A Night at the Gala - A Beckettville One Shot
“A Night at the Gala” is an opening adventure for level one players and introduces them to the oddities taking place within Beckett Suites.
This is a system agnostic one shot.
Want to play by yourself? Check out the solo
here.
Suggestions for DnD 5e and CoC 7e are available.
It’s the night of the grand Festival Gala and something is ruining the party. Strange spills, audio system glitches, broken furniture, and devious smells threaten to drive away all the high society Beckettville citizens. As Beckett Suites employees, it is your duty to make sure everything is up to President Hiram Beckett's expectations.
Will the party be saved or will the employees face expulsion to the Unspoken Zone?
Good evening, our most beloved citizens of Beckettville.
Welcome to this season's Festival Gala! Tonight we have a delectable dinner and dessert provided by Brandy's Bar and phenomenal jazz music by our very own Marty Davis Quintet! Don't forget to stick around for the lottery at the end of the night! Special inspections begin tomorrow so be on your best behavior. Most of all, enjoy all that our glorious city provides! — President Hiram Beckett
Welcome to Beckettville!
Beckettville is the last standing city in Middle America after The Extinction Event. Led by The Hiram Beckett Company and President Hiram Beckett, the citizens of Beckettville are perfectly happy and healthy as long as they remain inside the city.
A City Saved
During
The Extinction Event, over 99% of the human population was destroyed by the mysterious mist and ooze. Locals were able to flee to
Beckettville for safety but only the true believers were saved by the great deity Dolōrem and their prophet
Hiram Beckett. For the last two centuries, President Beckett has kept Beckettville safe and secure from threat.
The Hiram Beckett Company
The Hiram Beckett Company is currently the world’s largest company by revenue as well as the world’s largest private employer, holding this position for over two centuries. Led by the illustrious Hiram Beckett, the citizens of Beckettville are provided all they need by his great company through subsidiaries like BecCo and BITS!
Beckett Suites
Beckett Suites has been a highlight of the Beckettville skyline since the 1920's. Currently the tallest tower in the city, Beckett Suites stands at 47 stories with 43 operating and available for public use. Built and decorated in art deco style, the hotel hosts high society and lavish events, including the Festival Gala held twice a year.
Employment at Beckett Suites
The Employees
This adventure was written for two to four players, but extra characters are given in the case of death or additional players. Some roles cover similar skills so be sure you have a well-formed team to tackle this adventure. If you need to create more characters, keep in mind the most useful skills will be centered around social and investigation.
The A/V Tech
The A/V Tech loves their job. Despite the many events at Beckett Suites, they very rarely need to update the sound and lighting settings and get to spend the entire event sneaking drinks and dinner from the buffet while ignoring the stuffy guests. If they want to keep their cushy job in events they need the Gala to go smoothly.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Intelligence or Dexterity based
CoC: Hacker
The Bartender
The Bartender has been working at Beckett Suites for nearly two years. They’ve just received their first accolade from their superior and are looking forward to becoming the lead bartender someday. They've been given the opportunity to debut their original cocktail recipe at the Gala as long as everything goes to plan.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma, Dexterity, or Wisdom based
CoC: Bartender
The Bellhop
Spending their first few years of service as security at Beckett Park, The Bellhop was reassigned after an accidental death occurred on their watch. Now stationed at Beckett Suites in a newly assigned role, The Bellhop wishes to wipe away the stain and prove that they can still protect the city of Beckettville.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Dexterity or Strength based
CoC: Boxer
The Housekeeper
Caretakers are the lifeblood of Beckett Suites. The Caretaker has been an employee for over six years and believes they know the hotel like the back of their hand. They’ve aided in accommodations for the last nine Galas and will be receiving their Pin of Service after tonight’s party, if it happens.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma, Dexterity, or Wisdom based
CoC: Butler, Maid
The Security
The Security had spent their youth dreaming of becoming an Archon. It was a bit of a blow to their ego when they were given a security job at Beckett Suites instead. They firmly believe that if they keep the Gala safe they will be noticed by their superiors and given a second chance.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Dexterity or Strength based
CoC: Soldier
The Server
The newest employee of Beckett Suites, The Server has only had two nights of training before the Gala. They believe it may be a staffing error that they are even here and they have decided everything must run as smooth as possible to avoid the mistake falling on their shoulders.
