It's a dark and stormy night. A lone carriage makes its way across the Twin Kingdoms, buffetted by the storm. The coachman, desperate to reach a safe haven before the flash floods sweep him and his passengers away to a watery grave, drives onwards through the night.
A safe haven, like the renowned Troubadours Rest, where the inn-wife's stew is as good as any in the Twin Kingdoms, and the beds are dry and warm. But all is not well in the Troubadours Rest. Where has everyone gone? And what are those lights in the forest beyond? And just who is the mysterious stranger who seems to appear from nowhere?
There are all questions which will be answered when your players become embroiled in 'Trouble at the Troubadours Rest', a Spelldance adventure for inexperienced to moderately experienced characters (with notes on how to adapt for a more experienced group of adventurers.)
Will they survive the horrors that have come to the coaching inn?
'Trouble at the Troubadours Rest' can be played as a stand-alone adventure or as part of the 'Declavion Design' campaign, to which it would make an excellent first installment.