Setting
The town of Harvest Hollow, a quaint village known for its annual Halloween festival.
Premise
Every year, a magical barrier keeps malevolent spirits at bay during Halloween night. This year, the barrier's power source, an ancient amulet, has been stolen, and monsters now threaten the town. The heroes have until midnight to retrieve the amulet and save the town.
Character Sheets
Tokens
The PDF for posterity
Map

Act 1: The Festival Begins
- Introduce Harvest Hollow, the townsfolk, and the festival.
- Its 6PM, the sunset is beginning. It will be dark by 7PM.
- It takes about 10-30 min to walk between landmarks.
- Mid-celebration, a young kid crashes the festivities, warning everyone of the impending danger. Someone stole the Amulet of the Crusader.
- The mayor confirms the amulet's theft and pleads for brave souls to retrieve it.
- The Amulet needs to be returned to the Town’s Clock Tower before it strikes Midnight.
Act 2: Trick of Treat
- Have the party travel to 2-3 of the Landmarks.
- Roll d4 to see what Land Mark they get first.
- The Boss at each stop will point the party to another Stop (don’t repeat) after defeated or convinced to do so.
D4 Trick of Treat Stops
- Cemetery (North): Cultists & Zombies rising from the cemetery.
- Cult Leader: Magistra Mortis ❤️❤️ — 2 ACTIONS, +3 At Rolls
- The town's gravedigger saw suspicious activity at the old mausoleum.
- The Witch Hut (South): Witch & Swamp challenges.
- The Witch: Elara, the Banjo Banshee of the Bog ❤️❤️ — 2 ACTIONS, +4 At Rolls
- The townsfolk know there is a mysterious witch in the swamp to the south.
- The Mansion (East-North): Ghosts and animated suits of armor inside the mansion.
- Vampire Lord: Baron Blood ❤️❤️ — 3 ACTIONS, +4 At Rolls
- There is a haunted mansion beyond the Maze. Some kids say they went there on a dare, and saw ghosts.
- Potion Island (East-South): Alchemist at the Potion Brewery
- Mad Scientist: Dr. Alaric Needlestein ❤️❤️ — 2 ACTIONS, +3 At Rolls
- Dr. Needlestein is an eccentric Alchemist living on the island. It is full of herbs and mushrooms.
🧭 LOCATIONS 🧭
Harvest Hollow
Old Clock Tower
- The amulet needs to be returned here
- There is a long spiral staircase that needs to be climbed
- From the top you can see the whole map
Cauldron Cafe
- This is local brewery (tavern) of Harvest Hollow.
- Sells Pumpkin Spice Beer — Pumpkin spice: irresistible aroma that attracts all living creatures. CHARISMA to avoid it’s affect.
The Cemetery
- A small grove known for its eerie whispers and rumors of old magic. The Burlap Ghost will tail the party until it is ready to attack
The Mausoleum
- The cultists have are here holding a ritual to their Dark Lord, they want to raise zombies and attack the village
- TIMER D4: The Cultists have a cart full of Corpses that will be raised as Zombies
The Eerie Lake
- A fisherman spotted strange shadows, and talks of the Lake’s Monster (No Stats), the Monster will squirt water jets at people, or try to pull them underwater. It is too large to be killed, it will retreat if it becomes annoyed.
- A hidden path near the lake leads to a grotto where players might find a LOOT.
The Haunted Mansion
- Inside the mansion, rooms are filled with both living and spectral enemies.
- This causes Fear (CHA), anyone fearful suffers 1 HP of cold damage each round
- It takes 2 HEARTS of effort to explore the Mansion
- Encounter: There is a closet that is full of skeletons that will reach out and try to grapple people back into the closet where they take 2x BASIC 2d4 each round. There is LOOT in here.
The maze
- A maze where only intuition (CHARISMA), not wisdom, can guide the way. The paths keep shifting, and relying on tracks and logical patterns leads people in circles. One needs to trust their gut or find an external source of guidance.
- TIMER D4: The Maze-Bot will taunt anyone lost in the Maze, drop an explosive grenade, and continue Running. Chasing the Maze-Bot will also lead to the exit.
Potion Island
- Dr. Needlestein will try to stall being polite and inviting the party to poisoned “sleeper” tea, the antidote is sugar and milk. Sleeping will make the party lose 30min. He will then tie them up.
- If confronted will become a Werewolf ❤️❤️❤️ — 2 ACTIONS, +3 At Effort
- There are various Potions and Toxins that can be looted from the Lab
Dark Forest
- The forest is full of herbs and mushrooms that can be used for potions and toxins
The Stone Bridge
- On the tree at the other side the is perched preparing to pounce onto the first person crossing the Bridge.
