black night. Howev- Note 1: Any animal companions, familiars, mounts, or other
er, they are in Common, and you can see that they read “ONLY non-Humanoid NPCs, like the Insult Golem, that may be with
FLESH.” Something else glints beside the door in the amber light, the party will act uneasy around the stuffed bear, and will avoid
and as your eyes adjust you can see that the light gleams from a it if possible. The players may suspect something sinister from
pair of button eyes on a stuffed bear toy that sits to the left of the the bear, but (at least for now) the only unusual behavior they will
entrance. Show Handout 03 : The Door Guard. notice is that whoever first touched the bear will find it moves
amongst their belongings, no matter how securely they stow it,
and it will always reappear in their pack, even if they throw it away
or seemingly destroy it. The only way to be rid of it is for someone
else to willingly accept it, after which it will doggedly cling to the
new owner in the same way.

Note 2: These are the first in a series of items the party will find in
the treehouse. In each room, they will find a cryptic command on
which items to take, and which to leave. If they attempt to use or
keep the items that aren’t noted, they will cause themselves some
problems, or at least some interesting additional challenges, as
they progress.

There is nothing else of note in the clearing. When the players de-
cide to open the door, they will proceed into the trunk of the tree.
Handout 03: The Door Guard
Room 1: The Trunk
The players might attempt to climb the boards on the tree to reach Inside the hollowed-out trunk of the tree is surprisingly spa-
the huts above, but it will quickly become obvious that they will cious, but sparsely filled, with more random boards nailed to
not reliably support the weight of even the lightest among them. the walls. A small ladder leads to the upper floor on the right
If they insist, you can allow them to try, but the boards will crack side. The only furnishing of note is a low table with several bot-
or come loose and they will fall on their backsides before they tles sitting atop it, but most prominent are the words “ONLY
reach high enough to take falling damage. If they call out, they BLOOD” scrawled in that very substance. However, before you
will receive no reply or see any movement from within the tree- can proceed further or investigate the small wooden cham-
house, though you could let a few of them hear a moan or whisper ber, three disembodied heads emerge from the walls. These
on the wind in response. floating heads glow a ghostly green while spitting invectives
at you in strange, unfamiliar languages. Many of their curses
If they examine the bear, read or paraphrase the following: are laced with magical power and accompanied by balls of fire,
globs of acid, or waves of ice.
The stuffed bear toy is soft and cute, and does not seem over-
ly dirty or frayed, despite sitting in the open for who knows
how long. Other than some strange seams, perhaps the result
of repairs, the only remarkable aspect of its appearance are its The Arcane Phantoms Encounter
eyes, which are polished to such a degree that they somehow Stats on Battle Stats page XX
catch enough light to softly glow, even when no direct source
of illumination is nearby. Upon picking up the bear, it seems
oddly heavy, which is quickly explained by the hole in its back, As with the other combats in this side adventure, feel free to
revealing it to be some kind of puppet. Something has been lower the difficulty to ensure that you aren’t causing signifi-
stored in the opening. cant damage to any of the characters; you want to unsettle and
creep out the players, but definitely shouldn’t put them in seri-
If the players pull out the objects from inside the Special Item 01: ous danger during these encounters. However, the combat may

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Darktide’s Night

become significantly more chaotic and interesting if the players out trouble. There, you see that you are now in the larger of the
brought the sack of gemstones that were stashed in the back of two shacks perched in the branches of the tree. Candles burn in
the stuffed bear into the tree with them. If they did, the gem- each corner, and you can see out into the darkness of the night
stones will turn into a swarm of brightly colored insects that fill through small windows and gaps in the boards of the rough-
the cramped space, releasing pulses of magical energy. They will ly constructed cabin. A short, doorless threshold opens onto a
crawl out of wherever the players have stashed the gems and be- bridge of dubious reliability, and seems to lead to the other hut.
gin flying around, disrupting the efforts of both the players and There is a large metal chest in the center of the chamber, with a
the Arcane Phantoms. Note that the gemstones are not inher- key dangling from a string hanging above it. On the wall by the
ently magical, so it will not be obvious to the players that this will opening, the words “ONLY BONE” are smeared, seemingly in
happen, except for the clue on the door. blood as it was downstairs.

