B201B27FC8995F4F73D97E53FF2E8354 Comic Adventures & RPGs: The Disappearance at Raven's Hollow

The Disappearance at Raven's Hollow

Disclaimer: The Disappearance at Raven's Hollow is a scenario designed for tabletop roleplaying games. While it is presented in a high fantasy, dark and spooky setting, Game Masters or Dungeon Masters are encouraged to adapt it to suit their own game world and rules system. The encounter does not include stats for players or monsters; these will need to be determined by the Game Master based on the rules of their chosen system. The scenario is presented as a creative writing prompt and is intended for entertainment purposes only.

The winds bring rumors of a distant town named Raven's Hollow, said to be home to a young woman in possession of an Aradia - a powerful artifact that can unleash hordes of undead upon the lands. The head mage of your town has entrusted your party with a crucial task: to locate the woman and retrieve the Aradia before it falls into the wrong hands. The journey ahead is fraught with danger, but the rewards for success could be immeasurable. Will your party be brave enough to undertake this perilous mission?



Deep within the dark and foreboding woods lies Raven's Hollow, a small village known for its eerie silence and ominous aura. The residents here are few, but they keep to themselves, rarely venturing out of their homes unless absolutely necessary. It is said that Raven's Hollow is cursed, haunted by spirits of the past that refuse to let go of their hold on the land. Many travelers avoid this place at all costs, but for your band of adventurers, the promise of safety for all is your obligation to venture here.

As you approach the village, a sense of unease settles in your stomachs. The air is thick with the stench of death, and a foreboding silence hangs over everything. The only sound is the rustling of leaves and the cawing of ravens, which seem to be everywhere, watching you with their beady eyes.

As you enter the village, you see that it is mostly deserted. Doors are left ajar, and belongings are scattered across the ground as if the residents fled in a hurry. You quickly realize that something is terribly wrong. Where did the villagers go? And why did they leave so suddenly?

As you search for clues, you come across a small note tucked into a doorway. It reads: "Beware the darkness that creeps through the night. It has taken our loved ones, and we fear it will take us too. Do not come any closer."

The mystery deepens as you discover that several of the villagers have disappeared without a trace. The only evidence of their existence is a set of strange symbols etched into the ground near where they were last seen. What could these symbols mean? And who or what is responsible for the disappearances?

You realize that the only way to solve this mystery is to delve deeper into the heart of Raven's Hollow. But as you make your way through the dark and twisted woods, you can't help but wonder if you're walking straight into the jaws of death.

As the party approaches the town center, they notice a missing person's poster on the town bulletin board. The poster is offering a reward for any information leading to the safe return of a young woman named Lillian who disappeared two nights ago. The locals have been searching for her, but so far, there have been no leads. The poster states that Lillian was last seen near the old, abandoned mansion on the outskirts of town. Some of the townsfolk believe that the mansion is cursed, and that the disappearance of Lillian is related to it. The party can investigate the mansion, question the few locals that are left for more information, or choose to ignore the poster altogether. Regardless of their choice, the party should feel a sense of unease and a foreboding atmosphere that looms over the town.


THE VILLIAGERS 

If the party decides to question the locals, they find that most of them are hesitant to speak about the disappearances. They are clearly frightened and reluctant to share any information. However, after some persuasion or intimidation, one of the locals, a shifty-eyed man, reveals that he saw something strange on the night of the disappearance. He claims to have seen a shadowy figure moving silently through the streets, its form indistinct but clearly not human. The man also mentions that the figure seemed to be moving towards the abandoned mansion on the edge of town, which is rumored to be cursed. The other locals immediately hush him, warning him not to speak of such things, and the man quickly retreats into the shadows. The party is left with a chilling feeling that something dark and dangerous is lurking in Raven's Hollow.

