A troop of monkeys steals from the onsen’s customers, taking their treasures to a kami that makes its home in the mountain springs.
Party Home: Larkspur House
Setup: Ready to set down roots and having earned a sizeable payout from their last adventure, it’s time for the party to graduate from the uncomfortable tavern beds and roadside camps to owning a place of their own. While some groups may gravitate to crumbling towers or austere keeps, those that prefer the comfort of a homely hearth and the quaintness of a country home will find Larkspur House waiting for them.
Adventure hooks:
- After earning the favor of a local baron, the party is approached by the friendly court magician with an offer: his ancestral estate is located on the outskirts of the nearby town, and has lain mostly empty since he was called into the baron’s service. While his duties prevent him from traveling home all that often, he’s willing to have the party as lodgers provided they maintain the grounds and chase off any magical pests that might be attracted by the old enchantments his family have worked upon the land.
- The old house on the edge of the forest is said to have once belonged to the village witch, an eccentric old woman who was quick with a poultice but made no end of trouble for her neighbors with her odd ways and curious rites. One day she simply disappeared, and since then her homestead has slowly been reclaimed by the wild while waiting for a new occupant.
- No one in town really knew who had built the old house, as one day it had simply appeared, like a toadstool sprouting up in the garden. Knowing a fairy trap when they saw one, the townsfolk hung bells from the surrounding trees to warn of dangerous enchantments, and chained the front gate shut with a sturdy iron chain. A brave party might overcome superstition and venture inside, at their new home being drawn back into the feywild once they spend a night there.
m-my babies fucking creatura, the sad goo , child and the prettiest knight
I am SO happy that there have been a few posts about these two popping up because I've always been a big believer of their friendship
This specific thing has been sitting in my head for months now
Pls tell me they go all poofy like a cat
Hollow is bug Jesus tho
They literally died for our sins, they revived in a cave (or egg), their dad is a god who basically set them up to die and fight the bug devil to save PK's followers.
All this to say imagine if Hollow found out their name was used to express frustration/surprise
I was actually thinking about this but you are absolutely right
Jesus:
- Son of God
- Died to save humanity
- Resurrected after death
Hollow:
- Child of god
- Sacrificed to save Hallownest
- "Resurrected" (exited the egg in the Godhome endings) after their sacrifice
Hollow is Bug Jesus
People say "OH, HOLLOW" the same way they'd say "OH, FUCK" and they are. SO confused.
@ prev tags
I really, really like the idea of Hollow becoming like bug equivalent of a kindergarten teacher or a nursery worker once they've healed enough
So I'm just imagining one of the kids going "The Hollow Knight didn't die for this" and they whip their head around so fast they get whiplash
Adventure: Mishaps aboard the Mothlight
it takes a certain kind of mad bravery to depart from familiar shores to unknown waters, even more so when those unknown waters happen to fill the evershifting tunnels of the underdark. No surface vessel would be sturdy enough to make such a journey, which is why the sailors of the subterranian riverport of Irodorre build ships like floating fortresses, powered by arcane engines and loaded down with clever bits of engineering to help navigate the rushing deep. The Mothlight is the grandest and most storied of these vessels, if only because despite being equipped to handle every imaginable challenge its crew keep finding new and inventive ways to land themselves in trouble.
Adventure Hooks:
- A recent underdark quake has pushed the Mothlight and the cavern complex it was traversing close to the surface, stranding it far from friendly waters and unleashing a tide of monsters from the deep below on the party’s homeland. Tracing these monsters back to their cavern lair, the heroes encounter a group of strange sailors in a weeks long standoff with the creatures they’ve been fighting. After overcoming the language barrier, the party discover that the Mothlight’s crew has been working on a way to shunt themselves back into the correct portion of the underdark, but need vital materials from the surface in order to manage it.
- After having been banished from her homeland and an ensuing five centuries of swashbuckling adventure the drow Captain Xivi Balebriar still hasn’t learned her lesson, continuing to disturb the peace, seduce the wrong people, and stick her bowsprit in where it doesn’t belong. This has become a bit of a hindrance to the Mothlight’s operation as the grudges against her have begun piling up and collecting interest. One of these belligerents, still angry over the fact that Balebriar made off with his money, his wife AND his accountant on her last stop in port ( the two of them are married with kids now, much happier) hires the party to do a little dockside sabotage.
- After booking passage on the Mothlight, the party’s attempt to traverse the underdark is sidetracked when the ship comes under attack by a duergar ironclad intent on taking them all as captives. The attack is repelled, but not before one of the hostile psions slips a parasitic dream beast among the crew. Wracked by delusions and nightmares, it may take the party too long to realize that the enemy ship is still following them, waiting for the psychic stowaway to finish them off.






