This one’s a miracle-with-strings-attached situation: a mummified deity posing as a Saint heals the sick with a mere touch, and the cured go home rejoicing… only to die a few days later. The monks are very apologetic about it (not really), because each burial is ritual fuel, feeding the Saint’s resurrection as a chaotic god ready to march on every other temple in sight. Happy days ahead, yay. Like all others, a “grab-and-go” adventure design, almost zero-prep required. Use it if your players explore some sort of abandoned church, or if they meet an NPC affected by this thing somehow - there’s a few hooks in there. Should take your players about about 2 hours to play through this thing. Maybe more, who knows.
Here’s the first official module for FLAIL. It’s leans into the “puzzle-trap dungeon” vibes. A paranoid gnome inventor, Master Gnorbitt, designed his own tomb so that only someone worthy could break it and claim his ultimate prize. Once you read the game, you’ll understand that this is how i’m structuring adventures at this point. Minimal design, very low-prep, a “grab-and-go” sort of experience. I end up always taking about 2-3 hours to play these things anyway, so this is all i need for a good session of play.
And here’s the second official module for FLAIL. This one is more of a Walking Dead sort of situation. An assassin guild used to sell corpses to a necromancer (because why not) but the necromancer screwed up and sent a Lantern of Undeath as payment. The assassins lit the Lantern up and all their cold-stored bodies came alive :D It’s in this mess that your players will walk into. Again, minimal adventure design, almost zero-prep required for this one. As i said on the other post - and this is a term i might actually stick with - it’s a “grab-and-go” module. Should take your players about about 2 hours to play through this thing.
An ancient Snake King obsessed with immortality was killed by his own priests, dismembered and stuffed into a jar. Unfortunately, that turned out to be the final step of the ritual. Now his soul sits patiently inside his own oubliette, waiting for someone foolish enough to give him a new body. That is, of course, where your players come in :D
Captain Skarx the Cunning, a kobold pirate with an ego twice his size, invaded a coastal temple, found a bound Air Elemental and pling had an idea. He decided the seas were no longer cool enough. So, he took to the skies and now sails in a flying warship, raining liquid fire on cities and allowing the crew to plunder whatever they please. Like all others, this is a “grab-and-go” module. Requires almost zero prep. Use it if you think your players are creative enough to find a way onto the galleon, or to surprise them in the next town they visit - i’m looking at you adventure hook #1: “Skarx arrives the morning after the players reach the next city. He unfurls a banner reading: ‘Nice walls.’ The city’s ruler has two days to deliver 2,500 coins.” Or, you know, if you want to see them try to steal a flying galleon. That always ends well.
Alright, this time… we have a bizarre sheep cult. Sorry, not sorry. Something went horribly wrong, no one remembers what happen exactly, but a sheep was mutated into a grotesque-two-headed-too-many-eyes sort of thing. Panicked, villagers threw it into the well, but then they started to kinda grow fond it. Over time, fear twisted into reverence and a strange sheep cult was formed. Now, when outsiders pass by, many of them end up being fed to the Mutant Mutton inside the well. Yay. Like all others, this is a “grab-and-go” module. Requires almost zero prep - well maybe a little prep with this one if you want to flesh out some of the NPCs; it’s your call. Use it if you need an odd cult for some reason, or if you feel like fleshing out a random village your players pass through, or if you just wanna play a fun one-shot. Oh, almost forgot to mention. The maps on this one are by the legend himself, SKULLFUNGUS!