Quick Jump

Chapters

Information

Welcome Mars

Welcome Damien

Entry of Mars and Damien

The Bar

Welcome Virelys

Dinner

Final Options

Fight Against Azgorath

The Kitchen

Virelys took Damien or Killed Mars

Patch Update

We are very excited to bring you our first patch update. Please see the details here.

Chapters

Total 4-5 hrs

Title

Part 1A

20 min

Part 1B

Arrivals and Speeches

10 min

Part 1C

The Bar

Explorer Move Possibility

Fight

20 min

Part 2A

Dinner

70 min

Part 3A

Heartseeker Encounter

TPK Possibility

90 min

Part 3B

Final Options

TPK Possibility

90 min

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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at here. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available  at link.

Origin Studios Information

Welcome to The Midnight Masquerade adventure module. We do our best to not only create beautifully designed campaigns, but also to make it as easy and fun as possible for GMs to run. For this reason, we have a few nifty things for you to try, including our GM Tools, AI Assistant and Easy Props.

GM Tools

Our GM tools include our Quick Jump menu on the top right, which will allow you to navigate the one-shot quickly when you need information for players.

Easy Props

Our Easy Props allow you to have a bunch of tailored props for your players in just a few clicks. All things that need to be downloaded/printed can now be done all in one place to make your life easier. 

The Midnight Masquerade Download Package

Difficulty Check System

To keep gameplay flexible and streamlined, The Midnight Masquerade uses a three-tier DC system: Low, Medium, and High. This system allows the adventure to remain adaptable for parties of any level between 1 and 6, with only minor adjustments to monster stat blocks as needed.


Low DC (DC 10–12):
Used for basic observations, general knowledge, or checks that most adventurers should succeed at, especially with relevant backgrounds or skills.


Medium DC (DC 13–15):
Standard for meaningful discoveries, successful persuasion, tracking subtle clues, or evading moderate danger. These are checks that may challenge lower-level parties but remain fair at higher levels.


High DC (DC 16–18+):
Reserved for critical insights, risky maneuvers, or detecting hidden traps and lies. These are meant to feel rewarding when passed and often grant a significant advantage.

 

Adventure Scaling
This DC system is intentionally agnostic of character level. It allows the adventure to flexibly scale between level 1 and level 10 by focusing challenge adjustments on enemies and environmental effects rather than rebalancing every narrative encounter.
For lower-level parties, reduce the number of enemies or weaken damage output. For higher-level parties, increase enemy HP, add legendary actions or secondary threats, and let failed high DCs have greater consequences.
With these tools, The Midnight Masquerade remains engaging regardless of party composition or power level.

Remember

We try to make it as obvious as possible what you should read out loud to your players and what you should keep behind the GM screen. Read below to understand our key.

GM Note: If you see "GM Note" with a speech symbol struck through, DO NOT READ OUT LOUD! This is crucial information that you need and not your players. 

If you see this outlined box with a speech symbol, make sure to read this to your players!

Rita

Rita: "Welcome. Remember that if you see this dark box with my profile picture on the side, check what I'm about to say before you read it."

Orba: "And make sure what we say makes sense in your situation. The text is enlarged and stripped of fancy outlines so that you can skim it and decide what information you want us NPCs to tell your players!"

Thorne: "Thanks for picking up The Midnight Masquerade by the way. Best of luck and we will see you in there."

Adventure-specific Information 

Adventure Summary

Extremely important note: Do not show your players anything before fully reading the adventure-specific information and the "Set up" part of the campaign!

In addition to the information below, please make sure to read the "Let the show begin" letter in the Easy Props. It is a good way to learn the dynamics between the characters.

 

Player dynamics:

1. Virelys is a warlock and her proctor is Azgorath. 

2. Damien summoned Azgorath.

3. Mars' home town and family were destroyed by Azgorath and his clan.

4. Damien is bound to Azgorath because of how he summoned him - If Damien dies or is cured from his bond with Azgorath, Azgorath dies.

5. Mars' sigil burns when close to Damien and Virelys, due to his connection to Azgorath. 

 

Welcome to The Midnight Masquerade, an adventure of opulence and hidden agendas. This adventure begins with Mars and Damien. Mars, a herbalist, has traveled by a custom carriage, while Damien endured a longer, more crowded journey. The chateau in which the adventure is set in, is a beacon of beauty, but beneath the shimmering silk and jewels, a palpable tension lingers.

 

As the pre-dinner festivities unfold, Mars is requested to do a speech and following is flagged down by Orba, a friendly Goliath, while Damien eventually joins them in conversation. This initial interaction at the bar is crucial for the players to begin understanding their connection. Mars' sigil pain will intensify in Damien's proximity, a hint at their connection to one another.

 

The arrival of Virelys introduces a new dynamic. Dinner commences, where all three characters begin to uncover their individual motives and roles. Damien may learn that Mars can cure him, while Mars may discover Damien holds the key to vengeance for his family. Virelys, may gain insight into Damien's true nature and their shared connections. The special Phoenix dish description will subtly guide players towards the cure for Damien's key ingredient: Phoenix feathers found in the kitchen.