The gemstone insects will emerge at the beginning of the first


round of combat. Each creature (players or Arcane Phantoms)
that makes an attack or casts a spell must roll a die before mak-
ing the attack roll. On an even number, the target of the attack
has the benefits of cover (+2 to AC and Dexterity saving throws)
due to the distracting reflections from the crystalline insects, on
an odd number there is no effect. In addition, at the end of each
round, roll a d20 for every creature inside the tree, including
the Arcane Phantoms, and apply the following results. 1-10: the
creature heals 2 (1d4) damage. 11-12: the creature takes 2 (1d4)
acid damage. 13-14: the creature takes 2 (1d4) cold damage. 15-16:
the creature takes 2 (1d4) fire damage. 17-18: the creature takes 2
(1d4) lightning damage. 19-20: the creature has advantage on all
attack rolls it makes until the end of the next round.
Handout 04: The First Shack
The gemstone insects are too small and fast to be effectively tar-
geted by attacks, though area of effect spells and similar effects
will destroy a number of them. Once the Arcane Phantoms have The metal chest is extremely heavy and would be difficult to pick
been defeated, the insects will disperse through the many cracks up, but a strong character could briefly do so. If they shake the
and holes in the treehouse. Any that were slain will fade away box, they will hear a rattling sound inside. The chest has a key-
into nothing, making it impossible to recover them. If, on the hole and several large scratch marks across its surface, which
other hand, the players left the gemstones outside as indicated would have required a monstrous creature to gouge out of the
by the clue, they will not transform into insects. metal. It is otherwise plain and unadorned. The key hanging
from the string would be the obvious way to open the chest, and
After all of this pandemonium, the players can finally examine in this case it is a bit too obvious. If the players attempt to take
the room further. There are seven small bottles on the table (or or otherwise interact with the key:
perhaps now the floor if the combat was particularly intense), all
of which look to contain a red liquid. Detecting for magic, or The key looks to be the perfect fit for the lock on the chest, but
simply taking a closer look, will reveal that three of the bottles when you reach out to pull it from the string, your hand passes
contain blood, while the other four are likely potions. A success- right through it, revealing it to be a figment of illusory magic.
ful DC 13 Wisdom (Medicine) check for the message on the wall
will confirm that it was traced in fresh blood, but the players will The players may attempt to pick the lock on the chest, but will
not be able to definitively determine whether the blood in the find that even the most skillful among them cannot unlock it in
bottles and on the wall is animal or Humanoid in origin. The that way. Similarly, they will find that it is impossible to break or
potions are easily identified as Potions of Healing; however, if force open, with the chest apparently reinforced with bands of
a character drinks one of these potions they will not receive any adamantine and other extremely strong materials.
healing, and will instead by poisoned for 1 hour.
Allow the party to try to puzzle this one out for a while if neces-
sary, and try not to give away significant hints. A general search
Room 2: Skeleton Keys of the room will not be sufficient to reveal the solution, but if
When the players are done with the room below, they can pro- they examine the walls of the cabin closely, they may attempt
ceed up the ladder. When they do, show Handout 04 : The First a DC 14 Wisdom (Perception) check. If they succeed, they will
Shack and read or paraphrase the following: notice that the flickering shadows cast by the candles do not
seem to follow the patterns they would expect. In particular, it is
The ladder creaks and shifts worryingly as you climb, mak- possible to see a shadow cast by the illusory key on three of the
ing you wonder if it will bear the weight of any but the lightest walls, even if players or other objects would seem to be standing
creatures. However, you all eventually make it to the top with- in the way. If they try to grasp at these shadows, they will find

