Pickpocket Tales
A story kit · Story 2

The House Always Wins

A vampire lord invites three adventurers onto the 917th season of his game show. Win five games and claim any prize from the cabinet. Lose, and you become dinner. There's just one catch: the host can't lie about the rules. A homebrew D&D story with a ready-to-run vampire game show one-shot for 5e.

The invitation arrived in a black envelope.

No sender. No return address. Just three names, written in silver ink.

Inside was a single sentence. You have been selected to compete.

Rook, Sir Calder, and Tamsin had never entered Gloamglass Manor.

So they were understandably concerned when they woke up inside it.

“LADIES! GENTLEMEN! ESTEEMED MEMBERS OF THE ETERNALLY DECEASED!” said Voss. “Welcome to the nine-hundred-and-seventeenth season of... THE HOUSE ALWAYS WINS!”

Hundreds of vampires filled the balconies. All of them were smiling.

“Five games! Three contestants! And one absolutely magnificent prize!” said Voss.

“What happens if we lose?” asked Calder.

“Oh, my dear boy,” said Voss. “You become dinner!”

“Right. Lovely,” said Rook.

A servant placed a contract in front of them.

“Our rules are quite simple!” said Voss. “Complete the games, and select any one prize listed in the House Inventory.”

“Any prize?” asked Tamsin.

“Any single listed prize!” said Voss. “And as your gracious host, I am magically bound to answer truthfully any direct question about the rules or the official game records.”

Behind him stood a cabinet of prizes. Jewels, weapons, sealed chests, and an old parchment beneath a brass plaque.

Lot One.

Nobody gave it a second look.

The Price Is Blood

“ROUND ONE! THE PRICE IS BLOOD!” said Voss.

Three objects sat on velvet cushions. A crown set with rubies. A diamond the size of a fist. And a small wooden horse, missing one wheel.

“Which treasure has the highest recorded value in my collection?” asked Voss. “Two guesses! Every mistake costs one goblet of blood!”

“Diamond. Easy,” said Rook.

“I wouldn't—” said Tamsin.

“Diamond,” said Rook.

“INCORRECT!” said Voss.

Rook discovered whose blood filled the goblets.

“Hate this game,” said Rook.

“Why's this horse got a name carved underneath?” asked Rook.

“Ah! My daughter's,” said Voss.

It was the first time his smile had looked almost human.

“It's his collection,” said Tamsin. “He decides the recorded value.”

“Is that your final answer?” asked Voss.

“The bloody horse,” said Rook.

“CORRECT!” said Voss.

The crown and the diamond could have bought a small army. Voss had recorded the horse as priceless.

The contestants had survived their first game. The audience was disappointed.

The House Rules

The second game was The Unwelcome Guest. Six strangers at a dinner table. The contestants had to find the vampire.

They found one.

There were two.

They survived the penalty. Barely.

The third game was The Rising Tide. A ballroom filling slowly with blood, while platforms rose and fell.

Calder carried Tamsin across a collapsing walkway. Rook found a shortcut through the chandelier rigging.

And a vampire in the audience decided to help his favorite contestant.

A silver grappling hook landed at Calder's feet.

“Stop. The. Game,” said Voss.

Every vampire in the room froze.

“Lord Penwick. Did you just interfere with an active round?” asked Voss. “Article Six. No audience interference. Disqualification applies regardless of station. Straight to the sunrise chamber, if you please!”

By the time the applause resumed, there was one less shadow on the balcony.

“He killed one of his own,” said Rook.

“For breaking a rule,” said Tamsin.

Tamsin looked down at her contract. And started reading it again.

The Traitor's Table

“ROUND FOUR! THE TRAITOR'S TABLE!” said Voss.

Before each contestant lay a sealed envelope.

“One of you may have received a private offer to betray the others,” said Voss. “Before the final bell, you must deliver a unanimous and accurate verdict. Fail to agree, and the table loses!”

“Nobody opens their envelope,” said Rook. “If one of us has a deal, they'll lie about it.”

“I wouldn't,” said Calder.

“That's exactly what someone with a deal would say,” said Rook.

“You truly believe that?” asked Calder.

Ten minutes earlier, they had fought together to escape a room filling with blood. Now, Rook wouldn't even look Calder in the eye.

The hourglass was nearly empty.

“Oh, this is WONDERFUL!” said Voss. “Such suspicion! Such DRAMA!”