 

The encounter of the Heartseeker, a large, glowing green plant with disturbing properties, may lead players on a quest for the cure's vital components in the kitchen. Meanwhile, a sinister plot unfolds. Thorne along with his followers, abduct Virelys, interrogating her about her mission and attempting to sway her to their side, and betray Azgorath.

 

The climax brings Azgorath, who swiftly murders Thorne and his associates, leaving Virelys alive with a chilling warning. Azgorath then confronts Mars, revealing a horrifying monologue of how he murdered Mars' family. Finally, depending on player's decisions, a final climax will occur. The ultimate fate of our heroes and the Masquerade itself rests on the players and who they choose to side with. 

Key Location:

The Chateau

The Chateau, where the Masquerade takes place, has stood for centuries, a silent testament to generations of nobility. Its history is steeped in tales of clandestine meetings and grand celebrations. The "Midnight Masquerade" is not just a party; it's a tradition, an annual event that dates back over two hundred years, attracting the wealthiest and most influential from across the land. Beneath its soaring vaulted ceilings and glittering chandeliers, secrets have been whispered, alliances forged, and destinies altered. The lush gardens, with their fragrant blooms and winding paths, offer secluded nooks for private conversations, while the opulent dining hall has witnessed countless feasts and dramatic revelations. The very air within its walls hums with the echoes of past revelry and hidden dangers.

Important NPCs

Rita Dark

Species (Race) / Profession: Elf, Female, Current Midnight Masquerade Hostess

Personality:

Rita, the hostess of the Midnigth Masquerade is a deceptive charm. Her striking beauty, dark flowing gown and warm demeanor is bulletproof to the average guest. She greets each guest with a radiant smile and sparkling eyes that make you feel instantly at ease and deeply valued. It is impossible to decern her true intentions. She is the hostess of the masquerade, the captivating jewel that can command a room, care for guests and keep her true self just out of reach. A true professional. 

Quirks and Traits:

Rita has a soft side for cute animals and owns 3 cats that can be found roaming around the Chateau during the Masquerade. Their names are Ninja, Oilver and Persimmon (Ginger, British Shorthair and Persian respectively). Feel free to sprinkle them throughout the adventure as an Easter egg for the players. 

Cats:
– Ninja (Orange Cat) is only concerned with his own wellbeing. He jumps on guests and eats any food he can find lying around. He mischieviously roams throughout the night, stealing snacks and hiding from staff.

– Oliver (Black cat) is a relaxed and poised character. He likes to roam freely and climb around in the gardens. 
– Persimmon (British Shorthair) is almost never around. It is super rare to see her during parties. She's elusive and a lucky spotting. 

Orba

Species (Race) / Profession: Goliath, Male, Blacksmith

Personality:

Orba is famous for being an extremely talented blacksmith. He is known for forging the strongest and most lethal swords that are laced with poison. They are widely used by the most experienced hunters and assassins. He supplied weapons for Rita's brother and that is why he has been invited to the Masquerade.

Quirks and Traits:

Orba is very down to earth and not as fancy as many of the guests that are invited. He dresses for himself and not for others and prioritises comfort over everything. He is also deceptively intelligent and is a huge foodie.

And with that all said, let's begin (sort of)...

Set up

Briefings

Player Briefing

Before beginning, it is important that all of you fully understand both your motives and backstories clearly, along with the unique nature of this adventure (So if you haven't read those, make sure to do so - these can be found in the backstory section of your character sheets). The Midnight Masquerade relies on you to take initiative in directing the story. This allows for far more freedom in how you play, however it also means that you need to make sure that you are conscious of this throughout playing. The story relies on a lot of roleplay with other players to move the story along. Also remember, unlike normal Dungeons and Dragons, you have 2 goals: to tell a memorable story together, and to win as individuals. 

 

So with that being said, make sure that any questions you have are asked now. Remember, your goal is to win, no matter the cost. However, due to the complexity of the adventure, it is best to be considered and methodical.

 

And most importantly, DO NOT, under any circumstance, share any information with any other players in your party until the campaign begins. Your GM will hand out letters, invites and cards. Keep all these bits of information to youself until you step foot in the Masquerade. Then do as you please :).

GM Briefing

The story relies on you as much as it does on the players. It is crucial for you to not only balance the amount of information your players get based on how much they know, but also to feed them the right amount of info at the right times. It is common for GMs to hold onto information early and then info dump players towards the end in this adventure, so make sure your players get enough hooks and clues during the start and middle sections. 

 

Side note: There is only one way for this adventure to come to a premature close, and that is if Virelys finds out that Mars is the healer too soon in the story and kills him. This can make it super tricky to continue, so try avoid that situation and if it happens, we have you covered with a backup to keep it exciting for the group and winnable for Damien.

 

Also make sure to give spectators/dead PCs the "Let the show begin" note which explains the lore of the adventure. This way dead PCs or random spectators can enjoy watching the session. We would HIGHLY recommend reading it yourself to understand the dynamics of the adventure better!