TTRPG-SPECIFIC SUGGESTIONS
DnD: Charisma or Dexterity based
CoC: Waiter
COGNITO HAZARDS LIE AHEAD
Serious spoilers for Beckettville and A Night at the Gala below.
PROCEED WITH CAUTION.
Information for Game Masters
Orange exclamation boxes are to be read aloud or paraphrased.
The employees of Beckett Suites are compliant and easy to manipulate work with. If you need filler NPCs at any time, feel free to make your own. If employees step out of line, they are warned with a short holiday in the Neighborhoods to remind them how wonderful Beckettville is. Extreme insubordination is dealt with via expulsion to the Unspoken Zone.
Beckett Suites has standard hotel staffing in addition to a security force of Archons, our friendly neighborhood peace officers. Beckettville citizens come in all sizes, shapes, and colors, but they all have one thing in common: utmost loyalty to President Hiram Beckett and their deity Dolōrem.
Anything less is insubordination.
Upper management are well-aware of the creature running loose in Beckett Suites but are under strict non-disclosure not to discuss it with anyone. Some low level staff hold superstitions and personal beliefs about the current situation but do not know exactly what is going on. The creature has left a trail of ooze and items around the map as it evades security.
Please check all maps of GM Only overlays and carefully read all clues before gameplay.
A NIGHT AT THE GALA
The Set-Up
The Grand Ballroom
Beckett Suites. The height of class in Beckettville. Many pray to the almighty Dolōrem for the opportunity to step foot in this beautiful establishment. You are one of the honored individuals given the chance to work here. Unfortunately, you have all noticed oddities throughout your day. Dirty, broken dishes in the sink. Doors left ajar. Lights blinking out. You assume it's the additional stress of the Festival Gala tonight. You have all given up your day at the Festival to volunteer at the biggest event of the year.
Gathering in the Grand Ballroom for a debriefing with your peers, you get to look upon the grandeur in the moments before the excitement. Dark hardwood floors inlaid with intricate mosaic designs sit against ornate plaster and limestone arches that support the wrap-around mezzanine. The true spectacle of the Grand Ballroom crowns the space: an elegant, Baroque-inspired mosaic depicting the symbol of Dolōrem stretching across half the ceiling.
You stand in awe of the space, chattering amongst yourselves for a few minutes before the lights flicker out. The sounds of running boots, shouts, and furniture being tossed crash around you. As the Grand Manager turns the lights back on, you see the once immaculate room is now in disarray. Tables have been flipped, chairs are strewn across the dance floor, and a few employees have been knocked to the ground.
For map of Grand Ballroom, please see "Foyer" map in Part 1.
The players are free to begin searching for clues in the Grand Ballroom, but the NPCs are quick to remind them to finish re-setting the room as instructed. Most are hesitant to discuss anything more than setup and about their jobs during the Gala, but a group of three seem more shaken than the others. If approached, players with a successful
investigation check will notice the NPCs have black stains where they were shoved by something.
Maintenance Worker
Believes the recent string of strange events is a vengeful spirit trapped in the hotel. This is a common rumor through the hotel and many believe there are a number of ghosts roaming the halls. They can let the players know they spirit ran off towards the lobby.
Custodian
Believes the entire incident is a poor practical joke by a disgruntled employee. They know a member of kitchen staff was causing a bit of a stir the other day and think this was a stunt after they were fired by the hotel. They are angry that they have to clean the employee's room out later due to excessive mess.
Server
Believes the strange events are a test from Dolōrem. If they can still throw the perfect Festival Gala, they are worthy of his blessings. If not, they will be struck down for their failures. They can tell the players that praying at the clock may offer them safety in troubled times.
