#102: Feyre & Loathing | A dinner party where the wrong fork costs your soul A Fey Etiquette Horror One-Shot for Fifth Edition
You hold a silver invitation to a feast you cannot leave. Every toast is a binding, every smile a warning — and the lord at the head of the table has been dead for seventy years.
Your party arrives at Feyre Hall bearing silvered invitations to the Last Revel of a fading fey noble. The candlelight is warm, the wine tastes of starlight, the company glitters — and every course, every toast, every glance obeys an ancient etiquette that punishes a wrong move with transformation, compulsion, or worse.
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The beautiful guests are not nobles. They are the bound souls of mortals who accepted an invitation long ago, glamoured into a role they cannot leave. The host is a corpse kept walking by a crystallized fruit of pure glamour. And the revel cannot end until someone new agrees to take his place — which is exactly why your table was invited.
A complete fifth-edition one-shot you can run tonight, cold, with no preparation.
What's Inside
- A full 2–3 hour session for 2–3 players at levels 2–3 — genuinely zero prep
- Sixteen named scenes across four acts, with a branching second act: slip through the kitchens as servants, or dance and gamble as guests
- Nineteen read-aloud blocks, written to be read cold at the table without rehearsal
- The Laws of the Revel and the Marks of Rudeness — a manners-as-mechanics system where breaking etiquette rewrites you, not just your dice
- The Unraveling — a visible dread meter that climbs as the glamour rots and the hall shows its true face
- A three-phase host for a boss, built so he never one-shots a hero — playtested across every pair of pregens
- Six creatures and four bound-soul NPCs, all SRD 5.1-compliant, with full stat blocks
- Four ready-made characters — any two of them form a viable party, no filler seats
- Six battle maps, six opening hooks, six off-script contingencies, and five campaign seeds
Three endings. No clean one.
The finale hands your table the fruit and a choice: shatter it and free the bound souls into a world seventy years gone, swallow it and become the new eternal host, or plant it and let the wild fey reclaim everything. Each ending is fully written, with consequences and an epilogue. Groups argue about this one on the drive home.
A horror of manners
The real danger here is never the drawn sword — it is the wrong word, the refused gift, the hand that reaches for iron at the wrong moment. Etiquette runs as a mechanic your players learn, dread, and then try to game, bowing to furniture and complimenting a roast that is very obviously a transformed guest. The comedy and the horror share a table, and both get funnier and worse as the night wears on and the smiles stop reaching anyone's eyes.
Built for the table you actually have
This is built for two or three friends and one evening. Every fight is tuned for a small party, every clue has three separate ways in, and every scene has a written fallback for the moment your players do something nobody planned.
What you need
The core fifth edition rules and two or three friends. Everything else — characters, creatures, maps, the whole night — is in this book.
Perfect For
- Game Masters who want a complete session without a week of prep
- Small tables — two or three players, no empty chairs to fill
- Anyone who loves a horror of manners, where politeness is the trap
- A one-night break from a long campaign, or an unforgettable first adventure
Mind your manners. Watch the forks. The host is always watching.
Open the book, read the first block out loud, and step through the veils.
Part of the Ready Adventure Series — adventures designed for zero prep, maximum fun.