 

Steering the Adventure:

- Due to Damien's arcane binding with Azgorath, his mind is slowly being taken over by Azgorath. Throughout the night, he will have to complete routine concentration checks at your discretion that get harder throughout, in order to not get mind controlled by Azgorath. This can be used in order to steer the adventure in any direction you feel it needs to be adjusted to, particularly in order to help Virelys, should she need it. Just make sure that this "mindcontrol" is always aligned with Azgorath's intentions as he is the one performing it after all. 

 

- Mars' sigil can also be used to hint information at the players. By strategically telling Mars when his sigil is burning the most, you can subtly make player relations clearer to advance the adventure. 

 

Player Entries

In order to manage the information given to players, you must use a staggered entry method. Virelys and Damien to begin in another room, (the wait time will not exceed 15 min in total) and begin the game with only Mars at the table. This way you can control the information each of your players get.

Setting up Players to Start

At this point you may give all the invitations, character sheets and cards (except "The Rath Cure" card) to the players - these should all be kept private. Kindly ask Virelys & Mars to leave the room so that you start with only Mars at the table. Damien will very shortly join the table again, and the wait time for Virelys should be less than 30 min.

Spectators

If you have any spectators of your session, give them the "Let the show begin" letter. It will explain the lore and background to allow them to really enjoy watching!

 

Side note: 

Although this may seem like enough information, we do still highly recommend that you do read through the whole adventure before you run it. This one-shot might result in a lot of scrambling for information without it, and  to ensure a smooth experience for both you and your players, we strongly suggest this method of preparation. 

And with that all said, let's actually begin!

Part 1

GM Note: The background to this section represents Mars' home, Ethiral.

Welcome to the Masquerade, Mars.

Chapter 1

Mars, you have been picked up in a custom carriage. You are surrounded by beige linen curtains swaying in the warm night air. The two drivers are both sat on the front of the carriage and have been traveling with you for about 2 weeks, taking you to The Midnight Masquerade. It has been a long journey filled with anticipation and excitement to reach the venue. A slight jolt prompts you to look outside as you feel the wheels of your carriage jump from the sandy paths onto the perfectly herringbone tiled road that leads to the Chateau. The smooth and rhythmic tap of the wheels on the driveway continues as your chest burns with a mix of excitement and fear as the destination draws closer. About 10 min pass as you inspect the flora and wildlife in the surrounding forest-

Paulo: "We have arrived, Mr Kenneth." 

As you peer through the curtains, you see the gorgeous chateau. The warm orange light from the courtyard spills out into the carriage parking area. Multiple other Midnight Masquerade branded carriages wait around the entrance

GM Note: Hand Mars his invitation to The Midnight Masquerade.

GM Note: Call Damien to the table.

Welcome to the Masquerade, Damien.

Chapter 1

Damien, it has been a longer journey for you than most. The train was filled with people anxious to get to their destinations - every second was dragged out. You were picked up by a carriage as you entered the area in the vicinity of the Chateau as your invitation was checked. Now, next to you is a stocky dwarf that has made his mission to continually talk to himself for the entire duration of the carriage ride up to the entrance. The fresh gust of air that hits your face as the curtains finally open is a huge relief and from you can see, the destination was definitely worth the wait.

GM Note: Hand Damien his invitation to The Midnight Masquerade.

The Chateau

As you both step out and walk between the gardens to enter the courtyard, you realize this is not merely a static structure. The chateau's windows glow softly, its off-white walls bathed in the warm light of the courtyard. On either side of the beige path are two lush gardens; the sweetness of floral fragrance mingles delightfully with the savory notes of exquisite food wafting from inside. Under the night sky, silk, jewels and precious metals shimmer, but beneath this seamingly beautiful scene, lies a setting rampant with hidden agendas and deceit. The guests glide with unnerving grace; their dark eyes glitter with secrets, with purpose. Power emanates from every figure amidst the sophisticated music that barely disguises the tension in the air.

As you are both lead to a converging path, you catch the eye of a waiter holding a silver platter at the entrance. 

 

"New guests? I haven't seen you two before. I suggest you introduce yourselves. This masquerade isn't for the faint-hearted, and definitely not for people who are unconnected - alliances are crucial if you want to get through the night," the Waiter exclaims. 

GM Note: Once the players have introduced themselves adequately, continue below. 

After acquainting yourselves for a few minutes in the Masquerade, you hear a high pitched voice booming over the crowds in the courtyard. You see a slender human woman announce something from what looks to be a raised platform of some sort. From where you are you can see she has bright platinum white hair and a dark dress. She holds a grey cat close to her chest too as she speaks.

GM Note: The parts below very importantly cannot be heard by Virelys. Make sure that that player can't hear what you are saying in the room.

Rita

Rita: “Please, silence everyone! Due to certain circumstances, two of our usual guests were not able to make it tonight, so I have personally invited two worthy adventures to fill in the gaps. Please give a warm welcome to Mars Kenneth and Alberto Pines. Each year, we like to carefully select a special individual to deliver a short speech at the beginning of the Masquerade. This year is no exception. Mars Kennith, the revered herbalist, healer and arcane specialist, will be saying a few words tonight to tell you a bit about his story."