Part 1
Brandy's Bar and Kitchen
The smell of spices, cooking meat, and whiskey fill the air as you enter Brandy's Bar. Wait staff are busy setting up tables and places for dinner and there's a loud ruckus from kitchen as food is being prepared.
Both the bar and kitchen are busy preparing for the night and most NPCs won't stop to chat. The head chef will try to kick the party out of the kitchen, but will stop to talk and scold them a bit first.
Head Chef
Gourmand Ramsley is a big name at Beckett Suites and the celebrity chef of Beckettville. He doesn't have time for distractions and mistakes. Two days ago he fired a line cook for insubordination but isn't sure what happened after security escorted them out.
Foyer
The Front Desk and Concierge
The beautiful mahogany and gold front desk is run a clean-cut attendant in a blue pantsuit. Papers are neatly stacked to the side against a board of keycards. By the side wall is a smaller matching desk staffed by a concierge, currently printing gala tickets for guests.
Front Desk Attendant
The front desk attendent strongly dislikes their job but does their best to hide it behind a sarcastically fake smile. They have the keycards for individual rooms.
Concierge
The concierge has been working at the hotel for nearly a decade. They are irritatingly cheerful and are known for bending the rules if buttered up a bit. They have the keycards for the garage.
Fred
Fred is a long-term resident of Beckett Suites currently wandering the lobby. He's well-known by the staff for being incredibly friendly and observant. He'll tell the party he's noticed more security around than last year.
The players are free to investigate the first floor in any order but it is likely they will check Brandy's Bar first.
Part 2
Floor 23
Floor 23 seems completely normal. A strange silence hangs in the air for a moment before it's broken by the sound of boots coming in your direction.
Four
Archons patrol floor 23. The Archons will leave if they believe there are problems elsewhere, or the players can attempt to stealth their way to room 2313.
Room 2313
Room 2313 would be a beautiful, luxurious living space were it not for the striking trail of black muck coating the floor before you. The faint smell of burning hair and rusting metal tickle your noses as you step inside.
All players must make a
mental save or go
temporarily insane.
Part 3
Below Beckett Suites
The players have received the final keycard to go below ground and have made it to the elevator. Read as follows:
As the elevator descends below ground the familiar smell from Room 2313 fills the cage. The doors snap open as they have before, but now you almost expected something horrific standing in your way. Thankfully, you’re simply greeted with an empty parking garage dimly lit by the overhead fluorescents.
As soon as the players step out of the elevator, they are greeted by an
abomination hiding just outside the door. The abomination will attack unprovoked with a surprise attack.
All players must make a
mental save or go
insane.
Lurching from your left is what your minds can only fathom to be a human covered in tar. As it reaches for you, a third and fourth arm spring forward. Black ichor drips from the being, new faces and limbs gurgling from the newly formed puddles.
The players have four rounds of attack before the elevator opens back up and a swarm of Archons appear. They destroy what's left of the creature quickly with their firearms before they open fire on the players.
Beckett Suite Parking Garage
Running This Battle
WITH NO SYSTEM
- Players must Roll over 15 to hit.
- Players may have picked up weapons along the way.
Check the map for their damage amounts.
- The abomination has 85 hit points and attacks with 'limbs' for 2d10 damage twice per turn.
The Wrap-Up
You are all surprised at the lack of pain. You feel light, but not gone. As your vision fades to black, you each think back on your goals for the day. Perhaps you wanted to showcase your new recipe, or prove you're worthy to work for the lofty Hiram Beckett Company. Was it worth it?
Before you can fathom an answer, you awaken in a dusty living room. The furniture seems like it hasn't been used in centuries aside from the touch of your companions, or at least what is left of them. Limbs have started to dissolve into a sickly, black ichor that seeps into the cushions, collecting into a singular, growing puddle of filth on the floor. A single card sits on the coffee table stating:
"Good news! Due to your diligence and loyalty, the Festival Gala is no longer in danger! We thank you for your service. Bad news! Your citizen ID number has been revoked. We regret to inform you the revision conditioning did not take. Get well soon!
-The Hiram Beckett Company."
This came out really great!!
PANGORIO
andHYPNOSIUM
Thank you!!