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Darktide’s Night

that, despite their appearance, the shadows will coalesce into a The final room of this grim treehouse lies before you. Like the
slender physical key which can be plucked from the wall. Each previous room, there are several small windows, and many open-
of the three shadows can be brought forth as a key. Only one of ings in the rough boards to the cold night beyond. More candles
the keys will fit into the lock, but the players will be able to make illuminate a skeletal corpse hung from the cobwebbed rafters,
use of another of the two shortly. If the party fails to figure this with a gleaming amulet hanging low around its neck. A battered
out for a while, or they all fail their Perception checks, you can tome lies underneath the body on the floor, while a wooden chest
eventually help them along with some clues. sits against the far wall. Jagged bits of bone covered in dried
blood litter the floor. On the right wall, a final bloody message is
Looking at the heads of the keys, the players will find that one scratched in crimson letters, reading “ONLY YOU.”
looks like a Humanoid skull, another like a drop of blood, and
the last like a Humanoid face. On closer inspection, whichever
player first examines the key with the face will see that it bears
an uncanny resemblance to their own features, and if other play-
ers look at the key afterwards, they will also see the eerie likeness
to their companion. The key with the skull opens the chest. If
they attempt the key with the drop of blood, the chest won’t un-
lock, and blood will begin to gush out of the keyhole, coating the
person with the key and much of the area around the chest. The
blood will slowly seep through the irregular floorboards and drip
down into the room in the trunk of the tree below. If they try the
key with the face, it will not open the chest, and the player that
the key resembles will hear a sickening crunch. After a moment,
they will also begin to hear loud bangs and ear splitting screech-
es like metal dragged across stone coming from the chest. Only
that player will hear these noises, so you should let them know
Handout 05: The Second Shack
with a note. The sounds will subside after a few rounds, but will
repeat if the same key is attempted again for some reason.
The players may examine the objects in the room, and will hope-
Once the chest is open, the party will find that it is filled with the fully begin to piece together what they need to do to complete
bones of a small Humanoid skeleton, likely those of a Halfling or the grisly puzzle and leave the treehouse, perhaps with some-
Gnome. In addition, there is a ring on one of the finger bones, a thing useful to show for it. If they attempt to remove the amulet
circlet sitting on the skull, and a short sword with a handle grip from the skeleton’s neck, or otherwise interact with the skeleton
of bone. If the players take the time to count the bones and can itself, they will find that both seem to be illusions, as the key was
succeed at a DC 12 Wisdom (Medicine) check, they will conclude in the previous room. The other items in the room are solid.
that there are several bones missing, which were likely used
to make the sword grip. The ring and the sword radiate magic, They will find a keyhole on the wooden chest, and note that it is
while the circlet is simply valuable, worth 5 Plats. The Ring is a equally resistant to lockpicking and force. If a player attempts to
Special Item 02: Ring of Minor Fortune, while the sword is a Special use the blood drop key to open it, the chest won’t open, and they
Item 03: Bonebreaker. The players will also notice that the finger will suddenly turn very pale and cold, as though much of their
bones of the skeleton’s left hand are fused into long, claw-like blood had been drained; that player gains a level of exhaustion
talons. (not to exceed level 5) and slumps to the ground. They are con-
scious but will need to sit and recuperate for a while. If a play-
If a player leaves this room with one of the objects from the er attempts to open the chest with the skull key, the chest won’t
chest other than the bones, they will suddenly feel unseen claws open, and the bones scattered on the floor will begin to rattle
tearing at them, taking 7 (2d6) slashing damage (note that this and jump at the players. This will abate after a round or so. The
damage should not take any character to 0 hit points, reduce the key with the face of one of the party members will open the chest,
damage dealt if that would be the case). Long wounds will open but if they open it now, they will find it to be empty.
across their body, regardless of any armor or other protections
they may have, and the slashes have an uncanny resemblance The bloody bones on the floor are not of note, except that each of
to those found on the metal chest. If the player searches their them seems to have been dipped in blood long after drying out
belongings they will also find that the item they took from the (that is, none of them seem like fresh remains) and they each
room has disappeared. only had one end dipped in the blood before being discarded.
Like previous rooms, the bold message on the wall seems to have
been written in blood.
Room 3: A Grim Prize
When the players proceed to the next room, show Handout 05: Of greatest significance is the book. If the players examine
The Second Shack, and give a description of the room: it, they will see it has an ancient, well-worn leather cover, and
the pages within all seem to be loose sheets of vellum, similar