“Lord Voss. You said someone may have received an offer,” said Tamsin.

“Quite right!” said Voss.

“And you must answer questions about the official game records truthfully,” said Tamsin.

“I must,” said Voss.

“Then tell us,” said Tamsin. “Has any contestant actually been issued a betrayal offer in this round?”

“No,” said Voss.

“...What? Then what was in the envelopes?” asked Rook.

“Paper! Very expensive paper, admittedly,” said Voss.

“Then our verdict is unanimous,” said Tamsin. “There is no traitor.”

“CORRECT! Oh, BRAVO! Most contestants never think to ask!” said Voss.

“Sorry,” said Rook.

“I know,” said Calder.

“Still think you're an idiot,” said Rook.

“I know that too,” said Calder.

Tamsin, meanwhile, had stopped watching the show. She was watching the contract.

The Final Prize

The fifth game was the simplest. Choose your prize.

The doors opened onto a treasury. Mountains of gold. Ancient weapons. Jewels stolen from forgotten kings.

And behind an iron gate, dozens of prisoners.

“You have completed the competition!” said Voss. “One prize from the House Inventory is yours! Wealth? Power? Perhaps the freedom of one of our delightful guests?”

“We can't leave them here,” said Calder.

“We could buy an army with that gold,” said Rook.

“We don't need an army,” said Tamsin.

Tamsin had taken the inventory from its stand. She was staring at the first entry.

“Lord Voss. Is the prize transferred to its winner outright? Even if you regret the choice?” asked Tamsin.

“My dear girl,” said Voss. “The rules are sacred.”

“Rook. Read the first entry,” said Tamsin.

Rook read it. Then she smiled.

“We'll take Lot One,” said Rook.

“...I beg your pardon?” asked Voss.

“Lot One. Gloamglass Manor,” said Rook.

“The estate, its grounds, its fixtures, and its legal title,” said Tamsin. “One listed prize.”

“The entire house?” asked Calder.

“The entire bloody house,” said Rook.

The deed had sat in the prize cabinet for three hundred years. Nobody had wanted an old manor when there were diamonds to be had.

Voss looked at the deed. Then at the contract. Then at the contestants.

“Article One. Any single listed prize,” said Voss. “Oh. Oh, that is beautiful.”

He signed the deed and placed it in Rook's hand.

“Congratulations. You have won,” said Voss.

“Keep the horse,” said Rook.

The house withdrew its hospitality. The cell doors swung open, and the prisoners fled.

For the first time in three hundred years, Gloamglass Manor belonged to the living.

“So. What happens to the vampires?” asked Rook.

“Oh, we still live here,” said Voss. “I do hope you intend to honor our existing tenancy agreements!”

The house didn't always win.

But apparently... it did come with tenants.

✦ ✦ ✦

The recipe

Free DM kit

The Host's Oath and the Blood Meter, Lord Valerian Voss (CR 13, with legendary actions), all five games with their win conditions, penalties and answers, and printable handouts: the contestant contract, the house inventory, guest cards and Traitor's Table envelopes. Seven pages, 2024 rules.

Download the PDF (343 KB)

Steal This

  1. The host must follow his own rules. He could kill the party outright, but he can't lie about the rules or the official game records. Make it magic, not a gentleman's agreement. And keep the games fair, even when the vampires aren't: clear victory conditions, clues the players can find, and failure that builds up, so no one dies to a single bad roll.
  2. Reward the cheaters. Well, the clever ones. If your players find a loophole, or a spell you didn't plan for, let it work. These vampires worship the rules, not your intended solution.
  3. The Traitor's Table. Give every player a sealed envelope, and tell them someone may have been offered a deal. Nobody has. A unanimous, accurate verdict wins. And if anyone asks whether an offer was really made, the host has to tell the truth.
  4. Hide the prize in plain sight. Put the manor's deed on the prize list from the very first scene. Your players don't have to take it. What matters is that the rules support whatever clever choice they make.
  5. Scale the horror. For lower levels, make the games the threat, and swap death for blood loss or a prison cell. For tougher parties, add deadlier games and let the audience interfere. And if your party decides to fight the host? Have his stat block ready.
  6. All five games, the host's stat block, the contestant contract, and the House Inventory.

The kit

The House Always Wins

A deadly vampire game show for a party of levels 3–10. One session, about four hours.

