Hello, I plan to do an in person game at my apartment. This is a module that my wife got and I am looking for a player or two to join us. We will be playing on tuesdays from 5pm-8pm pst.
It is based on horror folk-lore and I think the first couple pages give a good view of the setting:
HERE ARE THE OLD FEARS. SURROUNDED BY LOOMING WALLS OF shrieking fog and forever trapped between dusk and the Witching Hour, Druskenvald is a realm made from the stuff of nightmares. Equal parts dreamland and afterlife, it beckons forth departed souls to be reborn into
strange new folk that call this sinister place home. Lurking within the shadows of the night that never stops are ancient and terrible things that even the lord of the land forgot. Whether living or dead, heroic or humble, none are safe from the beasts that stalk the deepest woods and darkest hearts beneath the Crooked Moon.
It is this ever-present crescent with the face of a grinning witch that makes Druskenvald a bit eerie, uncanny, and crooked. It is a vestige of the forgotten, primordial origins of the realm, casting a wickedly gleeful look upon the land as if weaving a plot that only it knows with an inevitably dire outcome. However, to nearly all who live throughout the domain's provinces, it has simply always loomed high overhead and provided much-needed light in an endless night so filled with terrors.
Druskenvald (DRUSK-in-vabld) is a realm that exists outside the lands of the mortal and material. Enveloped in a seemingly endless expanse of eldritch gloom, it exists in a paradoxical state of limbo between the warring furies of life and death. Beyond the misty borders of this domain may lie countless worlds and afterlives, but Druskenvald stands apart-a self-contained demiplane where the living, dead, and everything in between can coexist.
Within these confines is a landmass hewn into the shape of a crescent moon and a dark and roiling sea that stretches from its eastern coastline until it disappears into the haze. Looming mountain peaks to the north and south flank the lands between, forming an enormous continent-sized valley that nonsensically spans numerous environments in a relatively short distance and never experiences the turn of a season. The laws of nature and logic have no dominion over a place that is just as much nightmare and folktale as it is a land to explore.
The mystifying nature of Druskenvald is made most apparent by the thirteen major provinces that comprise it. As if pulled from a child's storybook featuring a broad collection of varying tales, each of these territories has a wholly distinct biome, topography, and climate. From forest to moor, desert to tundra, swamp to farmland, they all exist side by side like a collection of bizarre patches stitched together upon a grandmother's quilt. Despite the uniqueness of each Druskenvaldian patch, travel between provinces is not especially difficult, and borders can be crossed with a simple step.
Summary found online of the campaign: (The party will find themselves, recently deceased, standing on a platform ready to be ferried to Druskenwald by a ghost train. Not reaching their destination, the party instead ends up in Wickermoor Hollow, where they need to unpack the mystery of what is happening to them, and what it has to do with the residents of the town and the recently de-powered ruler of the lands.)