In the local tavern or market, the party overhears (or is directly told by a worried relative/shopkeeper) that three people have gone missing after investigating the old manor on the hill. Strange lights and children’s laughter have been reported at night. The mayor or a merchant offers a modest reward for clearing the place or at least finding out what happened. Optionally, one of the missing people is someone the party already knows.
Recall Range: 2
TOYS IN THE ATTIC – Adventure Overview The party hears rumors in a small town about a run-down, haunted mansion on the hill. People who enter sometimes never return. When the party investigates and fully enters the old nursery, they are instantly polymorphed into living toys. Each party member is randomly assigned one unique material: Metal, Wood, Cloth, Bone, Stone, or Glass. Their weapons and gear transform into the same material but retain magical properties. Healing magic is replaced by mending. The party must navigate the mansion at Tiny size, surviving vermin and environmental hazards, until they reach the Grimoire of Living Playthings that sustains the curse. Only by dealing with the Grimoire can they return to normal. The tone can range from bittersweet and melancholic to lightly dark depending on how the party interacts with the memory of the original child, Ellie Ashford.