The party wakes inside Gloamglass Manor, on the stage of the longest-running game show in the world. The host, Lord Valerian Voss, is cheerful, theatrical, and utterly sincere about one thing: the rules. Survive five rounds and the contestants may claim any single prize from the House Inventory. Lose, and the audience has dinner.

The games are cruel. The system is unfair. But the rules are sacred, and the party wins by understanding them better than the vampires do.

The Host's Oath

The single most important rule. Voss is magically compelled to answer truthfully any direct question about the written Articles of the Contestant Contract or the official game records: what was recorded, issued, listed or scored.

  • He may refuse only records the contract lists as sealed (Article Three). Anything not on that list, he must answer.
  • He answers the question asked, not the question meant. Vague questions get gleeful, technically true answers.
  • His oath covers rules and records, nothing else. He can bluff, tease and mislead in his announcements; he just can't state a falsehood about the rules or records.
  • Never let him lie to dodge a clever question. If players ask the right thing, they get the right answer. That's the adventure.

The Blood Meter

Every contestant has six goblets. Penalties in every game are paid in blood: mark a goblet. It doesn't touch Hit Points, so it works at any level.

GobletsEffect (until a long rest)
2+Disadvantage on Strength and Constitution checks.
4+Speed halved, and Disadvantage on attack rolls.
6Drained. The contestant collapses and is carried off (see Stakes).

Refreshment. After each round the party wins, Voss serves wine: every contestant clears one goblet. He wants a good show, not a short one.

Golden Goblets. When a player does something that genuinely delights Voss (a loophole, an unexpected spell, a perfect line), award a Golden Goblet: spend it to clear two goblets, or to reroll any d20 during a game.

Stakes

Pick one before you start, and tell the players.

The Cells (recommended). A drained contestant is locked in the manor's cells with the other prisoners. Their friends can still free them in Round Five.

Mortal. A drained contestant becomes dinner. Use only if your table wants real lethality, and never for a single failed roll; only a full meter kills.

Running Order

RoundGameTests
1The Price Is BloodObservation, reading the host
2The Unwelcome GuestSocial deduction, investigation
3The Rising TideMovement, teamwork, hazards
4The Traitor's TableTrust, and reading the contract
5Choose Your PrizeWhat the party truly values

Difficulty

LevelsEasyStandardHard
3–4DC 10DC 12DC 14
5–7DC 12DC 14DC 16
8–10DC 13DC 15DC 18

Before you play: Round Four tempts the players to distrust each other. Agree beforehand that there's no secret traitor role and no player-versus-player fighting unless everyone wants it. The fun is in the temptation, not in betrayal.

Lord Valerian Voss, the Host

Medium Undead, Lawful Evil
AC 16    Initiative +14 (24)
HP 195 (23d8 + 92)
Speed 40 ft., Climb 40 ft.
ModSaveModSaveModSave
Str18+4+4Dex18+4+9Con18+4+9
Int17+3+3Wis15+2+7Cha22+6+11
Skills Insight +7, Perception +7, Performance +11, Persuasion +11, Stealth +9
Resistances Necrotic
Senses Darkvision 120 ft.; Passive Perception 17
Languages Common plus two other languages
CR 13 (XP 10,000, or 11,500 in Lair; PB +5)

Traits

The Host's Oath. Voss can't state a falsehood about the House's written Articles or its official game records. If he breaks an Article himself, he loses Legendary Resistance and takes 20 Radiant damage at the start of each of his turns until he puts it right.

The Show Must Go On. In the Grand Hall, Voss has Advantage on Charisma checks, and the audience is bound by Article Six. If the contestants attack Voss outside a game, Article Eight no longer protects them: at the start of each round, 1d4 audience vampires (use Vampire Spawn) leap down to join the fight.

Legendary Resistance (3/Day, or 4/Day in Lair). If Voss fails a saving throw, he can choose to succeed instead.

Misty Escape. If Voss drops to 0 HP outside his resting place, he becomes mist (as Shape-Shift) and must reach his coffin beneath the stage within 2 hours or be destroyed.

Spider Climb. Voss can climb difficult surfaces, including ceilings, without an ability check.

Vampire Weakness. He can't enter a residence without an occupant's invitation; takes 20 Acid damage if he ends his turn in running water; is Paralyzed by a stake through the heart while Incapacitated in his resting place; and takes 20 Radiant damage if he starts his turn in sunlight, with Disadvantage on attack rolls and ability checks while in it.

