The madhouse of tashas kiss download pdf






















Goos times all around. Hi Jeff C. Ran this last week for my group and we all had a great time. Thank you for the adventure - and honestly Thank you, Sir! So I don't know if anyone has noticed this, but I think its a pretty big oversight.

But there is literally no bard spell or bard cantrip that makes an attack roll until 5th level animate objects. This seems pretty useless as every spell and cantrip that does damage has the targets making saving throws.

Hi there, I had a question for you. I ran the first half of Tasha's Kiss for one of my groups and I was really unsure as to how the mirror maze encounter was supposed to work. I am running it again for a different group this week, and I was wondering if there was any additional information for this encounter? Is there a way to get them to have to touch the mirrors, such as dexterity saves if they try to rush through the maze as opposed to taking their time? It notes in the adventure that after 10 minutes, they start making madness saves, is this based off the standard 6 second rounds or some other way of keeping time?

Kristina P. I've yet to run this adventure and I'll probably come back and edit this review to let people know how my party liked it, but I love the premise! It would've been nice to have colored maps available instead of having to google search the [ William F. The PDF was so high it was honestly more cost effective to order the print version, which was a very fair price. However if you are going to push me towards the print version, at least give me the [ My group absolutely loved this adventure from start to finish!

I can not say enough good things, anyone debating it definitely go for it you will not regret it! It was also pretty easy to run as the module itself is really well writen and takes any unw [ Martha B. I ran this for a couple of groups and they really enjoyed it!! Amanda L. Fantastic little adventure, suuuuper creepy, and thank goodness for set DC. My players still talk about it to this day. The art is wonderful.

See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Dungeon Masters Guild. Pay What You Want. See all titles. Formed from sand struck by the breath of a blue drag- Josaphine on, the Weaver Prod is a inch long piece of jagged, Josaphine is the Dream Weaver in charge of the blue glass fastened to a wooden handle.

She and four more faceless human- weapon. On a hit, the Weaver Prod deals 1 point of piercing Dream Weavers damage plus 1 point of lightning damage. Including Josaphine, there are a total of five Dream Weavers in this room. The fifth Dream Weaver Weaving stands near Portal B, its weaver prod at the ready, Josaphine directs the adventurers to take a seat at in the event someone standing at Portal B acts out.

When she does, one of the cur- rent human clients from the village Bart , who has. Portals He looks at the party, claps his hands together, and There are two exits from this room.

Using either of these exits teleports a crea- ture to the teleportation location marked below: The other client Gram , an old human woman with squinty eyes and a wrinkled face covered in a scowl, Portal A leads to Area 2: The Laughing Man is moved to Portal B. Not one bit! Unless the Dream Weavers are killed, these clients. When a creature sits at the table, the Dream Weav- The portal is false. Instead, the floor the creatures er begins to weave its magic. Each creature sitting are standing on dissolves.

They find themselves falling for several minutes and then appear in Area. They cannot be used to experience more of this new, exotic place. They return to Area 1: The Sorting Room. Creatures the refuse to sit at the table for a weav- ing are directed to stand in front of Portal B. If Bart is used as an NPC throughout the adven- pl ture, he is consistently happy and curious. His weaving was very successful, and he sees every- thing as an interesting, new experience.

She has sixteen grandchildren who all call her Gram. She heard the nickname so often that she decided to use it all the time. If Gram is used as an NPC throughout the adven- ture, she constantly questions everything the adventurers come across. If she is with the party when they encounter the cooks in Area 6, she picks up a rolling pin club and joins the fight against the cooks. He is skilled in separating souls party may become divided as they are sorted.

To Deggmir, souls are the source of guilt quickly. Deggmir knows here are those whose lives using the portals. Deggmir excels in such art.

He is the spiritual surgeon, grafter of marize: scar tissue on souls. Several crates ent set of skills. Glass jars rest on top of them. A man laughs in the distance—the same No longer a simple trader of outlawed clerical work, man weeps. He tears entire souls out of bodies, no pl m Sa.