GM Note: Hand Mars his speech. 

The crowd begins to applaud and cheer!

GM Note: Two of the regular invitee were unable to make it so Mars was invited and Damien bought the ticket off of Alberto Pines, hence them mistaking him for Alberto Pines. - This piece of info will get Mars to question who Damien is and why Virelys has been a regular invite.

Mars, as you walk through the crowd to towards the stage you are stared at by an overwhelming amount of faces, all eagerly waiting to hear your speech.

GM Note: Throughout the speech, Mars’ sigil will begin to build up a manageable burn. Damien is close enough to make him feel the sigil. Make sure to whisper this to Mars during the speech. You could just say "slight burn" and point to the card from the easy props.

Title

The Bar

DM Notes Before Bar

DM Note: This phase at the bar is to give Damien and Mars a head start in figuring out their connection to each other. Be fast in this section and just use it to let Mars and Damien know that they both play a role in the story that affect each other. Do not allow them to get to the level of understanding that allows them to continue together and exclude Virelys. Remember that as they get close (in proximity), Mars’s sigil will begin to build up even more of a burn. 

DM Note: If in doubt about giving Mars and Damien too much of a head start, err on the side of less information, as you can always give them more later down the line, and move the players to the dinner section. 

DM Note: It is possible for Mars to completely throw away all his chances of winning here. An attack on Damien or being overly suspicious/aggressive could make Virelys' job very easy. All she would need to do is earn Damien's trust and convince him to stay away from Mars. Try to keep away from this situation for now. If Mars is pushing too hard at Damien, bring in a waiter or have Orba say something.

As you finish your speech Mars, you are approached by a pretty large Goliath that stands at a over 7 feet tall. He stumbles clumsily, holding a keg of ale with his right arm jutted out, clumsily knocking Damien to the side as he walks past.

Title

Roleplay:

Orba:

GM Note: Orba is famous for being an extremely talented blacksmith. He is known for forging the strongest and most lethal swords that are laced with poison that are widely used by the most experience hunters and assassins. He supplied weapons for the brother of Rita and that is how he got into the Masquerade.

 

Key Characteristics:

- Large

- Clumsy

- Deceptively Intelligent and Well-spoken

- Friendly

Orba

Orba: Oh, apologies, didn't mean to bump you. Wait...aren't you Alberto Pines? It is an honour to have you with us tonight. I was just about to commend Mr Kenneth on his speech. The three of us should have a drink together, I might have a few ideas for people you should talk to.

Orba brings you into the chateau near the dining hall. You turn left into the bar area. The pre-dinner snacks table is overflowing with platters of food like oysters laying beds of ice, sliced steak glistening in the light or prawn crackers. Orba looks eagerly at the food. After a few seconds of marveling at the array of treats, he grabs a prawn cracker and turns back to you.

Orba: Firstly, that was a great speech you made Mr Kenneth. I just wanted to introduce myself. I’m Orba, nice to meet you two. Alberto, your story must be equally as compelling as Mars'. Please tell us about why you were invited tonight.

GM Note: Allow for roleplay here.

GM Note: The mistaking of Damien's name for Alberto Pines is to spark conversation about their backstories and why Damien bought the ticket from Alberto Pines.

A waiter approaches the table, and hands you some drinks menus.

Orba

 Orba : “Thank you Bailey. What do you guys want to drink?"

GM Note: Menu options (use if needed):

Cocktail and Snack Menu

Cocktail 1: Dragon's Breath

A fiery and vibrant cocktail with a deep red hue, perfect for those who like a bit of heat with their drink. Inspired by the power of a dragon, this drink packs a punch with a hint of spice and a smoky finish.

Ingredients:

  • 2 oz Spiced Rum
  • 1 oz Dragon Fruit Juice (or cranberry juice for a more intense color)
  • 1/2 oz Lime Juice
  • 1/2 oz Simple Syrup
  • 1/4 tsp Chili Powder
  • A dash of Smoked Paprika
  • Ice cubes
  • Lime wedge and a small dried chili pepper for garnish

Cocktail 2: Botanical Bliss

A refreshing and aromatic cocktail that captures the essence of a magical forest. With herbal notes and a hint of sweetness, this drink is light, crisp, and perfect for a garden party or any nature-inspired gathering.

Ingredients:

  • 1 1/2 oz Gin
  • 3/4 oz Elderflower Liqueur
  • 1 oz Fresh Cucumber Juice
  • 1/2 oz Lemon Juice
  • 1/4 oz Honey Syrup (honey mixed with warm water)
  • 2-3 Fresh Basil Leaves
  • Soda Water
  • Cucumber slice and basil sprig for garnish

Snack 1: Dragon Scales & Dust

A crispy, savory bite with a hint of spice, perfect with Dragon's Breath.

Ingredients & Concept:

Spiced Pita Chips: Thin, crispy pita bread triangles baked with paprika and a touch of chili powder.

