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A Night on Rose Hill
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A Night on Rose Hill

A Night on Rose Hill

$15.95
A Night on Rose Hill—
$15.95

The Story

A Postmortem Adventure for One

This adventure is compatible with The Lost Bay and is part of The Lost Bay Quickstart Bundle

You’ve been given a second life, but can you get out of the graveyard without losing it again? 

A one player (duet or solo) post-mortem adventure. Start this graveyard adventure after a PC dies or as an intro adventure for a new character.

This adventure is written as if the character has recently died, and their spirit has taken over a new body in the Rose Hill Cemetery. The adventure can be played with or without a GM; certain parts of the adventure have been arranged to allow for randomization to prevent a solo player from getting too much foreknowledge of the events of the adventure. A GM should feel free to pick from the available encounters and items to create interesting scenes for the adventure.

By M Allen Hall

20 page, 6 x 8.25 inch (A5), black & white, staple-bound zine

Includes access to digital version

A Night on Rose Hill - Image 2

Details & Craftsmanship

Every detail has been carefully considered to bring you the perfect product.

A Night on Rose Hill - Image 3

Details & Craftsmanship

Every detail has been carefully considered to bring you the perfect product.

A Night on Rose Hill - Image 4

Details & Craftsmanship

Every detail has been carefully considered to bring you the perfect product.

Description

A Postmortem Adventure for One

This adventure is compatible with The Lost Bay and is part of The Lost Bay Quickstart Bundle

You’ve been given a second life, but can you get out of the graveyard without losing it again? 

A one player (duet or solo) post-mortem adventure. Start this graveyard adventure after a PC dies or as an intro adventure for a new character.

This adventure is written as if the character has recently died, and their spirit has taken over a new body in the Rose Hill Cemetery. The adventure can be played with or without a GM; certain parts of the adventure have been arranged to allow for randomization to prevent a solo player from getting too much foreknowledge of the events of the adventure. A GM should feel free to pick from the available encounters and items to create interesting scenes for the adventure.

By M Allen Hall

20 page, 6 x 8.25 inch (A5), black & white, staple-bound zine

Includes access to digital version

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