Mind the Furniture · a fifth edition one-shot kit
Everything for tonight's one-shot, ready to print.
An inn where the furniture bites. For 3 to 5 characters of 3rd level, about 3½ hours of play, Letter or A4. Give it about three hours this afternoon to print, read, cut and fold, and run it tonight.
An inn where the furniture bites. 3 to 5 characters of 3rd level, about 3½ hours of play. About three hours this afternoon to print, read, cut and fold.
The GM book lies where you'll run it from. Tap it to turn its pages. The teeth wait beside it: tap one to stand it up.
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What's in the kit
Everything below is a PDF in US Letter and in A4 unless it says otherwise. You print it, cut it out and run the night from it.
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GM book, 20 pages
Page 1 is the cover. Page 2, Start here, gets you ready in about three hours (print about 20 minutes, read about an hour, cut and fold about an hour and a half) and covers the story in a minute, what to print, how the chests and their teeth work, using your own characters at 2nd or 4th level (at 4th level, count one more player than you have, everywhere), what a hurt party can do, and how to load the maps online.
Page 3 is the run sheet, the whole night on one page: the clock, five parts, fights scaled for 3, 4 or 5 characters, what to do when players go sideways, cuts for running long and extras for running short. Page 4 is the recap to read aloud.
Then four scenes of three pages each. Every scene has a scene picture, read-aloud, a GM key map with numbered spots, the fight with its 3, 4 and 5 scaling, the cast and how to play them, what the party can keep, and what to do if they go sideways.
- Scene 1, The Brass Kettle (pages 5 to 7): the stool that bites and Vane's trade card.
- Scene 2, The Cellar (pages 8 to 10): twelve numbered chests and feeding the blue one.
- Scene 3, Vane's Workshop (pages 11 to 13): Tam, the apprentices and the dinner bell.
- Scene 4, The Showroom (pages 14 to 16): the sale, ten display chests, the wardrobe on a dais three squares deep, exposing Vane, his escape into the wardrobe at 10 Hit Points or fewer, who makes the arrest and pays the reward if the Magistrate is down, and the dinner-bell payoff.
Page 17 is the ending back at the Kettle in two versions (Vane stopped, or Vane got away), with swaps for whether the blue one, the kettle and Mustard came home, what to do if the party comes back without Tam, if Tam died, or if Wenna went down or died, and the ledger's hook for a next night. Pages 18 and 19 are the stat blocks: Mimic Whelp, Tough, the blue Mimic, Ossery Vane and the Wardrobe (a Mimic), the two bells' rule, and defences for Tam, Wenna and the buyers. Page 20 is credits and licence.
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Four battle maps, 1-inch grid
The Brass Kettle (the inn's common room, kitchen, stairs and the nailed trapdoor, lit by the hearth), The Cellar (the main vault, the wine bay and the back store with the door behind the rack), Vane's Workshop (the tunnel mouth, the hay pen, benches, varnish vats, eel barrels, the dinner bell post, the bunks and the stairs up) and The Showroom (ten display plinths, the dais, the buyers' chairs under the chandelier, the counter and the front door).
Each map is 14 by 18 squares, 1 square = 5 feet, and comes as four 1-inch-grid tiles for US Letter and four for A4 (PDF, 4 pages each) with glue strips, join lines, corner cut marks and a 1-inch ruler check; one 18 x 24 inch print-shop PDF; a gridless PNG for virtual tabletops (1960 x 2520 px: set the grid to 140 px a square with no offset); and a gridded PNG (3840 x 4936 px, about 274 px a square) for apps with no grid of their own. The maps carry no labels or monster spots, and the Cellar and the Showroom are painted with no chests on them: the chest minis stand on them.
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Paper minis and flat tokens for the whole night, 6 pages
Every piece that bites stands plain on the table, and its teeth wait face down under your book until you swap them into the same square. It works the same way at 3, 4 or 5 players.