5
Darktide’s Night

to those they found in the stuffed bear. Each sheet has a sin- Once the players have solved this minor riddle, they can leave the
gle name scrawled upon it in blood, and seems to have been treehouse. Time will continue as normal from this point, and they
scratched onto the page with a jagged tool that occasionally can follow the path back to the road and on to finish their business
punctures the vellum. at the Mangy Hound. They’ve certainly earned their rest, so we
wouldn’t recommend more combat encounters at this point.
The intention is that at least one of the players will write their
own true name, rather than a nickname or the name of another
person, onto one of the blank vellum pages they found, using
Darktide’s Night
the bottles of blood from the trunk as ink, and one of the bones,
especially one of the fused claws from the metal chest, as the
pen. When they have done this, they should add it to the book.
NSREs
It’s up to you how generous you want to be in accepting another
solution to this puzzle, such as whether they can use their own Using the NSREs
blood for the ink, one of the bones on the floor as a pen, whether The NSREs for Darktide’s Night work just like they do for the pri-
just a first name is sufficient, etc. mary chapters of the campaign. They can be added where you feel
they will have the best impact, and some can be repeated or ex-
If the players make an attempt that you don’t feel is close enough panded upon with small variations as needed. However it’s worth
to the correct solution, the book will magically open, the page keeping in mind that this is a minor, optional side adventure, and
will be expelled, and it will catch fire and burn to ash as it floats you won’t have nearly as many opportunities where NSREs will
down to the floor, while the players hear a distant, rattling chuck- neatly fit. Most of those presented here will work best along the
le. Feel free to modify this reaction to better fit the solution they path to the treehouse, or perhaps in the clearing around it. Once
attempted, or for variety if they make multiple failed attempts. the players have cleared the treehouse, it’s probably best to let
There isn’t necessarily a deadly penalty for failing, though you them get back to the Mangy Hound without much more trouble;
may want to make the signs more dire and ominous each time after such a day, they definitely deserve a rest.
they fail to increase the tension. Alternatively, if your players are
in a relatively healthy state, you could have them each take 3 (1d6)
slashing damage from invisible claws for each failed attempt.
Non-Lethal NSREs
The Watchful Specter (recurring)
If the players decipher the correct solution, or one that’s fairly close A wave of chilled air overtakes you, and instinctively you know
and you decide to accept it, the skeleton and amulet will become exactly where to look for the source. You see the familiar pair of
solid with an audible sigh. The amulet is a Special Item 04: Periapt bright red eyes hovering amongst the shadows, and the ghostly
of Slayye. In addition, the chest will make a clattering noise as it figure of the formally-attired woman soon appears around them.
fills with objects. If it was open at the time they solve the puzzle, it Her gaze is unnerving and judgemental, but she remains at a dis-
will slam shut first. What objects may be found inside will depend tance, simply observing your actions.
on how well they followed the directions of the bloody messages.
The ghostly woman that first set the party on this spooky quest will
If they did not take the gemstones from inside the stuffed bear, continue to watch them as they progress. You can have her appear
they will find the silk pouch has been teleported into the chest, as they approach the treehouse, and potentially again while inside
and is now filled double with gems worth 24 Plats. If, on the oth- the treehouse, as there are several windows and many holes to the
er hand, they tried to take the gems and the stones turned into outside. She will always be at some distance, probably at the edge
insects, they will still find the pouch, but it will only be half full, of the clearing, and will disappear if the players attempt to inter-
with a value of 6 Plats. act with her. However, if they are struggling, you could use her
presence as a hint, for example appearing in the window nearest
If they did not take the four Potions of Healing inside the trunk the object they need to use next. You could also have her appear
of the tree, they will find four Potions of Greater Healing in the one final time after they complete the puzzle, perhaps with an ap-
chest. If they did take the potions, they will instead find only two proving nod, or instead with a hissing chuckle, depending on how
normal Potions of Healing in the chest. much you want to freak them out.

If they tried to take any of the items besides the bones from the Candles in the Trees (recurring)
metal chest, they will find only the Special Item 02: Ring of Minor You can give this NSRE to various members of the party at a few
Fortune, in the chest. If they left the items from the chest in that different times. Others may notice the same thing before it fades
room, they will find the Special Item 02: Ring of Minor Fortune, away, but it will primarily be a single character that notices each
Special Item 03: Bonebreaker, and the circlet in the chest. time, so initially let that player know in secret.

Any items left behind throughout the treehouse or outside will An odd glimmer amongst the branches catches your eye. A
have disappeared/been teleported into the chest, so the players small, chest-high light bobs along between the trunks of the trees
can’t claim both. some distance away. Under the rays of the Sul, or even beneath
the moonbeams and starlight of a normal night, it would likely