The soul, however, peace and purpose, and what does anyone want in shrieks in terror, knowing that whatever heavens the world except for peace and purpose? Deggmir or hells previously awaited it are no longer avail- is quick to use his soul scent see Stat Block on the able. To come to terms with his actions, Deggmir party, questioning them about their reasons for do- has pierced himself with his own hooks, chains, ing what they do—trying to pry out a justification.

Deggmir has 2d6 jars filled with souls on his table. Opening them frees the soul. If the adventurers are gift on the creature that freed them, granting that. One nonmagical his work. A bald man with a neanderthal-like face works Combat at a series of chains. The figure shrieks as it is pulled out of an identical, human equivalent of itself.

The human is laughing maniacally. A few smashing a jar he keeps pocketed away on his person. The jar contains the residue of his own soul see Scaling Combat, p 13 that he has been siphon- ing away, which attacks the party. Crates Bodies in the Corner and tables covered in glass jars and rusty tools lay The bodies are withered and gnarled, as if they had in the corner. Nothing of value is found on the bodies.

The Laughing Man If the soul is separated, the body dies and Deggmir traps the soul in a jar, which he sets aside. Deggmir is more than happy to converse with the adventur- ers about his trade. He speaks with a rattly voice, but his vocabulary is that of a scholar. He explains. How does this new Scaling Combat iteration of themselves act? Block: The mirrors are easily smashed. This room has the potential to change your PCs and possibly your whole campaign.

Your players may enjoy this new aspect, or it may devastate Area 3: Mirror Room them. A PC getting killed is one thing it happens. A winding maze of mirrors along the room creates but having their core attitudes changed may make players unhappy, possibly being upset with their new versions. To dodge this, you can have the PCs revert to normal after a long rest, impose a time limit for them to revert to normal 1d20 x pl an uneasy feeling.

The reflections looking back match your movement, but they show different 10 minutes , or make breaking the mirror reverse lifestyle outcomes. These are the choices you the effect. Does the rogue see herself smiling with a pregnant belly? Maybe the sorcer- Being in this room longer than 10 minutes in- er sees his own severed hands wrapped around his duces madness and fear. Failure means fleeing from the Sa. Was there a key moment in a previous adventure where the PC had to make a choice? The That creature also suffers the effects of short- other choice may manifest itself in one of these term madness for 1d6 minutes and gains one mirrors.

Anyone touching a mirror with bare skin swaps places with the reflection. The PC in its current iteration is the reflection, and whatever version resided in the mirror now exists in the real world, controlled by the player. The Chimaera Chron knows all of The hallway allows access to Areas 2, 3, and 5. Familiar Ground. Chimaera Chron reshapes 4A: One Way the room to match a familiar location for This portal only allows access into Area 3. Creatures one of the PCs. Is it a happy hometown?

A from Area 3 may not exit that area using this portal. The town itself from the beginning of this adventure? Chimaera Chron allows the This portal only allows access from Area 3. Crea- party safe passage from here on out as long tures may not enter Area 3 using this portal. If they. This memory could 4C: To the Laughing Man. The submit- This portal allows access to and from Area 2.

Please, no! In a fight, Chimaera Chron,. Darkness extends in every direction. The only stat-wise, is every party member. Only when all incarnations of seated creature in front of you. Imagine a culmi- it are killed is Chimaera Chron defeated.

Now imagine that child was an a memory. Now imagine that m. Finally, imagine there is no way out. The truce is lifted if that creature attacks Chimera Chron again. The entry the characters used to enter this room exists no more.

There are no immediate exits. There Madness is only the creature in front of them that uncannily Any creature that sees itself defeated must Sa. The creature is succeed on a DC 14 Wisdom saving throw or armed with their weapons, knows their spells, and suffer the effects of short-term madness for 1d10 is privy to every memory they have.

It uses all of these tools against them, typically in That creature also gains one point of continuing the following fashion: madness. Incite Dissention. They live at the capitol city. One of them is dying. Even though you rejected it, that love remains.