Page 1: five hero standees (front and back on one strip, folded at the head and stood in a small binder clip) and the cellar's twelve chest tents numbered 1 to 12, the same plain chest on both faces. Page 2: the cellar's four teeth tents (3, 5, 9 and the blue 12) and one-inch flat tokens of the heroes, the twelve chests and the four teeth. Page 3: Wenna, Tam, Dob and Nell, and the Kettle's stool, coal scuttle and bread bin as plain tents with their teeth tents. Page 4: Ossery Vane, Magistrate Orrin, Mistress Pell and Sir Aubric Tull, and display chests A to J. Page 5: the wardrobe as a two-by-two-square tent, plain and with its teeth, the teeth for display chests C and H, and flat wardrobe squares and teeth tokens. Page 6: one-inch flat tokens of the eight people, the Kettle's furniture plain and with teeth, and display chests A to J.
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Five pre-generated heroes
Third-level characters built on the SRD 5.2.1 rules, each one sheet printed front and back. The front is what a player needs at the table: every number worked out, attacks with their weapon masteries, an On your turn guide, spell slots and tick boxes, a hit point box and each hero's own tie to the Brass Kettle and to Tam. The back sums up each class feature, feat and spell in plain words. Nothing on the sheets names the night's hidden monster.
Garrick Hale, Fighter (Champion), Human, Soldier. Wren Ashdown, Ranger (Hunter), Human, Soldier. Brother Odo, Cleric (Life Domain), Human, Acolyte. Pip Quillfeather, Rogue (Thief), Halfling, Criminal. Ysolde Marrow, Wizard (Evoker), Tiefling (Infernal), Sage.
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Three player handouts
Vane's delivery docket, No. 0417, found in chest 8: a 5.5 x 9 inch prop to cut out, bite and all, filled in by hand, with a SALE THURSDAY, ELEVENTH BELL stamp and Vane's signature. And one sheet with two more: Vane's trade card, which the stool coughs up, folded and glued (3.6 x 3 inches) with a pencil memo on the back, and a torn page from his day book (6.9 x 4.1 inches) that ends on the hook for a next night.
The real pages
A selection from the kit's own files: six pictures of its pages, maps and sheets. Tap one to see it larger.

Read the cover as text
A one-shot kit for tonight. Mind the Furniture. Things keep going missing at the Brass Kettle. Last night it was the pot-boy.
The picture: the heroes laughing at their table in the Brass Kettle while Wenna glowers from the bar, and in front of them the stool, the coal scuttle and the blue chest grin with their teeth out.
For 3 to 5 characters of 3rd level. About 3½ hours. Compatible with fifth edition. Letter and A4. Tablepact.

Read the run sheet as text
Run sheet, the whole night on one page. Planned for four players at an ordinary pace: about 3½ hours with a break. Fights are scaled for 3 / 4 / 5 characters of 3rd level. Running long or short? Use the cuts and extras at the bottom.
0:00, Start (10 min). Read the recap (page 4). Hand out pre-gens. One sentence each: who they are and what they're doing. Fight: none. If they go sideways: they want to shop or sleep: everything's shut, it's pouring, and Wenna has the tea on.
0:10, 1 · The Brass Kettle (45 min, from p. 5). Wenna had five stools, lost two, and counts four. A bitten tankard; the kitchen trapdoor, its nails pushed up from below. Sit on the end stool: stuck, and bitten before initiative. It coughs up Vane's trade card. Fight (3 / 4 / 5): Mimic Whelps: 1 (the stool) / 2 (+ coal scuttle) / 3 (+ bread bin). The rest sleep, then bolt. If they go sideways: nobody sits down: the stool comes one square closer each time they look at their sheets. They head straight down: fine, the stool follows them.
0:55, 2 · The Cellar (50 min, from p. 8). Twelve chests, one blue. Whelps hide among them. Feed the blue one and it burps up the kettle and follows its feeder. The delivery docket: sale tonight. A door behind the wine rack. Fight: Mimic Whelps: 1 / 2 / 3. The blue Mimic only if attacked, touched without food, or two feedings fail in a row. If they go sideways: they kill the blue one: the kettle comes up anyway, and Scene 4 is harder. They can't find the door: chest 7's letter, or a cart rumbles behind the wine.
1:45, Break, 10 minutes. Snacks. Leave the blue chest on the table where everyone can see it.
1:55, 3 · Vane's Workshop (45 min, from p. 11). Tam, tied to a stool, polishing a chest. Vane's apprentices (Nell, and Dob with 4 or 5 players) argue over whose turn it is to feed the stock. A pen of sleeping whelps. The dinner bell on its post: ring it and everything with teeth goes for the bell. Fight: Toughs: 1 / 2 / 2, plus a Mimic Whelp with 5. If they go sideways: they talk the apprentices round (unpaid since spring): they hand over the key and go home. Ends with Tam: "He's upstairs selling the blue one's big sister."