Smoky Red Pepper Dip: A creamy dip made from roasted red peppers, smoked paprika, and a whisper of cayenne.

Garnish: A sprinkle of finely chopped fresh parsley for color.

 

Snack 2: Moonpetal Delights

Light, refreshing, and subtly sweet, designed to pair with Botanical Bliss.

Ingredients & Concept:

Edamame & Mint Puree: A vibrant, smooth puree of edamame (shelled soybeans) and fresh mint, lightly seasoned.

Cucumber Rounds: Thin slices of cucumber serving as edible "crackers" for the puree.

Toasted Sesame Seeds: A delicate sprinkle on top for a subtle nutty flavor and texture.

Garnish: A single, small edible flower or a tiny basil leaf.

GM Note: Have one of the cats sprint around the waiter's feet and cause him to stumble. Maybe Ninja latches onto his sock. Be creative with it.

GM Note: Let the players gain a better idea of their roles in the one-shot and then progress to dinner. The idea is to help Mars and Damien get a mini head start on Virelys before dinner. When you feel like they are getting a slightly better idea of each other, but they still don't know that they should work together, end the interaction and go dinner!

GM Note: Orba's line of questioning to draw information out the players (use if needed):

For Mars:

  • What brings you to the Masquerade?
  • What is your experience as a herbalist?

If Damien joins:

  • What is your story?
  • Why were you invited?

GM Note: If you can't think of an excuse to get the players to go to the dinner hall, proceed below.

The Waiter, Bailey, returns to your table, “Apologies for interrupting, however dinner is about to commence. You can take your cocktails if you would like. May I lead you to your table?” 

Title

Part 2

Welcome to the Masquerade, Virelys.

GM  Note: You may now invite Virelys to the D&D table and introduce her. She enters riding a red dragon. 

You are met with a warm breeze a top of the red dragon that glides you towards the top of a forest covered hill with a subtle orange glow spilling from the top. As you get closer you begin to make out a sort of rectangular building with a complex roof structure. The strong winds meant that you have arrived significantly later than intended. 

The dragon lands gently on the right hand side of the courtyard. You are surrounded by the beautiful white walls of the chateau. The Midnight Masquerade is known for holding fantastic events for people that have very specific goals. Someone to kill perhaps, deals to make or knowledge to learn, this is the place to be. You see that from the few people that stand around in the courtyard, they move with a sense of purpose. You may have questions for others, to gauge their knowledge and intent. One thing you will learn is to trust nobody.

GM Note: Hand Virelys her invitation to The Midnight Masquerade.

GM Note: Allow Virelys to read her letter from Azgorath well. It is extremely important for her - ensure that she fully understands its contents. 

Virelys, please describe what your mask looks like.

Dinner

GM Note: By the end of dinner each player should understand their own motives and who each other are. Mars should also know why his arm burns when he is near Damien. Damien can explain this story to Mars which will give Virelys clues into who he actually is and the connection they have. Use surrounding NPCs to interrupt conversation to prompt them or try use the Mars' sigil Burning to help him single out the culprit of his sigil pain (the sigil with burn when he is near both of them).

As you now make your way into the dining hall you are greeted by a tall and thin elf, dressed up sharp and trying his best to sort seating out as fast as he can. He swiftly walks you towards the closest corner of the hall, right next to a cloaked man with glasses, and a blond half-elf with a scar on his left arm and assures you he will back to take orders once he has finished seating everyone.
 

The restaurant within the chateau is beautifully simple and tasteful. Located in a grand hall with high, vaulted ceilings, the space is illuminated by large chandeliers. The walls are lined with tall, arched windows, which frame the views of the moonlit gardens outside. It’s simply beautiful.
 

The dining area is arranged with meticulously set tables, each covered in fine linens and adorned with fresh flowers from the gardens in crystal vases. The chairs are plush, with high backs upholstered in deep, luxurious fabrics, ensuring comfort as well as style. In the center of the room, a grand fireplace crackles softly, its mantel adorned with ornate carvings and gilded mirrors that reflect the room's glow.

There is a soft murmur of conversation and the gentle clinking of glasses.

 

The waitstaff move gracefully between the tables, dressed in crisp, formal attire, attending to guests with a quiet efficiency.

The scent of gourmet dishes, crafted from the finest fresh ingredients wafts through the air, promising a dining experience as exquisite as the setting.

In your corner, a small ensemble plays soft, live music.

Title

Alexander the waiter:

Your waiter approaches the table after all the guests are seated. Alexander is a tall, refined gentleman in his mid-40s. He has a distinguished look, with silver-streaked hair neatly combed back and sharp, penetrating blue eyes. His uniform is a tailored black suit with gold accents. His posture is impeccable, and every movement he makes is deliberate and graceful. He is clearly a pro. He speaks in measured tones, with a smooth, cultured voice. There is a palpable intensity in the way he interacts with guests, as if he’s always aware of every detail in the room. Alexander is deeply knowledgeable about the chateau’s history, the menu, and wine pairings. His presence is reassuring, and he has a knack for making guests feel both welcomed and subtly intrigued.

