Choices that matter
Early investigation, persuasion, and sabotage can change the finale—or prevent the climactic battle entirely.
Playable adventures built around consequential choices, memorable characters, and encounters that reward ingenuity.
A harvest festival of terrible decisions and a counterfeit cosmic horror.
When a village’s moongourd-carving competition draws the attention of an apocalyptic druid, the adventurers must decide whom to trust, what to protect, and how far to go to stop a supposed ancient horror.
The investigation leads from an eccentric festival to a bog, a clandestine workshop, and a towering mechanical impostor. The ending responds to what players discover and do: the threat can be exposed, disabled, negotiated away, or fought.
GM-facing working edition: includes adventure spoilers, creature statistics, reference maps, and playtest checklist. Original homebrew; not an official Dungeons & Dragons product.
The adventure is structured to support decisions at the table, not simply a predetermined sequence of scenes.
Early investigation, persuasion, and sabotage can change the finale—or prevent the climactic battle entirely.
A three-round festival crisis uses zones, competing objectives, civilian danger, and a practical tracking sheet.
The false god has destructible components, accessible interior spaces, negotiable operators, and an emergency shutdown procedure.
Includes encounter maps, original creature statistics, timing guidance, player handout, and GM reference sheets.
See the writing, encounter mechanics, maps, and GM tools together in the original PDF.