Witch Haus
- The Witch: Elara, the Banjo Banshee of the Bog ❤️❤️ — 2 ACTIONS, +4 At Rolls
- She is in the Hut, or following the party through the swamp. will try to cast spells like Fog and Quicksand to slow down the party
- These is a bog / swamp, the place is full of flies and mosquitos until 8:00PM
- The bugs make exploration checks HARD
- Failures exploring means getting stuck in mud or barbed bushes, losing d4 EFFORT of progress or suffer d4 Damage to break out.
- Slugs with Faces — these large slugs are gross, have 1 ❤️ — they don’t do anything but be gross and a distraction. Moving through the slugs requires a CHA roll, or taking a long way around wasting time.
The Post Office
- The black cat will spy on the party and try to curse someone
- The Post Office is closed, however there is LOOT inside that can be found
Act 3: Recover the Amulet
Jayson, the Undying Serial Killer is working for the Boss at the last Stop the players check out. Jayson is their brute, and pairs up. He was the one that actually stole the Amulet for the Boss he is paired with.
Act 4: The Clock Strikes Twelve
- As the town clock ticks closer to midnight, players must use the amulet to restore the barrier.
- A simple skill challenge or ritual can be used to reintegrate the amulet's power.
Conclusion: With the barrier restored, the monsters vanish, and Harvest Hollow is safe once again. The heroes are celebrated, and the festival continues in their honor.
Failure: to get the Amulet back in time means evil spirits will attack the town.
😈 CHALLENGERS 😈
Burlap Ghost (No Hearts) — 2 ACTIONS, +3 At Rolls
- Passive Ability: Immune to all damage
- Mind Trap: NEAR target makes WIS Save or all checks become HARD until a successful WIS check breaks the curse.
- Choke: Automatic ULTIMATE each ROUND while MIND TRAPPED. CON save to half damage.
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Follows people entering the Cemetery. If they don’t leave the cemetery it will attack after D4 Rounds. It will also only attempt to attack for D4 Rounds, then leave again
Xeno-Demon ❤️❤️ — 2 ACTIONS, +5 At Rolls
- Acidic Blood: Any melee attack against it causes the attacker to suffer D4 acid splash damage.
- Shadow Pounce: Can blend into the shadows and pounce from a FAR distance, catching players off-guard.
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Summoned by Dr. Needlestein to protect the Bridge. It is bound to the Bridge and cannot leave beyond FAR of the Bridge.
Maze-Bot ❤️❤️❤️ — 2 ACTIONS, +3 At Rolls
- Fast Runner: Maze-bot double MOVES on it’s turns, meaning that if someone want’s to chase it, they probably cannot also attack it. If someone falls behind they need to make a WIS check to spot the Bot, however can only happen before the Bot’s next turn.
- Grenades: It does not throw the grenades, just drops them in its wake, making a dangerous obstacle to anyone chasing it. DEX to avoid the explosion if walking past the grenade before it explodes. Anyone caught in the CLOSE range of the bomb takes GUNS x2 (2d8) damage.
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Cursed to Run back and forth through the Maze at Night. It disappears every sunrise, and reforms sundown. It taunts people in the Maze. However also can be chased to escape the Maze.
Black Cat (1 HP) — 1 ACTIONS, +0 At Rolls
- Curse: If the Cat can walk in-front of someone it will curse them with bad luck until the next sunrise.
- Bad Luck: On a natural Roll of 1 the cursed individual takes BASIC D4 damage from something falling on them, or tripping, etc… On a natural Roll of 20 the cursed individual suffers equal ULTIMATE effort of the target, but the curse is then broken.
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The Familiar of the Witch, scouting at the Post Office, and will follow the Party if they go to Potion Island or the Witch Haus.
👻 BOSSES 👻
Cult Leader: Magistra Mortis ❤️❤️ — 2 ACTIONS, +3 At Rolls
- Eyes of the Abyss: Hypnotizes a player for 1 round, making them skip their turn.
- Dark Rite: Can summon Zombie minions to aid her.
- Voice of Command: Can use an Action to give Zombies an extra action on her turn.
Zombies ❤️ — 1 ACTION, +2 BASIC
- Slow: Can only MOVE or ATTACK
- Won’t Die: Will keep coming back unless with 1 HP, until it takes Fire, Holy, or Critical hits, can also be stopped beheading it.
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Vampire Lord: Baron Blood ❤️❤️ — 3 ACTIONS, +4 At Rolls
- Wind Slash: Deal WEAPON to a NEAR target
- Fangs: Bite a CLOSE Target. Target makes a CON save or drop to 0 HP.
- Bat Shape: Move anywhere within the scene, immune to melee and HARD to hit at Range. Only have 1 HEART and +1 All Rolls as a Bat, becomes a Human again if taken out of Bat shape.