GM Note: Allow players to role play the dinner and give them the information you think they need. Try push all the players to understand more about their place in the plot. The waiter should describe the Phoenix special in great detail, in order to solidify it in players' memories for later. It is one of the key ingredients for the Rath Cure (the phoenix feather ashes) which they can find in the kitchen.

GM Note: (To use when needed) describing the special:

Alexander: The Phoenix à la Flambée is prepared from the mythical Phoenix itself, known for its restoring properties. The dish features a succulent, flame-seared Phoenix breast, infused with rare herbs and spices. It is served with a side of roasted root vegetables. The dish is presented with a flourish, ignited briefly tableside to bring the bird's fiery nature to you in the dining hall. The meat is tender with a unique, smoky flavor. It is especially hard to come by at these times as not many are left. It is difficult to find one that hasn't already been mangled by hunters looking to harvest their feathers for potions and tonics.

GM Note: Following the waiter’s description of the special, signal to Mars that his scar is burning with such immense pain that he as to leave the dining hall and go to the forest to get relief from the pain. (we recommend just kicking the player from the actual real life D&D table until invited back in).

GM Note: This is a good opportunity to help out Virelys if she is struggling against the other players. 

Title

Heartseeker Encounter

GM Note: Say this box below to Mars outside the actual D&D room before the he joins back in, or otherwise whisper the description to him. 

Mars, as you begin to walk back to the dining hall, you notice a flicker of light amongst the trees. It seems to be slithering on the forest floor and then spiraling up different trees before dropping back down and slithering more. It's a neon green glow that casts a light bright enough to disturb some of the guests in the hall. The waiters promptly shut the curtains. You remember back to your adventures in the forests with your dad and herbalism training with your mother, you know this is a Heartseeker. 

Something about the name Heartseeker plays on your mind though. As you refocus, the hissing and slithering sounds stop, and it becomes uncomfortably quiet.

GM Note: Invite Mars back to the table if he was put in another room - everything from here on can be said to all players.

Damien and Virelys, you see some sort of serpent-monster outside, it glows brightly. Then you see Mars's silhouette outlined in a green glow as he appears to be approaching it. The monster seems to be planning a slow sneak attack on Mars. It doesn't look like he notices. The curtains are shut by a waiter.

GM Note: Allow Damien and Virelys to decide what they want to do here.

GM Note: All players in the encounter must succeed in a DC (Medium) perception check to find the Heartseeker before it comes up behind them. If they fail, the Heartseeker will have advantage on their next attack and gain initiative. 

Successful check:

Out the corner of your eye, you see that a certain patch of grass seems to moving far too much. As you look closer you can still see slithers of Heartseeker's Illuminating orbs, only partially covered by its leaves constricting them.

The neon glow, a terrifying outline of your form moments ago, flashes past where you stood. The Heartseeker's S-coiled body, having overshot, slams into the ground where you were, followed by a sickening thud of its retracted head. With the impact, the unsettling neon light explodes from its form, scattering like solid shards across the floor. An acrid, oddly familiar scent fills the air: the sharp, metallic tang of ozone mixed with the sickly sweetness of rotting lemons. The dining hall's distant chatter continues, oblivious to the silent, neon violence that just erupted. The creature, now uncoiled and stretched out, quickly begins to arc its head back, its glowing eyes fixed on you, ready for a swift, relentless follow-up.

GM Note: Now everybody can roll for initiative including the Heartseeker. 

Failed check:

At least 10 seconds go by as the only noise is the distant chatter of the dining hall. However, after a while you slowly start to feel a slight warmth on your back, and as you look to the ground in front of you, you can see you silhouette, only now they are outlined by an unfortunately familiar neon glow. As you turn around you see the Heartseeker with its body coiled into an S shape and its head retracted by, winding for a savage strike.

GM Note: The Heartseeker now gains a suprise attack on the players. 

Heart seeker stats

Title

GM Note: Proceed below after running the combat.

You peer over the corpse of the Heartseeker, its body lifelessly laying on the ground. There is still a faint glow of its orbs if you look closely. Instead of scales, it has what appears to be strands of fibrous wood all around it.

GM Note: If Mars is not sure why the Heartseeker was significant, read below.

Mars, it finally clicks, check your Herbalist Book.

GM Note: Give Mars "The Rath Cure" card.

GM Note: Players can choose to extract the Heartseeker straight after killing it, or can still extract the strands later in the night. Additionally, Mars’s knowledge of the Heartseeker means he already knows how to extract the strands.

Title

Part 3

GM Note: There are many different potential outcomes at this point in the adventure. Allow the players to decide amongst themselves and facilitate making the climax as close between the players as possible, by helping players as necessary. Build up the tension between the players, until a clear direction has emerged from the players' actions, before progressing to the ending options. 

Final Options

Final fight against Azgorath

Create the cure

Virelys takes Damien or Killed Mars

Recommended to use if players are not catching onto how the cure works and if Virelys has not taken enough steps to set herself up to bring Damien back to Azgorath.