2:40, 4 · The Showroom (50 min, from p. 14). Sale night. Ten display chests, three rich buyers, Vane in his best coat with a brass hand bell. The grand wardrobe behind him is a Mimic. Fight: Vane + the wardrobe (Mimic) / + 1 Mimic Whelp / + 2 Mimic Whelps. If they go sideways: they expose him (DC 13 Charisma): the buyers want their deposits back and side with the party; Vane rings anyway. Or they throw him the dinner bell (p. 16).
3:30, Ending (10 min, p. 17). Back at the Kettle: the ending for Vane stopped, or for Vane still free. Vane's ledger, if taken, has one more order. Fight: none. If they go sideways: someone wants to keep the blue one. Wenna says it can stay if it stops eating the stools.
Running long? Cut. Scene 1: one whelp only. Scene 2: one whelp, and the rack is already open. Scene 3: Tam has untied himself. Scene 4: no extra whelps.
Running short? Add. Scene 2: an apprentice comes for the blue one with a hand cart. Scene 3: the pen breaks open (page 13). Scene 4: an auction for the wardrobe before the bell.
All night, keep a straight face. Whenever the players look down at their sheets, move one piece that really bites (a whelp still in disguise) a square closer to the party. Say nothing. If anyone asks, it has always been there.

Read both pages as text
Page 6. Scene 1, The Brass Kettle: Four stools at the bar. A key map of the inn with numbered spots: stairs up to the rooms, the kitchen, the trapdoor to the cellar and the front door.
1, The fireside. Where the heroes start, by Wenna's untouched tea. Nothing here bites. 2, The hearth. Warm stones. The coal scuttle at the end of them is a whelp, asleep in the heat. It fights with four or more players; with three it sleeps through. 3, The bar. Three painted stools and one plain one at the end. Nobody painted that one. 4, The tankard shelf. One tankard has a neat bite out of its rim, curved like the edge of a small lid. 5, The long table. Sawdust under the benches, and a trail of splinters to the kitchen. 6, The stairs. Up to the rooms. Tam's bed is unslept, his tin whistle on the pillow. 7, The kitchen. Oven, pantry, and the work table where the ham stood. The bread bin on it is a whelp; it fights only with five players. 8, The trapdoor. Nailed shut forty years ago by Wenna's grandfather. The nails are bent and standing proud, pushed up from below, and one board has sprung: there's a gap under it a flat hand wide. 9, The ale barrels. Teeth marks low on one barrel. Whatever tried it didn't like ale. 10, The front door. Over it, the iron hook where the brass kettle hung. Rain outside, and nowhere else open.
Map key: a blue number is what's here; S the stool; C the scuttle, fights with 4+; B the bread bin, fights with 5. At 4th level count one more player (page 2). One square is 5 feet.
Spotting a whelp. A character who studies a piece of furniture can make a DC 15 Wisdom (Perception) check: on a success they see it breathing. Anyone who touches a whelp that fights at your table sticks to it (Grappled, escape DC 12) and is bitten at once: one Bite, before anyone rolls. Then lift its tent off, stand its teeth in the same square and roll initiative. Spotted before anyone touches it, it gets no free Bite.
Playing Wenna. Arms folded, pencil in her hair, voice flat as a tray. She never says she's worried; she polishes things. She counts everything: stools, spoons, heroes going down the cellar stair and coming back up. What they can keep. Nothing yet, and Wenna is counting. The bitten tankard is evidence; she'll let them take it. Tam's tin whistle goes back to Tam. What Wenna knows. Tam went to the kitchen about a noise just after closing. The kettle went Monday night: she heard it clang once. Her grandfather nailed the trapdoor and said what's down there is nobody's business. She's never heard of Ossery Vane, but she's seen a green cart with nice paint on the Fennick road after dark.
Page 9. Scene 2, The Cellar: Twelve chests. A key map of the cellar: stairs up to the Kettle, the vault, the wine bay, the back store and the door behind the rack, with the twelve chest spots.