He gave up this memory so that he could. You helped create that corpse. You were sick. Record a Play. Nick: Softcover Version. Size: Description Edit History. Or will you go mad trying? A three to five-hour adventure for a party of four to five characters of 3rd thru 10th level. More Information Edit History. Category: Language:. No Files Found. Linked Items. No Articles Found. Game Weight: 0.

Tags separate by space :. User Information. The entrance is a one-way portal. This section assumes the adventurers enter the madhouse using the stairwell found in the wardrobe. Area 1: The Sorting Room The brass door opens to a room where faceless humanoids move about, sorting those who enter the room into groups and directing them to one of two portals — one for cooperative clients, the other for the uncooperative. The faceless humanoids speak via telepathy.

The door swings inward, quietly opening to a room with three small tables in the center, a wooden chair rests on either side of each table. The hands and Including Josaphine, there are a total of five Dream Weavers in this room.

The fifth Dream fingers of the faceless creature across from it Weaver stands near Portal B, its weaver prod at chaotically dance, as if the creature is weaving the ready, in the event someone standing at the air.

Portal B acts out. A gnome woman walks up to you, her face an The Dream Weavers do not attack unless empty palette with no features, only skin. She provoked, in which case they use their mind holds a book and a writing implement. Her body gestures as she speaks to you, though she has no mouth.

Her words come to you in your The Dream Weavers sitting at the tables use native tongue as she speaks to your mind. Joy, serenity, peace, love — these are all things the Dream Josaphine Weaver tries to build. Formed from sand struck by the breath of a blue dragon, the Weaver Prod is a inch long piece of Portals jagged, blue glass fastened to a wooden handle.

There are two exits from this room. Using either of these exits On a hit, the Weaver Prod deals 1 point of piercing teleports a creature to the teleportation damage plus 1point of lightning damage. Instead, the floor the who has a large smile across his face, is moved creatures are standing on dissolves. They find to Portal A. The other client Gram , an old human woman with squinty eyes and a wrinkled face covered These portals are one-way.

They cannot be in a scowl, is moved to Portal B. She looks at the used to return to Area 1: The Sorting Room. Not one bit! Unless the Dream Weavers are killed, these clients enter the portals when the adventurers do.

When a creature sits at the table, the Dream Weaver begins to weave its magic. Each creature sitting at a table must roll a DC 12 Wisdom saving throw. On a failed save, the creature is overcome by the feelings of joy, love, and happiness.

They happily move to Portal A when they are directed. On a successful save, the creature is unaffected by the weaving and may continue as it likes, though it is directed to stand at Portal B. Several crates lie stacked in a corner. A man laughs in the distance--the same adventure, he is consistently happy and curious. His weaving was very successful, and he sees everything as an interesting, new experience. He is skilled in attacking creatures and he may even fight separating souls from physical bodies, bringing against the adventurers.

She has sixteen grandchildren who all Deggmir knows here are those whose lives call her Gram. She heard the nickname so often require this compassion to be ripped and that she decided to use it all the time.

She does muted. Deggmir excels in such art. He is fight against the cooks. If this occurs, the adventure is designed so they regroup quickly. He again using the portals. The experience for the victims is euphoric, causing the victim to The adventurers access this room by: laugh in splendor.

The soul, however, shrieks in 1 Being teleported here from the Area 1: terror, knowing that whatever heavens or hells The Sorting Room previously awaited it are no longer available.

The Laughing Man If the soul is separated, the body dies and Deggmir traps the soul in a jar, which he sets aside. Deggmir is more than happy to converse with the adventurers about his trade. He speaks with a rattly voice, but his vocabulary is that of a scholar. He explains the details of his job as though there is nothing morally wrong about it. Deggmir is soul from a townsfolk commoner. Upon the justification. Opening them frees the soul. A bald man with a neanderthal-like face works at Gift from the Souls a series of chains.