THE MANSION

The mansion stands tall and ominous, casting a foreboding shadow over the surrounding area. The structure is ancient, with weathered stone walls and intricate carvings that have long since been worn down by time. The front door of the mansion is massive and imposing, made of thick oak and reinforced with metal studs. As the party approaches, they notice a strange creature lurking in front of the door. Its skin is as black as midnight, and its eyes burn with an intense, otherworldly glow. The creature appears to be guarding the door, and it does not look friendly. The party must either defeat the creature in battle or find a way to trick it into letting them pass if they hope to enter the mansion and continue their search for Lilliam and the Aradia.


As the party moves through the main corridors of the mansion, they come across a large, ornate door that is sealed shut. Above the door is a riddle inscribed in ancient script:

"I am not alive, but I grow; I don't have lungs, but I need air; I don't have a mouth, but I need fuel to live. What am I?"

The answer is "fire". The players must find a torch or a way to start a fire and bring it near the door for it to open.

As the party enters the next room of the mansion, a feeling of dread washes over them. The air grows thick with the stench of sulfur, and a low growling sound can be heard in the distance. Suddenly, a large demon-like creature materializes in front of them, its eyes glowing with an otherworldly fire. The creature charges at the party, its sharp claws and teeth gleaming in the dim light of the room. The party must fight for their lives or find a way to outsmart the demon to continue their journey through the mansion.

As the party explores the mansion, they hear a strange noise coming from upstairs. The stairway leading up is long and dilapidated, with creaky steps that make a lot of noise. To avoid alerting whatever is making the noise, the party must figure out a way to get up the stairs quietly. They could:

Use their stealth skills to sneak up the stairs one at a time, being careful to step only on the non-creaky parts of the steps.

Look for another way up, such as a hidden staircase or a rope ladder hanging from a window.

Create a distraction elsewhere in the mansion to draw the attention away from the stairs, giving them an opportunity to sneak up undetected.

Use magic to levitate themselves or make themselves temporarily invisible, allowing them to float up the stairs or sneak past undetected.

Regardless of how they choose to proceed, the party must be careful not to alert whatever is making the noise or risk being caught off guard by an unexpected attacker.

The party finally reaches the top of the stairs, ready to face whatever foe awaits them. As they enter the room, they see Lillian sitting in a chair, her back to them. She greets them warmly, thanking them for finding her and explaining that she has been hiding in the mansion because she fears for her life. She tells them that she possesses the Aradia, a powerful item that she has been using to protect herself from the dark forces that have been pursuing her. She pleads with the party to help her escape the mansion and get the Aradia to safety, promising to reward them handsomely for their help. The party must now decide whether to trust Lillian and help her, or to be cautious and investigate further.

LILLIAN IS EVIL

Suddenly, the party hears the sound of bones rattling and a low growl. Emerging from the darkness is a towering undead monstrosity, animated by the power of the Aradia.

Lillian cackles as she sends the creature charging at the party. The creature is quick and strong, its bony claws slicing through the air. The party must use all their skills and abilities to avoid its attacks while dealing damage to the creature.

Lillian also throws powerful spells at the party, trying to protect the undead creature and herself. She teleports around the room, making it difficult for the party to get close to her. The party must work together to take her down while avoiding the attacks of the undead monster.

If the party defeats Lillian and the undead creature, they can take possession of the Aradia and return it to the head mage in their town. 


The party realizes that Lillian was being controlled by the Aradia all along. The head mage takes possession of the Aradia and thanks the party for their bravery in retrieving it. The town is safe once again from the threat of the undead. The party is rewarded with a generous amount of gold and given a hero's welcome upon their return to town. Word of their success travels far and wide, and they become known as the heroes who saved Raven's Hollow from the undead. The party is left with a sense of accomplishment and a newfound reputation as heroes.


Thank you for reading this adventure. If you decide to run this scenario, I would be thrilled to hear about your experience in the comments below. Let me know what system you used and how it went. Don't forget to check out my other adventures via the links provided. Happy gaming!

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