Recommended to use if players have succeeded in collecting Heartseeker strands and understand the next steps are the Pheonix feathers in the kitchen.

Recommended to use if Virelys has made really good progress on earning Damien's trust or if Virelys has killed Mars 

Final fight against Azgorath

GM Note: Make sure to not randomly begin this section to avoid it feeling abrupt, and slowly hint at Virelys' senses being impaired etc. 

Virelys you being to feel lightheaded. Then everything begins to blur and get dark. You are now unconscious.

You see a group of four shadowy figures emerge, their movements swift and precise. They are led by Thorne, a tall, gaunt man with a cruel smile and eyes like shards of ice. The others are masked.

Thorne kneels beside Virelys and smirks.

Thorne: "The poison worked better than expected," he hisses, his voice laced with satisfaction. “She never stood a chance.”

GM Note: It might be time for Ninja, the cat,  to wreak havoc. Let that little mad man loose to irritate the gang of goons. 

The Interrogation

Virelys, you remember nothing from the point of you losing consciousness and this moment right now.

They prop you up against a tree truck, as your head rolls to one side. Thorne stands before you, his arms crossed, while the others stand behind him.

Your consciousness slowly returns and your head throbs, and your mouth feels dry. Your limbs are heavy and unresponsive. You are just outside the Chateau, in the forest.

Thorne: “Welcome back,” Thorne mocks. “We have some questions for you.”

Thorne paces slowly in front of you, his eyes never leaving your face. The other figures remain silent.

Thorne: “What threats do you now seek to destroy, and why does your mission bring you here? How far are you willing to go in the pursuit of power, Virelys?”

Thorne leans in closer, his voice dropping to a whisper. 

Thorne: “We could offer you more than Azgorath ever could.

Thorne’s tone is probing, as if he already knows the answer but wants to hear it from Virelys herself.

Let Virelys squirm here. The other players will hear her responses in real life so she should want to stay quiet.

Suddenly, the garden falls unnaturally silent. The masked figures tense, their hands moving to their weapons.

From the shadows, a figure emerges. Tall and gaunt, his only feature being dull purple slits, hiding below a hood. His presence is suffocating, and he moves like a predator.

Virelys, he looks at you. “What do you think you are doing” His voice is a low, menacing whisper that sends a chill through the air.

Thorne and his companions try to run. They barely have time to react before Azgorath strikes. His movements are a blur. One by one, the masked figures fall. There is no fire, no grand display of power, just quiet, calculated violence.

Thorne stumbles back, his eyes wide with fear.

Thorne: “W-wait! We can make a deal—”

Azgorath calmly raises his arm, grasping Thorne’s neck and slowly tightening his grip. Thorne begins to writhe in the air, held up with one arm. And suddenly, he closes his grip hand on Thorne's neck, crunching it as if it was a block of softened lard. Thorne's body drops to the floor. Azgorath looks inquisitively at the Thorne's head still in his hand, before letting it fall to the floor as well, landing with a thud, rocking back and forth.

He turns to you, Virelys, his expression unreadable.

Azgorath: You are fortunate I arrived in time. Or rather, I am fortunate I arrived in time. Don’t bother to waste your breath. This is where your little dream ends. You think you’re powerful, but the truth is, you don’t even have what it takes to be average in my world.

 

I’m going to have a little reunion with my bound buddy. It goes without saying, you mean nothing to me now. I would kill you if I cared enough. Meet me in the middle of the courtyard.

With that, Azgorath's form begins to melt away into the darkness, and he turns into a swirl of dark particles that rush the a small gap in a window into the Masquerade.

GM Note: Give Virelys time to sit here. She can't move anything and can barely comprehend what Azgorath is telling her. She has must wait 10 minutes in real life time before she can move.

Azgorath’s form quickly materializes before you Mars. You have never seen him before. Your sigil burns like never before. You are too infuriated to even notice. As you try to move,  your muscles are paralyzed. 

Azgorath: I was there you know. Masked as well. I wanted to have some fun that day. Your dear mother, she begged me. She thought her love for you was enough to spare her. Pathetic, really, how she clung to hope even when she saw what I was about to do. Her last words? Your name. So fragile. So meaningless.

And your father, ah, such fire in his eyes. The man tried to fight, you know. Thought he could stop me. But courage is such a fleeting thing when you're faced with true power, isn’t it? In the end, all he managed was to die slower than the others. A pointless effort, but amusing nonetheless.

And your sister… oh, she was sweet, wasn’t she? The way her eyes widened in fear. It was almost beautiful, the way innocence crumbles when it meets death. She tried to run, but… you know how that ends. The world catches up, and there’s no escape.

She fought, I’ll give her that. She even scratched me, see? He holds up his mangled arm. A little spark of bravery, thinking you could both get away. But then came that moment, didn’t it?

His voice sinks into a whisper, deadly and deliberate.

That moment when you realized you weren’t fast enough. When you heard the sound of steel sliding through flesh. You felt her grip weaken. You saw the light fading from her eyes. And all you could do was watch as she slipped away from you.

