Curse of the Headless Horseman is a Fifth Edition adventure intended for a party of four characters with an average party level (APL) of 5. The spirit of a headless horseman has haunted the village of Miremoor for centuries, appearing each year at harvest time to claim a new victim. The time has come for the horseman to ride again. Can the adventurers learn the truth of the horseman’s curse and end his reign of terror? This adventure occurs in the Freelands campaign setting but fits any existing campaign with only a few modifications and name changes.
Once a year, the sleepy village of Miremoor has been plagued by a ghostly headless horseman that rides a midnight steed and drags those foolish enough to be caught into the night. Some say that he was a warrior killed centuries ago in the Great War who sought vengeance against the descendants of his killer. Others believe the village to be cursed for the sins of their forebears, and one family, in particular, believes themselves to bear the brunt of the curse somehow.
The characters come to the village of Miremoor to root out the cause of the dark spirit that plagues them. After a careful investigation that leads them closer to the truth and fending off the apparently unkillable ghost, they find the horseman’s still-beating heart buried in the nearby cemetery. The heart leads them to a dark temple hidden in the woods protected by the spirits of those he has slain. Inside the temple, the characters must defeat the horseman and lay his spirit to rest once and for all and discover the truth behind the curse.
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System: D&D 5E
Starting Level: 5
Length: 3 - 4 hours
Sheet: D&D 5e by Roll20
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