A Gothic Fantasy Mystery for Dungeons & Dragons 5.5 e Play-by-Post Campaign Recruitment
The storm began three nights ago.
By the time your carriage reaches the gates of Blackbriar Hall, the moors have become a sea of mist and mud beneath a bruised autumn sky. Lightning flashes across distant hills, illuminating twisted blackthorn hedges and the looming silhouette of the Sinclair estate.
The invitation in your possession was written in a hurried hand:
“I fear I have uncovered something terrible. If anything should happen to me, I ask that you come at once. There are few in this house I trust.” — Lord Cedric Sinclair
You arrive too late.
Before the night is over, Lord Sinclair is found dead in his private study, slumped forward in his chair with a ceremonial dagger buried between his shoulders.
The door was locked from within.
The servants whisper of ghosts in the walls. The family physician insists the timeline is impossible. Every guest hides secrets. And somewhere inside Blackbriar Hall, a killer walks freely among you.
The storm has washed out the roads.
No one can leave.
About the Campaign
This is a roleplay-heavy gothic mystery campaign inspired by:
classic detective fiction,
haunted manor stories,
and slow-burn character drama.
Expect:
investigation and deduction,
tense social encounters,
hidden passages,
conflicting testimonies,
atmospheric exploration,
and mounting paranoia.
Combat will occur occasionally, but this is primarily a mystery-focused adventure where observation, roleplay, and theory-building matter far more than dungeon crawling.
Tone & Themes
Gothic fantasy
Locked-room murder mystery
Secrets and betrayal
Psychological tension
Supernatural ambiguity
Trust eroding under pressure
Think:
candlelit corridors,
rain against stained glass,
whispered conversations at midnight,
and the realization that someone at your dinner table is a murderer.
Character Expectations
Characters should have a believable reason to accept Lord Sinclair’s invitation, such as:
scholars,
investigators,
clergy,
mercenaries,
occult specialists,
old acquaintances,
noble retainers,
physicians,
adventurers seeking patronage,
or individuals connected to earlier tragedies surrounding the Sinclair family.
Characters with:
strong roleplay instincts,
personal secrets,
moral complexity,
and investigative curiosity will thrive in this campaign.
Campaign Details
System: D&D 5.5 e
Format: Play-by-Post
Starting Level: 3, may progress to 5
Party Size: 4-5 player characters.
Starting Location: Blackbriar Hall
Style: Narrative-heavy collaborative mystery
Posting Rate: This is a slower, thoughtful campaign, expect posts 1-3 x per week. Posters who put up 10 posts a day in a thread may be disappointed.
Allowed Content: 2024 D&D 5.5e content, published content only, no homebrew.
What Lies Within Blackbriar Hall?
A labyrinthine hedge maze
Family crypts beneath the estate
A haunted observatory tower
Burned letters and hidden ledgers
False alibis
Arcane deception
And a truth someone is willing to kill to protect
“Truth fears no path.” — Inscription above the hedge maze gate at Blackbriar Hall
Will you uncover the truth before the killer strikes again?
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Name: Archibald Dundee Race: Halfling Class: Bard/Sorcerer (if you will allow it) Background: Criminal (Acquirer & Collector of Rare Books) Backstory: Archibald Dundee (Archie in familiar company) started out a no name thug working for a small gang of cutthroats. Early on he realized he needed to move on from his associates, due to their blood thirsty nature, and into a more lucrative, less violent business. Then came the day he was found by the Wizard Vincent Chesslow. Chesslow needed a book a rival had. Archie swore he could get it, for a price. An agreement was reached & Archie completed the job easily, and without killing a soul. Archie worked for Chesslow for the next 7 years and got a taste of the finer things in life. He received an education in a variety of things and learned he had a talent for magic & music. Chesslow's library grew and grew. Chesslow was caught by the authorities and arrested, over a book of course & Archie left town immediately. He's been in the area of about a year now, running a small book shop all the while scoping out the area for personal libraries and rare collections. That is what brought him into contact with Lord Sinclair. Archie charmed his way into the Lord's favor and he and Sinclair would meet about once a week over tea and talk about everything from the news of the day to history, the arcane or what ever came to mind. All the while Archie would slip in questions about the Lords personal library. Things were going according to plan till the carriage pulled up and Archie, and the others, find out the Lord is dead and no one can leave. Archie's certain he didn't kill the old man but there is a library to explore and money to be made, if his hunch is right.