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The Witch: Elara, the Banjo Banshee of the Bog ❤️❤️ — 2 ACTIONS, +4 At Rolls
- Witch's Cauldron: Can brew special potions or be used to scry distant places. However, it requires specific (and sometimes bizarre) ingredients.
- Grimoire of the Bog: A moss-covered book filled with spells tied to swamps, marshes, and the creatures that dwell within. Contains spells "Summon Fog," "Quicksand Quagmire," and "Voice of the Marsh." However, each spell cast from the book leaves the caster with a slight, swampy stench for a few hours.
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Legend tells of a gifted musician who once played the most soulful tunes on her banjo, drawing crowds from afar. However, after a tragic event, her heart sought solace in the solitude of the bog. The spirits of the marsh, touched by her music, gifted her the Grimoire of the Bog, and keep her there.
- "Summon Fog" Create Fog within FAR, makes it HARD to see
- "Quicksand Quagmire" All things within CLOSE to the point you choose begin sinking into the ground. DEX or WIS to move, or sink even further.
- "Voice of the Marsh" Understand the natural murmurs of the marshland. This includes the whispers of the plants, the croaks of frogs, the buzz of insects, and even the soft gurgles of the water.
Mad Scientist: Dr. Alaric Needlestein ❤️❤️ — 2 ACTIONS, +3 At Rolls
- Toxic Injection: Uses his needle to inflict BASIC poison damage over D4 TURNS.
- Unstable Concoction: Throws a volatile flask causing various effects (fire, smoke, freezing cold, etc.).
- Transformation: Injects self, will become a Were wolf after on his next Turn.
Werewolf ❤️❤️❤️ — 2 ACTIONS, +3 At Effort
- Rush: Move Double FAR in a straight line. All targets passed make a Dex save or fall prone (lose movement on their next turn)
- Regenerate: As an ACTION regenerate 2d6 HP, unless hit with Silver that round.
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Serial Killer: Jayson ❤️❤️❤️ — 2 ACTIONS, +4 At Rolls
- Silent Strike: Can move silently, making a stealth attack with extra damage.
- Relentless Pursuit: If reduced to half health, gains extra speed and damage.
- Undying Resilience: Action, after dropped to zero, roll 11+ to regain a HEART of health.
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🎃 HALLOWEEN LOOT 🎃
D20 Table
- Jack-o'-Lantern of Illumination: A carved pumpkin that, it is powered by souls of the departed, can be used to attack spirits for MAGIC.
- Witch's Broomstick: Allows limited flight for short durations. Could also be used to sweep away minor magical obstructions.
- Ghostly Cloak: Wearing it grants temporary invisibility, but also attracts the attention of spirits.
- Candy Corn of Courage: Consuming one provides a temporary boost in bravery, making the character immune to fear effects.
- Vampire's Stake: Can be used as a dagger. When it deals damage, it heals half the damage dealt.
- Skeleton Key: A bone-shaped key that can unlock any door, but it crumbles on a natural 5 or less.
- Cursed Mirror Shard: Reflects the true nature of whoever looks into it. It can reveal disguises or see through illusions.
- Zombie's Hand: Acts as a crawling hand pet that can retrieve items from small spaces or deliver messages.
- Mummy's Bandage: Can be used to heal wounds or bind enemies for MAGIC effort.
- Spider Silk Rope: An incredibly strong and lightweight rope. When thrown, it can stick to nearly any surface.
- Pumpkin spice: irresistible aroma that attracts all living creatures. CHARISMA to avoid it’s affect.
- Holy water: can be used to fend off evil, deal’s ULTIMATE to Undead & Demons.
- Howling Axe: damage caused by the axe becomes a howling maw, making it scream, even rocks and trees.
- Phantom Flask: A translucent bottle filled with a ghostly liquid. Drinking from it allows the user to phase through walls for a short duration.
- Ghoul's Gauntlet: A black leather glove adorned with eerie green gems. When worn, it grants the user the strength of the undead, allowing them to break through barriers easily.
- Shadow Shoes: A pair of dark velvet shoes. When worn, they muffle footsteps completely, making the wearer move silently.
- Voodoo Doll: A small straw doll with pins. Sticking a pin into the doll while thinking of a target in FAR might cause TOOL efforts or discomfort to them. Uses CHARISMA to attack.
- Ring of the Raven: A dark ring engraved with the image of a raven. Once per day, the wearer can transform into a raven for reconnaissance or travel.
- Nightshade Necklace: A necklace made of nightshade berries. Wearing it grants resistance to poisons, acid, and toxins, but if consumed or broken, the berries are deadly.
- Bat's Eye Pendant: This orb-like pendant looks eerily like a bat's eye. When held up and peered through, the user can see in absolute darkness as if it were daylight. However light will seem blindingly bright for a short duration.
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