One-Shot Ideas

1. "The Voice Beneath the Floor"

Theme: Mystery & Knowledge
Tone: Quiet unease, scholarly tension
Ideal Level: 2–4
Hook: The characters arrive in Evenshade during a stormy night and take shelter in the Temple-Library. That evening, they hear muffled whispers through the stone floor—words in a forgotten dialect that seem to shift based on what the characters are thinking.

Plot:

  • The librarian-on-duty is reluctant to speak about it but allows them to "stay the night in the Ivy Nook."
  • Clues in old marginalia point to a sealed sub-basement, supposedly lost to a cave-in generations ago.
  • Players may discover:
  • A disembodied psionic echo of a long-dead philosopher, trapped during a magical collapse.
  • An ancient text that responds only to unspoken questions.
  • A veilglass shard embedded in the stone, humming with residual memory.

Climax:
Freeing the voice risks breaking a seal placed to contain something darker. Will the players prioritize knowledge or safety?

Outcome:
The village’s scholars will reward them—but quietly watch them from a distance thereafter.


2. "The Price of Grain"

Theme: Moral Conflict & Social Intrigue
Tone: Political tension, ethical dilemmas
Ideal Level: 3–5
Hook: Food deliveries from outlying farms have suddenly stopped. Local produce vendors claim the farmers are being pressured or bought off, but the farmers say their goods were confiscated by village officials to "ensure fair distribution."

Plot:

  • The players are hired (by Marlena? Elenna?) to investigate quietly before the Harvests'ebb Festival.
  • They uncover:
  • A forged order bearing House Evenshade’s seal.
  • A grain warehouse at the river harbor holding twice the stock publicly claimed.
  • A secret bribe offered to a Harper contact to keep quiet.

Climax:
The players must choose whom to side with—or use their influence to broker a new arrangement. Will they expose the truth or preserve the façade?

Outcome:
Villagers’ attitudes shift based on the players' choices. House Evenshade either gains loyalty, suffers silent resentment, or tightens its control.


3. "Reflections of a Stranger"

Theme: Subtle Magic & Identity
Tone: Dreamlike, unsettling
Ideal Level: 4–6
Hook: One of the party sees themselves in a mirror in the Market Pavilion—but with different eyes, different posture, and an unsettling grin.

Plot:

  • The reflection begins appearing elsewhere—shop windows, puddles, polished steel.
  • Locals whisper of the "Twin-Space Market", a rumored space that appears during equinox dusk for those marked by prophecy.
  • A flickering ghost-vendor offers to trade a secret for....
  • Clues lead to a mirror locked in Marlena’s personal study, which briefly opens a window into a twinned Evenshade, subtly inverted in tone and alignment.

Climax:
The players may confront their own mirrored selves, or pass through and solve a puzzle requiring a moral or philosophical decision.

Outcome:
When they return, something has changed—perhaps the reflection lingers for a moment too long. The temple scribes may wish to speak with them. So might Marlena.


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