I’m not blaming you, of course, he says, his tone laced with fake sympathy. These things happen, don’t they? It’s not easy, trying to save someone under pressure. Maybe you just weren’t ready. Maybe deep down, you knew you couldn’t do it. It’s okay to admit that. Really.

She believed in you until the very end and I wanted you to see it all. Every last moment.

I wonder, he murmurs, almost as if to himself, when you think about that moment, do you remember her final breath, her last look of trust, or the way you let her slip through your fingers?

Azgorath chuckles to himself, before vanishing in front of you and appearing in the middle of the courtyard.

Where is that stupid Mars boy? That is who you decided as the special guest? Azgorath laughs loud as the guests go quiet.

GM Note: Conduct an epic final fight!

Should players choose to search for the Phoenix Feathers in the Kitchen and brew the cure, use this section.

The Kitchen | Creating the Rath Cure

Entering the Kitchen

GM Note: Players must succeed in a DC (Low) stealth check every move to not be noticed by the chefs.

As you enter the kitchen, you are instantly met with the overwhelming smell of smoke and the fragrance spices used in each dish. There are around 30 chefs all screaming over each other, while still working perfectly like a well oiled machine. There is a ring of stations with chefs sautéing, boiling, steaming, searing and grilling. At the other end of the room you can see trays of bright red phoenix fillets.

GM Note: The phoenix feathers can be found laid carefully on a tray in the corner of the room so that they can be kept for selling or using due to their high value. Players can see this with a successful DC (Medium) perception check. Otherwise, they are also able to ask anyone such as a waiter or a chef who will give the information if given a valid reason or are convinced to do so. Chefs will be extremely skeptical and hostile to the guests being in the kitchen, and even more so to them going near the Phoenix feathers. Waiters will be slightly more lenient as they are trained in customer service, however they will still be very reluctant to say anything about the whereabouts of the Phoenix feathers.

 

In order to brew the cure, they will also need to occupy a stovetop to steep the ingredients and burn the phoenix feathers to ashes, which will require a very high level of convincing in order for a chef to be willing to give this up.

The Rath Cure Recipe

Ingredients

- Phoenix Feather Ash (1 pinch)
- Heartseeker Roots (3 strands)
- Black Dragon Tooth (4 full shavings)


1. Combine Black Dragon Tooth’s with one cup of boiling water, and let it brew.
2. Once the liquid has cooled place the Heartseeker roots to steep in the liquid.
3. Dust with Phoenix Feather Ash
4. Shake thoroughly.


Directions for Use: Can drank in small quantities and should
begin to work instantly.

GM Note: If players succeed in giving Damien a brewed rath cure, continue below. 

GM Note: If players fail to brew the cure, then feel free to go back to the other possible ending options above to finish the adventure. 

Ending Options

Damien, as you take the first sip of the tonic, it just tastes like drinking a rather earthy and stale tea, however after a few seconds, your extremities begin to tingle. As time goes on, this becomes more intense, turning to a dull ache. The pain begins to spread to your head, now searing all around your body viciously. You feel yourself beginning to lose consciousness as you feel the agony of Azgorath’s soul being ripped from yours. The pain is unbearable, and goes on for what feels like forever. You wake up lying on the courtyard floor in a cold sweat. As you lift your head up to look around, you see the faces of the guests brighten as they sigh with relief. After far too long of having a parasite slowly eating away at your soul, you are finally, free.

GM Note: Damien and Mars win - Azgorath is dead. 

Virelys took Damien or Killed Mars

GM note: To ensure an ending that is not too abrupt, make sure to near reaching this section make Azgorath's control of Damien get rapidly stronger, until it is far too much for Damien to hold off anymore..

Damien, it is getting harder and harder for you to hold onto your consciousness. You can feel Azgorath is starting to take over, and your time is running out. 

GM note: Allow for Damien to make one last attempt at saving himself or to make a decision amongst the other players before continuing. 

Virelys, towards your right hand side you notice an inky dark trail approaching you. Then Azgorath materializes before you out of the dark.

Azgorath: Very nicely done Virelys. I am thoroughly impressed with how you have performed. You've held him off for long enough that I've been able to turn his mind into what is effectively now pulp. He is no more than a vessel for my being. Job should be easy from here. We can be out of here before dawn. I'll make sure that Damien is safe in my cellar for as long as I'm alive. 

Damien you have about 20 seconds left of consciousness. You see guests begin to move away from you. Then you see Virelys and Azgorath approach.

GM Note: Allow players to roleplay here. Join in as Azgorath and really try to make this win epic for Virelys.

Feedback for Origin Studios team

Thank you for purchasing and running The Midnight Masquerade! This is one of our first 2 releases so we recognize it is a work in progress! Please let us know what your thoughts are on the adventure, if you found any issues that we should fix and just generally what you think about Origin Studios' vision for TTRPG and the community we are trying to create. Cheers! See you next month 

- Liam and Ben

Thanks for contacting us. We'll get back to you as soon as possible.

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