6
Darktide’s Night

be unnoticeable, but under the dark pall of Darktide, its lambent Spontaneous Monster
glow is unmistakable. Soon it is joined by others in a procession Despite the sharp bite of the cold wind as it periodical-
that slowly marches parallel to your own path. Yet rather than ly crashes through the trees, rustling the leaves in a way that
the warm, hale light of lanterns, these candle-like motes of illu- sounds uncomfortably like conspiratorial whispers, the forest
mination flicker in pale blues and greens. around you seems unnaturally still, as though it is waiting for
something. You have seen the phantasms and apparitions you
The lights seem to move with purpose, mirroring the move- know plague the world on this cursed Darktide’s night, but
ments of the party. However, the players will not be able to dis- most of the more wholesome creatures of the world seem to
cern if there are creatures carrying the lights, or if they are in- have enough sense to hide and wait until the light of a less taint-
stead some magical phenomenon. If they attempt to approach ed day dawns. However, not all animals seem to have retreated
the lights, cast spells at them, or otherwise interact with them, into their burrows, as a dark, furry shape, perhaps a skunk or
the lights will swiftly retreat into the forest and disappear be- a badger, dashes across your path through the tall grass and
fore the players can catch them. If they players ignore them and fallen leaves with an annoyed grunt. The presence of such a
proceed as normal, the lights will follow them for a while before creature is almost a relief under the circumstances. However,
taking a divergent path and fading into the trees. as you pass it by, the grunting grows deeper and deeper, un-
til it becomes a hungry, vicious roar. Looking back, whatever
If you repeat this while the party is in the treehouse, you can the creature once was is now swelling to grotesque propor-
have the lights circle at the edge of the clearing, and perhaps tions larger than a bear, with jagged teeth and razor-like claws
flare and flicker in time with events transpiring within the ram- gleaming in the weird glow of the moons overhead. With a final
shackle structure. snarl the horrid mass of black fur lunges towards you.
Lethal NSREs
Woeful Walkers
As you wend your way amongst the trees, a strange rum- Spontaneous Monster NSRE
bling sound is carried to you upon the wind. It is impossible to Stats on Battle Stats page XX
discern the source, but the odd sound is getting closer. After a
few moments, the rumbling resolves into a wave of groaning
wails. It isn’t long before twisted shapes emerge from between This dreadful transformation is reminiscent of those that took
the trees, shambling towards you. Many are little more than place during the Woe of Ruin, when arcane energies coursed
skeletons, though a few still have scraps of flesh clinging to over innocuous creatures and deformed them into the first
their rotting bodies. A baleful green light burns in their empty monsters. The players will likely be a bit too busy to make this
eye-sockets. As you look around, you see they are closing in on connection while the thing is trying to maul them, but after
you from all sides. Show Handout 06: The Woeful Walkers. it has been dispatched, they may attempt a DC 15 Intelligence
(Arcana) or Intelligence (History) check to recall the old legends
about such transformations and their relationship to Darktide,
the anniversary of the Woe.

Note that this is an entirely optional combat encounter, and


your party may well be too depleted from their other fights today
to tangle with such a beast. If you don’t want them to miss out,
you can further decrease the difficulty by taking away most of
the Spontaneous Monster’s hit points; after all, such a transfor-
mation would usually be quite painful and could leave the crea-
ture on the verge of death. You could even have the party roll
initiative, but ensure they all act before the monster, and simply
have it collapse and expire due to the stress of the transforma-
tion before it can attack. Uncontrollable bursts of random magic
can be pretty dangerous, and certainly don’t always result in a
Handout 06: The Woeful Walkers functional new species of monster.

Gooey Additions
Whispers on the Wind (recurring)
The Woeful Walkers NSRE Tell a few players that, although the sky overhead remains bi-
Stats on Battle Stats page XX zarrely motionless, a sharp, cold wind whistles past them. Have
the players make a DC 13 Wisdom (Perception) check; those that
succeed at the check think they can hear a voice amongst the
shrill sounds of the squall. It’s up to you what they hear in the
whispers, but feel free to mix it up for different players, secret-

7
Darktide’s Night

ly letting each know what they think the murmuring wind says. urges you to flee from what it takes to be an impending ca-
Some examples could include: tastrophe, but soon the shadow passes without incident.