Actions

Multiattack (Vampire Form Only). Voss makes two Grave Strike attacks and uses Bite.

Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. A Large or smaller target is Grappled (escape DC 14).

Bite. Constitution Saving Throw: DC 17, one creature within 5 feet that is willing, Grappled, Incapacitated or Restrained. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage; the target's Hit Point maximum drops by the Necrotic damage, and Voss regains that many Hit Points.

Bonus Actions

Shape-Shift. Out of sunlight and running water, Voss becomes a Tiny bat (Fly 30 ft.) or a Medium mist (Fly 20 ft., hover; Resistance to all damage but sunlight), or returns to vampire form.

Charm (Recharge 5–6). Voss casts Charm Person (spell save DC 19, no components, 24-hour duration).

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Voss can expend a use to take one of these actions. He regains all uses at the start of each of his turns.

Deathless Strike. Voss moves up to half his Speed and makes one Grave Strike attack.

Beguile. Voss casts Command (spell save DC 19, no components). He can't take this action again until the start of his next turn.

A Word From Our Sponsors. Wisdom Saving Throw: DC 19, each creature of Voss's choice within 60 feet that can hear him. Failure: the Incapacitated condition until the end of its next turn, politely watching a servant present a product that hasn't existed for three hundred years. He can't take this action again until the start of his next turn.

Playing Voss

A 1930s radio host who happens to be a vampire. He is delighted by everything, introduces contestants with ridiculous titles, and narrates their failures with real sympathy. He is never secretly furious about losing. If the party beats him by the rules, he hands over the prize with a genuine smile. The only thing that truly angers him is cheating by his own side.

Fighting the host is a choice, not the plan. Below level 9, treat an attack as a dramatic disaster: the audience floods the stage and the attackers are dragged to the cells.

Rounds One and Two

Round One: The Price Is Blood

Three treasures sit on velvet cushions: a ruby crown, a diamond the size of a fist, and a small wooden horse missing one wheel. Voss asks: "Which treasure has the highest recorded value in my collection?"

Win. Name the right item. The party has two guesses, agreed together.

Penalty. A wrong guess marks one goblet on the contestant who said it. (Brass tubes fill a goblet on the stage.)

The answer. The horse. It belonged to Voss's daughter, and the House records value by what an object is worth to its owner.

Clues the players can find

  • Ask about the method. How the House records value is a rule, not a sealed record, so Voss must answer: "By its worth to its owner, of course."
  • Examine the horse (Investigation, Easy): a name hand-carved underneath, worn smooth by a thumb.
  • Watch Voss (Insight, Standard): his voice softens whenever the horse is mentioned.
  • Appraise the crown and diamond (History or Arcana, Standard): enormously valuable, and a red herring.

Asking for the values directly. They're sealed (Article Three), so Voss refuses with glee. But a player who asks "Do you record value by market price?" gets a truthful "No."

Round Two: The Unwelcome Guest

Six guests sit at a candlelit dinner. Voss: "One of our guests is not what they appear. Identify them, and you may proceed." Hand out the guest cards.

Win. Correctly accuse at least one vampire. The challenge says "identify them", not all of them.

Penalty. Each wrong accusation marks one goblet on the accuser, and that innocent guest is led away screaming. (Under Cells stakes, they turn up in the cells in Round Five.)

Bonus. Naming both vampires earns a Golden Goblet, and Voss is visibly thrilled.

The twist. There are two vampires. Lady Morwenna Ash is the listed guest. Tobias Quell is a former contestant (season 612) who became Voss's favorite and has spent decades pretending to be human. He isn't on the guest list, so the official record shows only one vampire guest.

What the oath allows. The guest list is sealed, but a player who asks "Is everyone at this table listed as a guest in the records?" gets: "No."

GuestTells (DM only)
Lady Morwenna AshVampire. No reflection in the silver (Perception, Easy). Hasn't touched her food. Her "sunny garden" story is rehearsed (Insight, Standard).
Tobias QuellVampire. Drinks only from his own flask, which smells of iron (Perception, Hard). Mentions the "sunrise chamber" (Insight, Standard). No pulse if touched (Medicine, Easy).
Brother AldousHuman. Sweating, clutching a holy symbol: terrified, not undead.
Mirela VarnHuman. Pale face paint and red lips (Investigation, Easy, reveals makeup). A red herring.
Captain Hollis GreyHuman. A bandage hides an old bite scar. He survived a vampire once and hates them.
Pip ThornburyHuman. A jittery young poet with ice-cold hands, from fear.