Mercy Bell Halfling warlock (great old one) Haunted One (Whispers)
Mercy Bell is a small, pale halfling woman with white curls, washed-out blue eyes, and a faint tilted smile that makes her look like she’s listening to something pleasant no one else can hear. She dresses like a gothic little adventurer, dark vest, cloak and a black-edged deck of omen cards always close at hand. Most of the time Mercy seems distracted by small things — lost animals, strange buttons, cracks in the wall, whatever her pet dragon is hissing at from her satchel — but when the whispers line up, she becomes the party’s psychic receiver, calmly saying the awful little truth everyone else missed. Smudge, her catlike bat-winged pseudodragon, is half pet and half warning bell: usually asleep, occasionally biting, and very still when something unseen enters the room.
Mercy does not remember the house properly, which is part of the trouble. Some nights it was a manor with crooked halls and velvet curtains; other nights it was a chapel with wet stone floors and bells that rang under the ground. She remembers being lost. She remembers rooms that changed when she looked away, mirrors that showed doors where no doors stood, and a stairway that kept leading her back to the same little table. On that table was a black-edged deck of cards, scattered as if someone had left in a hurry. Mercy picked them up because one of them had a picture she liked. That was when the whispers noticed her. After that, she remembers very little clearly except Smudge: a small dark thing with bat wings and angry eyes, hissing from beneath a broken chair. He bit her when she reached for him, then showed her the way out. Mercy has never been certain whether she escaped the house, or whether the house simply let her leave with its cards.
Excellent! As an aside, when I originally posted this, it was instantly marked spam for some reason and deleted. A moderator found out that I hit a button and did that somehow - anyway, glad it could be saved.
In regard to what I’m looking for - a complimentary crew that is interested in an investigation, a mystery in a spooky setting. This is an idea that I’ve had and I’m getting some AI assistance in generating it.
Characters have received an invitation to the Blackbriar Hall, the home of Lord Cedric Sinclair. Your character should have a backstory and a reason to be there.
Who Was Lord Cedric Sinclair?
Lord Cedric Sinclair is a retired adventurer, explorer, and minor noble whose fortunes were made not through inheritance, but through a lifetime of dangerous expeditions.
In his youth, he:
Delved forgotten ruins.
Negotiated treaties between feuding baronies.
Served as an envoy during border wars.
Sponsored archaeological expeditions.
Funded magical research and libraries.
By middle age, he had become wealthy enough to purchase and restore Blackbriar Hall, transforming it into a gathering place for scholars, adventurers, artists, and political figures.
Over the years, Sinclair earned a reputation for three things:
His generosity. Many people owe their careers, fortunes, or lives to him.
His discretion. He could be trusted with secrets.
His curiosity. He never stopped investigating mysteries.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This is interesting. Will you share content? I ask so I can make a character that is way more on theme with the campaign (I only have the free stuff, so I would have to get very creative).
Murder at Blackbriar Hall
A Gothic Fantasy Mystery for Dungeons & Dragons 5.5 e
Play-by-Post Campaign Recruitment
The storm began three nights ago.
By the time your carriage reaches the gates of Blackbriar Hall, the moors have become a sea of mist and mud beneath a bruised autumn sky. Lightning flashes across distant hills, illuminating twisted blackthorn hedges and the looming silhouette of the Sinclair estate.
The invitation in your possession was written in a hurried hand:
You arrive too late.
Before the night is over, Lord Sinclair is found dead in his private study, slumped forward in his chair with a ceremonial dagger buried between his shoulders.
The door was locked from within.
The servants whisper of ghosts in the walls.
The family physician insists the timeline is impossible.
Every guest hides secrets.
And somewhere inside Blackbriar Hall, a killer walks freely among you.
The storm has washed out the roads.
No one can leave.
About the Campaign
This is a roleplay-heavy gothic mystery campaign inspired by:
Expect:
Combat will occur occasionally, but this is primarily a mystery-focused adventure where observation, roleplay, and theory-building matter far more than dungeon crawling.
Tone & Themes
Think:
Character Expectations
Characters should have a believable reason to accept Lord Sinclair’s invitation, such as:
Characters with:
will thrive in this campaign.
Campaign Details
What Lies Within Blackbriar Hall?
Will you uncover the truth before the killer strikes again?
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hey! Just saw this - I'm very interested!
What are you looking for in an application? You didn't really specify.
Name: Myles Ravencroft
Species: Human
Class: Wizard
Background: Sage (Occult investigator)
Backstory: WIP
Interested. I do love a good mystery.