1 Tablecloths, folded, smelling of lavender. Wenna's, from the linen press upstairs. 2 A whole cheese with one bite out of it. The bite is the shape of a chest lid. It counts as food for the blue one. 3 Three or four players: empty, except a scrap of paper in a neat hand: “NOT THIS ONE EITHER.” Five players: a Mimic Whelp. 4 Tam's left boot, laces still tied. Something pulled him out of it. 5 A Mimic Whelp. 6 Two silver candlesticks, 15 gp the pair. They're the inn's. 7 A bundle of old letters. The top one, from Wenna's grandmother, ends: “and mind the door behind the good red, your grandfather never would.” 8 Vane's delivery docket. Hand it out. Under it, a feed scoop and a sack of pickled eels. 9 Four or five players: a Mimic Whelp. Three players: a plain chest with a chewed stool leg in it. 10 120 sp in a sock, and a hooded lantern. 11 Six bottles of the good red. Wenna will want them back. 12 The blue one. See page 10.
Map key: a blue number is a plain chest; a black number a whelp; a dashed black number a whelp only with more players (see its line; at 4th level count one more, page 2). One square is 5 feet.
Whelps. A character who studies a chest can make a DC 15 Wisdom (Perception) check: on a success they see it breathing. Anyone who touches a whelp sticks to it (Grappled, escape DC 12, Disadvantage on checks to escape). Lift its tent off, stand its teeth in the same square and roll initiative. The other whelps wake and hop in at 20 feet a turn. Vane's docket says live ones are chalk-marked underneath. True, but looking means tipping the chest over, and tipping a whelp means touching it.
Opening chests. None of them is locked. Opening one takes an action; when a player says which chest, find its number on this key before you answer. A plain chest just opens. Read out what's inside and let them take it. What they can keep. 120 sp and the hooded lantern (chest 10). The candlesticks and the good red are Wenna's, and she will notice. Tam's boot goes back to Tam.

Read the maps page as text
Four battle maps, one for each scene. Each 14 by 18 squares at 1 inch to 5 feet. Labels and chest spots live in the GM book, so the table sees only the room.
1 · The Brass Kettle. The common room, the kitchen and the nailed trapdoor. 2 · The Cellar. Three rooms of flagstones, and a door behind the wine rack. 3 · Vane's Workshop. The pen, the varnish vats and the dinner bell. 4 · The Showroom. Ten plinths, a dais and a chandelier on a rope.
Home printer. Four tiles per map, Letter or A4, at Actual size. Glue strips, join lines and a ruler check on every tile. Print shop. One 18 × 24 inch sheet per map, ready to send. Screen. A gridless PNG at 140 pixels a square for a virtual tabletop's own grid, and a gridded PNG for apps without one.

Read both minis pages as text
The teeth wait under your book. Two of the six minis pages: the hidden teeth and flat tokens, and Scene 4's cast and display chests.
Minis page 2. Teeth, and flat tokens, Scene 2. Teeth, yours until something bites: the teeth tents for chests 3, 5, 9 and the blue 12, each a chest with a mouth full of teeth on both halves. Keep these face down under your book. When a chest bites, lift its tent off and stand its teeth in the same square. Don't explain. Chest 5 always bites. Chest 9 bites with four or five players, chest 3 only with five (at 4th level, count one more). The blue one, 12, gets its teeth the first time it opens its lid. Book page 9 has the full key.
Flat tokens, for a flat table, a busy map or a screen. Same pieces, flat. Cut out the circles. Chests go on their spots, number up; when one bites, swap in its teeth. Every token is one inch, one square. The five heroes, Garrick, Wren, Odo, Pip and Ysolde; the twelve chests, 1 to 12; and teeth tokens for 3, 5, 9 and 12, face down under your book too.
Minis page 4. The showroom, Scene 4. Vane, his three buyers and his ten display chests. Chests stand on their plinths with the letter facing the players; their spots are on the Scene 4 key map, book page 15. The wardrobe and the hidden teeth are on the next page.
People: standees of Ossery Vane, Magistrate Orrin, Mistress Pell and Sir Aubric Tull. Ossery Vane starts on the dais, in front of the wardrobe, bell in hand. The buyers sit in their three chairs on spot 3. They don't fight. When it starts, move them behind the nearest chair or chest, and let Mistress Pell faint into Sir Aubric. Magistrate Orrin matters most at the end: he makes the arrest and pays the reward, or, if he's down, the next buyer still standing does (book page 16).