One... is...betrayer… This massive shadow is an arcane imprint left by one of the many
They’re…here... skyborne Ethernic cities that crashed to the ground during the
Don’t...belong...here… Woe of Ruin. It will not appear again, but other shadows left by
the Woe may follow the party as they explore this area. For ex-
In some cases, the wind could simply sound like distant screams, ample, a section of forest may swiftly be enveloped in shadow,
moans, or a dry, disturbing chuckle. The wind will continue mimicking the fires that ravaged the world, with shadowy fig-
throughout the adventure, but it doesn’t always have to carry a ures of Humanoids and animals dashing past the party to es-
message. You can still have the players make a Wisdom (Percep- cape. Smaller shadows might dart across the sky, or there could
tion) check, so they aren’t sure if they missed something or not. even be strange, multicolored shadows that writhe and spread
before disappearing, reminiscent of the uncontrolled magicks
Cycles of Darktide that scoured the surface of Zyathé.
Secretly let one of the players know that a cluster of mushrooms
catches their attention. At first they will be unsure why the patch
of fungus seemed remarkable, as it does not appear substantial-
ly different than many others they have seen in the area. How-
Darktide’s Night
ever, as they watch the mushrooms, they will note that they can
see them growing into full bloom. A cascade of colorful spores
drops from the caps of the mushrooms when they have fully ex-
Battlestats
panded, but again something odd happens which is, at first, dif-
ficult to discern. After a moment it becomes clear that the spores Adventure
are rising back towards the undersides of the mushrooms. Soon
the heads of the fungi are shrinking back into the ground, and The Arcane Phantoms
swiftly disappear entirely. The entire cycle then repeats over the Opponents: 3 Arcane Phantoms
course of a minute or so, and will continue to do so while the
players are in the area. You could apply the same temporal ef- Arcane Phantom, Tiny Aberration, neutral evil
fects to other things in the area, such as leaves falling from trees Armor Class 13 (mage armor), Hit Points 13 (3d8), Speed 0 ft., fly
or birds fluttering between branches. 40 ft. (hover)

Fingers of Ice (recurring) STR 10 (+0) DEX 11 (+0) CON 10 (+0) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
Pick a player to experience the following:
Skills: Perception +4
Damage Resistances: acid, cold, fire, lightning, thunder
You begin to feel a frigid tingling sensation crawl up your
Damage Immunities: necrotic, poison
spine. The sensation comes and goes over the next few min-
Condition Immunities: charmed, exhaustion, frightened, grap-
utes, before spreading across your back and shoulders. It’s now
pled, paralyzed, petrified, poisoned, prone, restrained
clear that some sort of large insect must be crawling across
Senses: darkvision 60 ft., passive perception 14
your skin on ice-cold legs.
Languages: babble in ancient dialects of Elven, Draconic, and
several dead languages
Allow the player to react, but whether they pull off their cloak
Challenge: 1 (200 XP)
and roll on the ground to dislodge the insect, or totally ignore
Incorporeal Movement: The Arcane Phantom can move through
it, there isn’t anything there, and the feeling will briefly subside.
other creatures and objects as if they were difficult terrain. It
After they move on, you can have the feeling return, or even
takes 5 (1d10) force damage if it ends its turn inside an object.
transfer to another player. The nature of the feeling can also
Volatile: When the Arcane Phantom is reduced to 0 hit points,
change, such as cold, dead fingers curling around the charac-
roll a die. On an even result, all living creatures within 30 ft. are
ter’s shoulders and neck, or a numbing chill radiating out from
healed 11 (3d6) hit points. On an odd result, all living creatures
random points on their legs.
within 30 ft. must make a DC 12 Dexterity saving throw, tak-
ing 5 (2d4) force damage on a failed save, or half as much on a
Shadows of the Past (recurring) successful one.
This is something that the entire party will likely notice at once:
Arcane Bite: The Arcane Phantom can make an Arcane Bite attack
as a bonus action. In addition, each time the Arcane Phantom
The gloom of this Darktide’s night seems deeper than that makes an Arcane Bite attack, roll a d6. The result indicates the
of more wholesome evenings, but, to your surprise, the woods damage type of the additional damage inflicted by the attack.
around you are suddenly cast into even more profound dark- 1-Acid, 2-Cold, 3-Fire, 4-Lighting, 5-Psychic, 6-Thunder
ness. Looking to the sky, the clouds still seem frozen in place, Spellcasting: The Arcane Phantom is a 2nd level spellcaster. Its
leaving no obvious source for the immense shadow that has spellcasting ability is Charisma (spell save DC 12, spell attack
fallen across the world. Something in the back of your mind