Name: Archibald Dundee
Race: Halfling
Class: Bard/Sorcerer (if you will allow it)
Background: Criminal (Acquirer & Collector of Rare Books)
Backstory: Archibald Dundee (Archie in familiar company) started out a no name thug working for a small gang of cutthroats. Early on he realized he needed to move on from his associates, due to their blood thirsty nature, and into a more lucrative, less violent business. Then came the day he was found by the Wizard Vincent Chesslow. Chesslow needed a book a rival had. Archie swore he could get it, for a price. An agreement was reached & Archie completed the job easily, and without killing a soul. Archie worked for Chesslow for the next 7 years and got a taste of the finer things in life. He received an education in a variety of things and learned he had a talent for magic & music. Chesslow's library grew and grew. Chesslow was caught by the authorities and arrested, over a book of course & Archie left town immediately. He's been in the area of about a year now, running a small book shop all the while scoping out the area for personal libraries and rare collections. That is what brought him into contact with Lord Sinclair. Archie charmed his way into the Lord's favor and he and Sinclair would meet about once a week over tea and talk about everything from the news of the day to history, the arcane or what ever came to mind. All the while Archie would slip in questions about the Lords personal library. Things were going according to plan till the carriage pulled up and Archie, and the others, find out the Lord is dead and no one can leave. Archie's certain he didn't kill the old man but there is a library to explore and money to be made, if his hunch is right.
Mercy Bell
Halfling warlock (great old one)
Haunted One (Whispers)
Mercy Bell is a small, pale halfling woman with white curls, washed-out blue eyes, and a faint tilted smile that makes her look like she’s listening to something pleasant no one else can hear. She dresses like a gothic little adventurer, dark vest, cloak and a black-edged deck of omen cards always close at hand. Most of the time Mercy seems distracted by small things — lost animals, strange buttons, cracks in the wall, whatever her pet dragon is hissing at from her satchel — but when the whispers line up, she becomes the party’s psychic receiver, calmly saying the awful little truth everyone else missed. Smudge, her catlike bat-winged pseudodragon, is half pet and half warning bell: usually asleep, occasionally biting, and very still when something unseen enters the room.
Mercy does not remember the house properly, which is part of the trouble. Some nights it was a manor with crooked halls and velvet curtains; other nights it was a chapel with wet stone floors and bells that rang under the ground. She remembers being lost. She remembers rooms that changed when she looked away, mirrors that showed doors where no doors stood, and a stairway that kept leading her back to the same little table. On that table was a black-edged deck of cards, scattered as if someone had left in a hurry. Mercy picked them up because one of them had a picture she liked. That was when the whispers noticed her. After that, she remembers very little clearly except Smudge: a small dark thing with bat wings and angry eyes, hissing from beneath a broken chair. He bit her when she reached for him, then showed her the way out. Mercy has never been certain whether she escaped the house, or whether the house simply let her leave with its cards.
Excellent! As an aside, when I originally posted this, it was instantly marked spam for some reason and deleted. A moderator found out that I hit a button and did that somehow - anyway, glad it could be saved.
In regard to what I’m looking for - a complimentary crew that is interested in an investigation, a mystery in a spooky setting. This is an idea that I’ve had and I’m getting some AI assistance in generating it.
Characters have received an invitation to the Blackbriar Hall, the home of Lord Cedric Sinclair. Your character should have a backstory and a reason to be there.
Who Was Lord Cedric Sinclair?
Lord Cedric Sinclair is a retired adventurer, explorer, and minor noble whose fortunes were made not through inheritance, but through a lifetime of dangerous expeditions.
In his youth, he:
By middle age, he had become wealthy enough to purchase and restore Blackbriar Hall, transforming it into a gathering place for scholars, adventurers, artists, and political figures.
Over the years, Sinclair earned a reputation for three things:
His generosity.
Many people owe their careers, fortunes, or lives to him.
His discretion.
He could be trusted with secrets.
His curiosity.
He never stopped investigating mysteries.
A wizard is never late, nor is he early, he arrives precisely when he means to.
This is interesting. Will you share content? I ask so I can make a character that is way more on theme with the campaign (I only have the free stuff, so I would have to get very creative).
Goliath monk Khaddim, High elf ranger Frekor, Dragonborn sorcerer Godfrey, Tiefling blood hunter Albus, High elf druid Charis, Human fighter Garrett