Display chests, A to J, on their plinths. None of them looks like a mimic. When Vane rings his brass bell, every one of them opens its lid. Most are only on springs. C bites with four or five players, H with five (at 4th level, count one more). Their teeth are on the next page.

Read the sheet and handouts as text
Five pre-gens and three player handouts. 3rd-level heroes, each with a reason to want Tam home. One sheet each, front and back. Letter and A4.
Garrick Hale's sheet, the front. Pre-generated hero, Mind the Furniture. Garrick Hale, Fighter 3 (Champion), Human, Soldier, drawn grinning in chain mail and a red cloak, javelins over his shoulder. AC 17 (chain mail). Hit points 28 max. Speed 30 feet. Initiative +3, with Advantage. Proficiency bonus +2. Passive Perception 13.
Strength +3 (17), save +5. Dexterity +1 (13), save +1. Constitution +2 (15), save +4. Intelligence −1 (8), save −1. Wisdom +1 (12), save +1. Charisma +0 (10), save +0.
Skills: Athletics +5 (with Advantage), Perception +3, Insight +3, Animal Handling +3, Intimidation +2, Stealth +1, always with Disadvantage in chain mail. Tools: dice (you're trained: add +2). Any other check is just the ability's modifier.
Attacks, with to hit, damage and its trick (weapon mastery). Greatsword, +5, 2d6 + 3 slashing: two hands. Graze: if you miss a creature, it still takes 3 slashing damage. Flail, +5, 1d8 + 3 bludgeoning: one hand. Sap: a creature you hit has Disadvantage on its next attack roll before the start of your next turn. Javelin (8), +5, 1d6 + 3 piercing: stab, or throw 30 ft (120 ft with Disadvantage). Slow: a creature you hit and damage loses 10 ft of Speed until the start of your next turn. Two hits still only take 10 ft.
Critical hit on a 19 or 20: roll the damage dice twice. Savage Attacker: once a turn, when you hit with a weapon, roll its damage dice twice and use either roll.
On your turn. Move: up to 30 feet, before or after you act, or split around it. Action: usually one attack with the greatsword. Or throw a javelin, Dash, Dodge, Help a friend, or shove someone 5 feet. Bonus: Second Wind when you're hurt: regain 1d10 + 3 Hit Points (two tick boxes). Once: Action Surge: take one more action this turn (one tick box). Not your turn: Opportunity Attack: when a creature you can see moves out of your reach on its own move (not if it took the Disengage action, teleported or was pushed), one melee attack at it. It uses your Reaction, which comes back at the start of your turn.
You and the Kettle. Wenna's brass kettle was the first thing you ever stole, aged nine. You brought it back the next day. She gave you supper and has never let you forget it. Now the kettle's gone, and this time it wasn't you.
How you play him. Loud, kind and no good at sneaking. Calls everyone "friend", including people he's about to hit. Stands in front of trouble so the others don't have to. Tonight's job: bring Tam home, then hang that kettle back over the door with your own hands. After that you'd like your supper. It went cold when Wenna sat down. Languages: Common, Dwarvish, Halfling.
A box for hit points now and notes. At the foot: Mind the Furniture, pre-gen, Garrick Hale, side 1 of 2. Everything else is on the back.
Beside it, the fronts of the other four heroes, shown small: Wren, Odo, Pip and Ysolde.
Scene 2 · The delivery docket. Found in chest 8. Sale Thursday, eleventh bell. Filled in by hand. Printed head: O. Vane, est. in Lower Fennick, chests, coffers, casework, Tanners' Lane, made to order, delivered by cart, chests that keep what's put in them. Delivery docket No. 0417. Deliver to: old cellar under the Brass Kettle, tunnel end. Driver: Dob, small cart, quiet wheels. Rounds: every night this week, after dark. Goods: 11 chests, brown, assorted, live ones chalk-marked underneath, do not lift by hand. 1 chest, blue, breeding stock, DO NOT FEED, sells better hungry, back to the shop Thursday by cart. 2 sacks, pickled eels, one scoop each at dark, wear the gloves. 1 feed scoop, bring it back this time. Remarks: Tue. Something has been at the inn's kitchen again. Feed on time. Wed. Boy found in the cellar. Brought him back with the cart. Put him to sweeping, crossed out, polishing. He whistles. Grand wardrobe for Magistrate Orrin: second coat of varnish by Thursday. Reserved for Lady Greywater: one large, blue, like the last one. Stock marks chalked underneath: a zigzag, live, keep fed, mind fingers; a line, plain, sell as seen. A stamp: SALE THURSDAY, ELEVENTH BELL, SHOWROOM, signed O. Vane for the firm. Small print: goods remain the property of O. Vane until paid in full. The firm is not answerable for fingers.