8
Darktide’s Night

modifier +4). It knows the following spells: ful Walkers, with the same additions and bonuses.
• Cantrips (at will): Acid Splash, Firebolt, Light, Mage Hand,
Minor Illusion, Prestidigitation, Ray of Frost, Shocking Grasp Spontaneous Monster
• 1st level (4 slots-1 already used for Mage Armor): Burning Hands, Opponents: 1 Spontaneous Monster
Color Spray, Mage Armor, Magic Missile Note: The Spontaneous Monster will be a dangerous encounter
Actions: Melee attack. Arcane Bite. Melee Weapon Attack: +2 to hit, for a party that just barely survived the Butcher Farm. Don’t use
reach 5 ft., one target. Hit: 2 (1d4) force damage, plus 4 (1d8) addi- this NSRE if that is the case, or be sure to use the Weaker Party
tional damage of a random type (see the Arcane Bite ability above). Difficulty Modifier (and even making further modifications if
necessary) for one that you think is bloodied but would enjoy,
Difficulty Modifiers and be able to survive, one more significant combat.
Weaker Party: Don’t use the Arcane Phantoms spellcasting abil-
ity. In addition, ensure that the first one to be destroyed causes Spontaneous Monster, Large Monstrosity, unaligned
healing rather than damage with its Volatile ability. Armor Class 13 (natural armor), Hit Points 34 (4d10+12), Speed
40 ft., fly 30 ft.
Advanced Party: Give each Arcane Phantom 4 extra hit points.
STR 17 (+3) DEX 14 (+2) CON 17 (+3) INT 3 (-4) WIS 12 (+1) CHA 5 (-3)
Make it Tough: In addition to the extra hit points, increase each
Arcane Phantom’s AC by 1, to a total of 14. Skills: Perception +3
Senses: darkvision 60 ft., passive Perception 13
Make it Tougher: In addition to all of the above, give each of the Challenge: 2 (450 XP)
Arcane Phantoms a +1 bonus to attack and damage rolls. Keen Senses: The Spontaneous Monster has advantage on Wis-
dom (Perception) checks.
Actions: Multiattack. The Spontaneous Monster makes two at-
Lethal NSREs tacks: one with its bite and one with its claws. Bite. Melee Weap-
on Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3)
Woeful Walkers piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach
Opponents: 9 Woeful Walkers 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Woeful Walker, Medium undead, neutral evil Difficulty Modifiers


Armor Class 11 (natural armor), Hit Points 6 (1d8+2), Speed 30 ft. Weaker Party: Reduce the Spontaneous Monster’s hit points by 9,
down to a total of 25. In addition, impose a -2 penalty on attack
STR 11 (+0) DEX 8 (-1) CON 15 (+2) INT 2 (-4) WIS 5 (-3) CHA 2 (-4) and damage rolls made for the Spontaneous Monster.

Damage Immunities: force, poison, psychic. Advanced Party: Increase the Spontaneous Monster’s hit points
Condition Immunities: poisoned. by 9, to a total of 45.
Senses: darkvision 60 ft., passive Perception 7
Challenge: 1/2 (50 XP) Make it Tough: In addition to the extra hit points, give the Spon-
Arcane Contagion: If a creature takes damage from a Woeful taneous Monster a +1 bonus to attack rolls.
Walker’s bite attack, they must immediately make a DC 11 Wis-
dom saving throw. On a failed save, they take 3 (1d6) psychic Make it Tougher: In addition to all of the above, add a second
damage, and at the beginning of each of the creature’s turns, Spontaneous Monster, with the same additions and bonuses.
it must make another DC 11 Wisdom saving throw. On a failed
save, the creature, and all creatures within 5 ft. of them, take 2
(1d4) force damage. This effect continues for 3 rounds or until
they succeed on a saving throw associated with this effect.
Darktide’s Night Special
Actions: Melee weapon attack. Bite. Melee Weapon Attack: +2 to
hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 3 (1d6)
psychic damage.
Items
Special Item 01: Stuffed Bear
Toy, Unique
Difficulty Modifiers
Weaker Party: Remove 3 Woeful Walkers, for a total of 6. Effects: Any animal companions, familiars, mounts, or other
non-humanoid NPCs and creatures will act uneasy around the
Advanced Party: Give the Woeful Walker 3 extra hit points each. stuffed bear, and will avoid it if possible. The only apparently
unusual characteristic of the bear is that whoever first touched
Make it Tough: In addition to the extra hit points, give each Woe- it will find it moves around amongst their belongings, no matter
ful Walker a +1 bonus to attack rolls. how securely they stow it, and it will always reappear in their pack,
even if they throw it away or seemingly destroy it. The only way to
Make it Tougher: In addition to all of the above, add 3 more Woe- be rid of it is for someone else to willingly accept it, after which it

9
Darktide’s Night

will doggedly cling to the new owner in the same way.