The granting that creature the following blessing: chains, which are attached to pulleys, are latched onto to a ghostly figure. The figure shrieks as it is Blessing of Weapon Enchantment. One pulled out of an identical, human equivalent of nonmagical weapon in your possession itself. The human is laughing maniacally. Crates and tables covered in glass jars and rusty tools lay Combat in the corner. Should there be a fight, Deggmir attacks with his chains, but he first tries to distract the party by smashing a jar he keeps pocketed away on his person.

As the adventurers enter this room, read or Nothing of value is found on the bodies. Developments A winding maze of mirrors along the room creates The party may attempt to exit the room without an uneasy feeling. The reflections looking back match your movement, but they show different defeating Deggmir.

The portal in the room leads lifestyle outcomes. These are the choices you them to Area 4: The Hallway. Madness Does the rogue see herself smiling with a pregnant belly? Does the cleric of Torm see Any creature that can see Deggmir and his actions herself dressed in jagged vestments of must succeed on a DC 12 Wisdom saving throw Asmodeus? Maybe the sorcerer sees his own or suffer the effects of short-term madness for 1d10 minutes. Was there a key moment in a previous Stat Block adventure where the PC had to make a choice?

Deggmir does not release his soul from the jar. Anyone touching a mirror with bare skin swaps places with the reflection. The PC in its current APL 5: As written iteration is the reflection, and whatever version Deggmir releases his soul from the jar Ghast, MM, p without Stench ability resided in the mirror now exists in the real world, controlled by the player. How does this new iteration of themselves act?

Deggmir releases his soul from the jar allow the real PC back into the world? Wraith, CR 5, MM, p The mirrors are easily smashed. Any rendition of a PC within a mirror when it is smashed becomes lost forever. If Note to the Dungeon Master Area 2 has not yet been encountered, read or summarize: This room has the potential to change your PCs and possibly your whole campaign.

Your players From the darkness of the portal comes a may enjoy this new aspect, or it may devastate mysterious sound.

Please, them. A PC getting killed is one thing it happens no! To dodge this, you can have the PCs Area 5: Chimaera Chron revert to normal after a long rest, impose a time limit for them to revert to normal 1d20 x 10 As the adventurers enter this room, read or minutes , or make breaking the mirror reverse the summarize: effect. Darkness extends in every direction. Imagine a culmination of everyone in your party, as though Being in this room longer than 10 minutes induces you all somehow had a child with a bit of madness and fear.

Now imagine that child checks ensue, starting with DC 10 Wisdom saves, was an adult with all the training, knowledge, and then an additional save every minute afterwards, gear your party has at this moment. Now imagine increasing the save DC by 1 for each additional that creation sitting in a chair, staring at you.

Failure means fleeing from the room by any Finally, imagine there is no way out. The entry the characters used to enter this That creature also suffers the effects of short-term room exists no more.

There are no immediate madness for 1d6 minutes and gains one point of continuing madness. There is only the creature in front of them that uncannily resembles the party as one entity. The creature is armed with their weapons, knows their spells, and is privy to Area 4: The Hallway every memory they have. The hallway allows access to Areas 2, 3, and 5. It uses all of these tools against them, typically in the following fashion: 4A: One Way This portal only allows access into Area 3.

Incite Dissention. The Chimaera Madness Chron knows all of this and shares information accordingly. Any creature that sees itself defeated must 2. Familiar Ground. Chimaera Chron succeed on a DC 14 Wisdom saving throw or reshapes the room to match a familiar suffer the effects of short-term madness for 1d10 location for one of the PCs. Is it a happy minutes. A grisly battleground? The That creature also gains one point of continuing town itself from the beginning of this madness.

Chimaera Chron allows the party safe passage from here on out Developments as long as each adventurer offers it one Once Chimera Chron has been dealt with, either permanent memory. The memory must by trading memories or by defeat in combat, have significance, like the face of a the party is free to use the other portals in this loved one or a wedding night promise.

This memory could also be something terrifying. The PC believes this memory represent each of the party members. Once one of as though it were true. They live at the capitol city. One of them is dying. Even though you rejected it, that love remains. He gave up this memory so that he could.

You helped create that corpse.



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