Scene 1 · Vane's trade card. Coughed up by the stool, address bitten off, a pencil note on the back. Cut round the solid line, bite and all. Fold on the dashes, glue flat. The front: est. in Lower Fennick, O. Vane, chests, coffers, casework, chests that keep what's put in them, guard chests, blanket boxes, strongboxes, wardrobes of quality, every piece guaranteed to stay where it's put (the rest bitten off), made to order, delivered by cart, hinges and locks renewed. The back, under Memoranda, in pencil: "Kettle cellar, 3 loose, fetch Thurs." Kindly hand this card to the driver with your order.
Scene 4 · A page from the ledger. The last line sets up your next night. Day Book, O. Vane, chests, coffers, casework, page 112. Date, particulars, gp. Fri: Mistress Pell. Jewel chest, brass bound. Wants a quiet one. 30. Sat: Revd Bastable. Hymn chest back. Says it ate the hymnals. Nil. Sat: Eels, six sacks, off the quay. Dob to stop eating them. Mon: Kettle cellar. Three got loose up the stair. Fetch Thurs. Mon: Magistrate Orrin. Grand wardrobe. Deposit on chest E. 40. Tue: Sir A. Tull. Something for the hall. Will choose at the sale. Wed: Greywater Hall. One chest, extra large, blue. Delivered Tuesday. 100. Stamped DELIVERED.
The pre-gens and the stat blocks use material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, available at dndbeyond.com/srd, licensed under the Creative Commons Attribution 4.0 International License. The stat blocks' punctuation and layout were changed, the Mimic Whelp and the Wardrobe are built from the SRD's Mimic, and the pre-gens sum up the SRD's rules in plain words. The GM book's page 20 carries the full attribution.
Why it runs well on a weeknight
The surprise is a piece on the table
Every chest, stool, coal scuttle, bread bin and the wardrobe stands plain and looks the same from every seat. The teeth wait face down under your book. When something bites, you lift the plain piece off and stand its teeth in the same square. Nothing the players hold before play names the monster, the hero sheets included.
The maps are already tiled
All four print at a true 1-inch grid on Letter or A4, with glue strips, join lines and a ruler check, so there is no guessing at poster mode. Each also comes as a print-shop sheet and as PNGs.
One page holds the night
The run sheet has the timings, the fights for 3, 4 or 5 characters, what to do when they go sideways, and what to cut or add if you run long or short.
Nothing to write first
Read-aloud, a key for every room and chest, every stat block, three prop handouts and five pre-gens, each with a reason to want Tam home.
A night they'll retell
The players learn to fear the furniture, then feed the blue chest until it burps up the inn's kettle and follows its feeder, and end by turning Vane's own dinner bell on him.
What you need
- A printer and US Letter or A4 paper (card stock for the minis if you have it). The print-shop map sheets need an 18 x 24 inch print.
- A PDF reader that prints at Actual size (100%).
- Scissors, a glue stick and tape, and about ten small black binder clips (19 mm, 3/4 in) to stand the people.
- Fifth edition rules known by the GM (the free SRD 5.2.1 covers them), dice and pencils.
- For online play, a virtual tabletop that takes a PNG map.
What it doesn't include
- Plastic or 3D-printable miniatures. The minis and tokens are paper, to print and cut.
- A rules book. The kit's own monsters are complete on its pages, and the hero sheets sum up their abilities and point players to their rulebook or the free SRD 5.2.1.
- A ready-made Foundry or Roll20 module. Online tables get the map PNGs to load themselves.
- Form-fillable character sheets. The pre-gens are print sheets with a box for hit points in pencil.
- The next adventure. The ledger's Greywater Hall order is a hook you can use or ignore.
Mind the Furniture
The whole night, printed this afternoon. Its furniture all looks innocent until someone opens the wrong chest.
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