Divine Sense, Detect Evil and Good, and similar magic work. Reward them: both vampires register as undead.

Rounds Three and Four

Round Three: The Rising Tide

A ballroom fills with blood. The contestants must cross five zones to the exit stair before it rises too high. Run it in rounds; each contestant gets one action per round.

ZoneObstacleTo cross
1. The DaisA drop into the bloodAthletics or Acrobatics, Easy
2. ChandeliersSwinging, greased chainsAcrobatics, Standard
3. Chain PlatformsRise only while someone works the winchOne contestant winches (Athletics, Standard) so others cross freely; then a crossed contestant winches back
4. The WalkwayCollapses under weightOne at a time (Acrobatics, Standard), or two together with one carrying the other (Athletics, Hard, no further check for the carried)
5. Exit StairSafeReach it

The tide. Round 1: ankle-deep, difficult terrain. Round 3: waist-deep; anyone in the blood marks a goblet at the end of the round. Round 5: the ballroom is full; anyone still in the blood marks a goblet each round until out. After round 6, the game ends; anyone not on the stair marks two more goblets.

Teamwork. Helping gives Advantage. Voss offers a Golden Goblet to anyone who sabotages another contestant, but sabotage never helps the saboteur cross. Working together is simply better, and smart players notice.

Win. Every contestant who isn't drained reaches the stair.

Audience trouble (roll a d6 each round)

1A chandelier crashes into Zone 2; its chains are now a ladder (Easy).
2Two platforms swap places. The winch is now in Zone 4.
3A vampire flings a goblet: one contestant is Blinded until the end of their next turn.
4Interference! A silver grappling hook clatters down for a favorite. Voss stops the game and disqualifies the vampire (Article Six). As an apology, the tide drops one level.
5The organist plays faster. Nothing changes, but it feels worse.
6Silence. The audience leans forward.

Round Four: The Traitor's Table

Each contestant receives a sealed envelope. Voss: "One of you may have received a private offer to betray the others. Before the final bell, you must deliver a unanimous and accurate verdict. Fail to agree, and the table loses!" Turn over a real ten-minute timer.

The truth. No offer was made. The envelopes hold blank House stationery.

Win. A unanimous, accurate verdict before time runs out. Here that means declaring that no betrayal offer was made.

Penalty. No unanimous verdict, or a wrong one: every contestant marks two goblets.

How players can solve it

  • Ask the host. Offers are recorded in the House's Ledger of Offers. Article Three doesn't seal it, so "Has any contestant been issued a betrayal offer this round?" must be answered: "No." The careful reader of the contract wins.
  • Magic. Zone of Truth, Detect Thoughts, or similar on the contestants works perfectly.
  • Trust. Everyone opening their envelope together and showing the blank pages is a fine solution.

Never secretly hand a player a traitor role. Let them argue, accuse and bargain; the reveal works because the paranoia came from them.

Round Five: Choose Your Prize

The doors open on a treasury: mountains of gold, ancient weapons, jewels of forgotten kings. Behind an iron gate wait the House's prisoners, including any contestants drained under Cells stakes and any innocent guests led away in Round Two. Voss: "One prize from the House Inventory is yours!" Hand out the House Inventory.

The rule. Article One: any single listed prize, transferred to the winner outright. Voss answers any question about it truthfully, and is mildly offended at the idea that a prize could be temporary.

The House Inventory (DM notes)

LotWhat it really does
OneThe deed to Gloamglass Manor: estate, grounds, fixtures and legal title. See "Claiming the House" below. It has been on the list for three hundred years; nobody has ever chosen it.
TwoA chest of coin: 1,000 gp × the party's average level.
ThreeThe Crimson Crown (the ruby crown from Round One): a rare magic item of your choice, set as a crown.
FourThe freedom of one guest of the House: one prisoner walks free.
FiveThe Host's Horn: an ornate brass speaking horn. Once per dawn, its holder can cast Command (save DC 15) without components.
SixOne Truthful Answer: Voss answers any one question about anything, truthfully, now or later.

