
OSR Horror Adventure by Stadtjaeger
There’s a big trend right now toward one-page modules, one-page rules, minimal everything. I get the appeal, and sometimes less really is more. But most of the time, my players ask me things, or spot a hole in my reasoning, and I’m scrambling at the table to close the gap or explain myself. That’s why I’ve always preferred the way old-school AD&D and Red Box modules were written — they laid out everything you needed to know up front. This module was written with that in mind.
Something went quiet in Frostholm.
The mining outpost stopped sending word weeks ago. Company says it’s the weather. Locals won’t go check. A mother’s paying good money to anyone willing to find her son — a scholar who went up chasing some old civilization and never came back.
This is a system-agnostic horror module for low to mid level characters. Drop it into whatever campaign you’re running, minimal conversion needed. If you’ve run The Thing-style horror before, you know the shape of this: something bad happened, your players are walking into the aftermath, and it isn’t something they can kill. The enemies here aren’t encounters to win. They’re a swarm that only comes out at night, constructs that don’t stop coming no matter how many you drop, a caretaker creature your weapons basically can’t touch, and something at the end that isn’t even interested in fighting you. The point is getting out, and keeping what is in there from following.
What you get:
- Full 3-part adventure, all the GM background information
- Boxed read-aloud text for the big moments
- Maps and illustrations — these are screenshots from the 3D Tabletop Simulator maps I built, run through a graphic pen filter for the ink look
- All the maps are free on the Steam Workshop, link provided, if you want to use them
No stat blocks to convert, no system-specific math. Just point your group at the mine and see how long it takes them to realize retreating was always the answer.
They come at night is available through DriveThruRPG in PDF.
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