Campaign Overview

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Overview

The Weekbound Curse is a 5e mystery-horror campaign for 3–5 characters starting at 3rd level. A monster arrives each week and proclaims, “If you don’t have a person here every week, you all die.” It then picks off a resident and vanishes before sunrise. The town of Greyhaven scrambles to survive, while the players uncover a hidden pact and a long-buried history that binds life to a cruel calendar. The arc escalates to higher danger as the party learns to face time itself embodied as a warded entity and must decide how to end the curse without becoming monsters themselves.

Setting & Key Locations

Greyhaven sits on ragged cliffs above a stormy sea. Landmarks include:
- The Clifftop Chapel, ruinous and sealed, rumored to house the old pact.
- The Watchtower, where the last census was taken and a frayed ledger resides.
- The Weeping Docks, where whispers of missing townsfolk linger in the mist.
- The Ragged Marsh, housing the ritual-spoiled Moon Altar and a ruined crypt beneath.

The Monster & Core Mechanic

The Weekbound Warden is a chimeric, time-haunted presence that feeds on fear and the town’s fear of emptiness. It speaks in a cold, rasping cadence and can manipulate shadows, illusions, and temporal seams. It can be harmed by magic and by disrupting its ritual clock—an artifact known as the Calendar Bell—hidden in the Chapel crypt. Each week, the Warden demands a living witness to stand in for the town; without one, a death occurs. The threat is as much psychological as physical, forcing hard choices and moral compromises.

Main Quest (Objectives & Progression)

1) Survive the first 2–3 weeks while gathering clues from frightened townsfolk, journals, and the harbor logs.
2) Uncover the original pact at the Clifftop Chapel and locate the Calendar Bell.
3) Enter the Warden’s lair beyond the marsh and decide whether to seal, bind, or destroy the creature.
4) Restore balance to the town by redefining “presence” without sacrificing more lives.

Side Quests & Hooks

  • Rescue a condemned villager chosen by the Warden, revealing loopholes in the pact.

  • Recover the Weave-Glass key from the Watchtower to open sealed sections of the Chapel.

  • Stop a rival faction from exploiting the curse to seize control of Greyhaven.



Challenges & Rewards

Expect temporal puzzles, haunting visions, and tense pushes for time. Rewards include magic items attuned to time and witness, such as a Calendar Key, a Dimensional Lantern, and protective wards. The final reward ranges from banishing the Warden, to binding it to a new pact, to sacrificing the cost of the town’s fear for lasting safety.

Endgame Tone

The game blends investigation, survival, and tough ethical choices, culminating in a choice between saving the town at great cost or severing the curse at the risk of broader consequences in the world beyond Greyhaven.

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