Claiming the House

  • Ownership passes by the House's own magic, and legally. Voss signs without complaint.
  • The owner can revoke the House's hospitality (Article Seven): every prisoner is free to leave, at once.
  • The owner does not control the vampires. Each one holds a tenancy agreement that survives the change of ownership (also Article Seven).
  • Here is the hook: a vampire can't enter a residence without an invitation, and each tenancy agreement is that invitation. Breaking or buying them out is your next adventure.

Other Endings

Take the treasure. The party leaves rich. The prisoners stay. Voss waves them off warmly and means it.

Free one prisoner. Lot Four. Noble, limited, and exactly what most contestants who choose freedom pick.

Something else. If players find another clever reading of the Articles, check it against the contract. If the words support it, it works. Voss will be delighted.

Fight. Article Eight lapses, the audience joins in, and you'll want Voss's stat block. A brave or foolish ending.

Audience Reactions (d8)

1A standing ovation from the cheap seats; a goblet shatters.
2Lady Vespertine, a wealthy patron, loudly offers to "sponsor" a contestant.
3An elderly vampire mutters strategy corrections nobody asked for.
4Someone in the back chants "MORE BLOOD" until shushed.
5A gasp, then frantic whispering and bets changing hands.
6Polite, chilling applause in perfect unison.
7A vampire faints dramatically. Nobody helps.
8Total silence. Voss looks thrilled.
Gloamglass Manor · Season 917

The Contestant Contract

Read carefully. Every word is binding, on everyone.

Article One: Prizes. Contestants who complete all five rounds may claim any single prize listed in the House Inventory. A claimed prize passes to its winner outright and forever.

Article Two: The Host's Oath. The Host shall answer truthfully any direct question concerning these Articles or the official game records of the House, save for records declared sealed in Article Three.

Article Three: Sealed Records. The following records are sealed until the verdict of their round, and the Host may decline to reveal them: (i) the recorded values of Round One; (ii) the guest list of Round Two. No other record is sealed.

Article Four: Play. Each round is won or lost by its stated rules. A contestant may attempt any lawful means of winning not forbidden by these Articles.

Article Five: Penalties. All penalties are paid in blood, as recorded on each contestant's meter. A contestant whose meter is full is withdrawn from play.

Article Six: The Audience. No member of the audience may interfere with an active round. Disqualification applies regardless of station.

Article Seven: The House. Guests of the House may not depart without its owner's leave, and the owner may withdraw the House's hospitality at will. Existing tenancies of the House survive any change of ownership.

Article Eight: Conduct. The Host and audience shall not harm a contestant outside the rounds of play, provided no contestant first harms the Host.

Signed in the presence of the House. The House always wins. Exceptions are noted in the official records.

Gloamglass Manor

The House Inventory

Prizes available to this season's champions. One per winning team.
Lot OneDeed (real property). Parchment, with seal.
Lot TwoA Strongbox of Gold Sovereigns, freshly minted and gleaming, enough to buy a small army or a very large ship.
Lot ThreeThe Crimson Crown, set with rubies, fought over by three kingdoms, enchanted by a forgotten court sorcerer.
Lot FourThe Freedom of One Guest of the House, to depart Gloamglass Manor unharmed and unpursued.
Lot FiveThe Host's Own Speaking Horn, brass and gilt, whose words are obeyed.
Lot SixOne Truthful Answer from the Host, on any subject whatsoever, to be asked at the winner's leisure.

The Unwelcome Guest: guest cards

Lady Morwenna Ash

A widowed countess. "I spend my days in my garden. The roses adore the sun."

Tobias Quell

A cheerful merchant. "Lovely house, isn't it? You get used to the stairs."

Brother Aldous

A monk, sweating. "Please. I only came for the soup."

Mirela Varn

A fortune-teller, very pale. "I foresaw this dinner. I came anyway."

Captain Hollis Grey

A soldier with a bandaged neck. "I've met their kind before. Never again."

Pip Thornbury

A jittery young poet. "Is it cold in here, or is it just me?"

The Traitor's Table: envelope inserts

Gloamglass Manor
House Stationery
Gloamglass Manor
House Stationery
Gloamglass Manor
House Stationery

Print one insert per player, fold, and seal each in an identical envelope. They're blank. That's the point.

Download the PDF (343 KB)

The DM kit includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License.