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A dark horror one-shot for FableRealms.
A free campaign starter kit built to showcase FableRealms. Step into a haunted inn where shadows whisper, secrets fester, and every choice pulls you deeper into the dark.
Yours forever. No subscription.
First act, rich story, and a climactic ending.
Characters, NPCs, locations, monsters and maps.
Showcases StoryEngine, Table, Codex and The Chronicle.
The Hollow Lantern Inn
The Hollow Lantern Inn stands at the edge of the road, a place of refuge for the weary, the lost, and those who should have kept walking.
When the lanterns dim and the whispers begin, the inn no longer feels like shelter. Names vanish from the guest book, doors remember promises, and every act of hospitality carries a price.
Hospitality binds. What is offered may not leave.
Built as a free campaign starter kit, The Hollow Lantern Inn is designed to show how FableRealms connects prep, play, outcomes and player-facing discovery.

Everything you need to run an unforgettable dark horror one-shot.

Memorable heroes, haunting villains, suspicious locals and forgotten guests.

Terrifying foes with unique abilities, tactics and story purpose.

Beautifully prepared locations, maps and scene details for play.

A complete opening act with hooks, scenes, choices and consequences.

Built to showcase the full power of FableRealms StoryEngine.
Built for FableRealms
This demo campaign is built to show the full power of FableRealms - from campaign prep and story structure to live play, outcomes, player discovery and campaign memory.
Organise your story, scenes, locations and session flow with ease.
Acts, chapters, pages and scene structure.Bring characters to life with motives, secrets, connections and story relevance.
NPCs, characters, interactions and attitudes.Share clues, letters, lore and player-facing discoveries at the perfect moment.
Handouts, notes and player-safe information.Use dynamic maps, locations, fog, lighting and scene details to prepare the world.
Locations, maps, atmosphere and exploration.Run cinematic encounters with monsters, initiative, combat notes and consequences.
Monsters, bosses, battles and rewards.Use checks, random tables and roll-driven moments to shape the story in play.
Checks, random tables and outcomes.Guide players with clear goals, branching hooks, rewards and consequences.
Quests, objectives and story flags.Hide truths, foreshadow revelations and reward curiosity with meaningful clues.
Secrets, clues and revelation states.Capture what happened so the story lives on after the session ends.
The Chronicle, Story Outcomes and campaign memory.