This stuffed bear is soft and cuddly, and seems like an ordinary
child’s toy. It looks to have been rather worn out over the years, but
has been well-maintained, with a number of “scars” where it has
been repaired. The buttons it has for eyes are extremely reflective
and well polished, as they seem to gleam in even the faintest light.
There is an opening in the bear’s back that allows it to be used as a
puppet, but it can also be used to store several small items instead.
The bear radiates a faint aura of magic, but doesn’t have any identi-
fiable properties. It’s probably just a lingering effect from magical
items that were placed in its back at some point…

Special Item 02: Ring of Minor Fortune


Ring, Common (requires attunement)

Properties: Once per long rest, you can decide to gain advantage on
a single die roll of your choice before making the roll.

Although the magic in these rings is quite subtle compared to many


more powerful arcane objects, those that possess them still consid-
er themselves exceptionally fortunate to do so.

Special Item 03: Bonebreaker


Martial Weapon, Rare (requires attunement)

Effects: On a hit roll of 20, this weapon deals 7 (2d6) points of blud-
geoning damage in addition to its normal damage, and the speed
of the target is reduced by 10 ft. until they receive magical healing.
Damage: 1d6 piercing
Weight: 2 lbs.

This short sword has a handle wrought from the polished bones of
a dead humanoid. Although capable of delivering the standard cuts
and stabs for a short sword, it also shatters bones with shocking
force, crippling the wielder’s enemies to prevent any chance of es-
cape.

Special Item 04: Periapt of Slayye


Wondrous Item, Rare (requires attunement)

Effects: This Periapt has 3 charges. Whenever you kill a living crea-
ture within 120 ft., or a living creature you reduced to 0 hit points
dies within 120 ft., the Periapt regains a charge, up to its maximum.
When taking a short rest, you may expend one or more charges
from the Periapt. Each expended charge allows you to roll a die to
regain hit points without expending a hit die from your pool. These
dice are equivalent to your lowest hit die (for example, if you have
both d8s and d10s as hit dice, those granted by the Periapt will be
d8s).

This Periapt is, at a casual glance, quite similar to many healing


amulets of Aeliera, with a sizable ruby set in a gold fitting on a fine
golden chain. However, on the reverse may be found the image of
a pair of finely engraved, jagged daggers, the symbol of the god of
murder, Slayye. Its magicks are also a cruel parody of healing talis-
mans, stealing a sliver of the magical energy released when a living
creature dies and granting its sustaining power back to the killer.

10
Darktide’s Night

Handout 01: The Gloomshade

11
Darktide’s Night

Handout 02: : The Tottering Treehouse

12
Handout 03: The Door Guard

13
Darktide’s Night
Handout 04: The First Shack

14
Darktide’s Night
Handout 05: The Second Shack

15
Darktide’s Night
Handout 06: The Woeful Walkers

16
Darktide’s Night
Darktide’s Night

Special Item 01: Stuffed Bear

17
Darktide’s Night

Special Item 02: Ring of Minor Fortune

18
Darktide’s Night

Special Item 03: The Bonebreaker

19
Darktide’s Night

Special Item 04: Periapt of Slayye

20
Darktide’s Night

A World of Amazing Adventure Awaits!


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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

21
A Setting-Independent, Immersive Experience Adventure for Levels 1 to 3
Darktide’s Night

Darktide’s Night
Bonus Mini-Adventure

A Thrilling, Optional Mini-Adventure Set During the Sinister & Mysterious Darktide’s Night

The 13th of Dezu’un is a cursed date in the world of Zyathé. Each annum on the
anniversary of the catastrophic Woe of Ruin, all manner of evil is unleashed, from
terrifying monsters to bewildering manifestations of unpredictable magic. None can
say with certainty what evil and misfortune will transpire each year, but most huddle
close with family and friends, clasp tight the amulet of whichever god they hope will
protect them, and wait for the cursed hours to pass. Those brave, foolish, or desperate
enough to dare the open road on this day may find themselves on a very different path
than the one they intended. There is much danger in such a course, but for those with a
greater destiny ahead, it may lead to a valuable boon.

Such is the predicament faced by the young Hanataz of the Blue Veil troupe. This optional
side adventure may be added to the second chapter, the Foulest of Spirits, of the Red
Star Rising campaign. Driven out of the safety of their camp by the larcenous actions
of the Butcher clan, they find themselves with a grim road home in the waning hours
of Darktide’s night. Yet it seems the dark forces of this ill-fated day still have something
in mind for the weary Zatis. Inexorably they will find themselves drawn towards a
ramshackle treehouse holding a grisly secret. Horrors abound on this night, but there
may be quite the prize for those that can keep their wits about them.

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