The Heifer Abductions of Hollow Creek | A 5e Sci-Fi One-Shot Adventure for 2–3 Players, Levels 2–3 | No-Prep Horror-Comedy for Game Masters
The Heifer Abductions of Hollow Creek | A 5e Sci-Fi One-Shot Adventure for 2–3 Players, Levels 2–3 | No-Prep Horror-Comedy for Game Masters
Cattle are vanishing in the night. Perfect rings are seared into the fields. And the handful of folk who have seen the lights come back… changed. Drop your players into a UFO mystery they will never forget — and run the whole thing tonight, with zero prep.
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The Heifer Abductions of Hollow Creek is a complete 5e one-shot for 2–3 players at levels 2–3, built to run start to finish in a single 2–3 hour session. Something is stalking a frightened farming hamlet, and it is not a curse, and it is not a haunting — the priest already checked. When your heroes track the lights to a vast, half-buried craft sitting in a crop ring, the door seals behind them and the ground falls away. What follows is a desperate climb through the belly of an alien machine: humming corridors, captives suspended in cold light, twitchy gray scavengers whose weapons leave wounds that do not bleed, and the patient, clinical intelligence that flies the whole thing.
Played straight but quietly absurd, it is a horror-comedy that can chill your table one moment and make them grin the next — a maddened, half-flayed cow charging out of the dark; a returned villager swearing the star-folk "put something in him"; a flying saucer dropped right into the middle of your fantasy campaign. It frightens, and then it catches you laughing, sometimes in the same breath.
Best of all, it is built for the busy Game Master. Every scene opens with boxed read-aloud text and the notes you need to run it cold. A three-clue safety net means no missed roll ever stalls the night, and one real branching choice in the middle lets your players shape how the back half unfolds. Sit down, read the first boxed text aloud, and play.
And it builds to something your table will not forget. The climb gets stranger the higher it goes — a window that shows your players their own world turning small and far below, a hold full of suspended neighbours catalogued like stock, and a confrontation on the bridge with a mind that does not fight so much as it studies, reading your heroes back to themselves like figures in a ledger. This is a one-shot that ends quiet and strange rather than loud and tidy: a hard-won, bittersweet victory your players will still be arguing about on the drive home.
WHAT'S INSIDE
- A complete four-act adventure across 18 fully-keyed scenes, with read-aloud boxes throughout
- 4 ready-to-play pregenerated characters — start cold with no character creation
- 6 fully statted creatures, from a mutilated cow to the cold mind piloting the craft
- 5 memorable NPCs with dialogue, including a missing girl your heroes race to save
- 5 battle maps, including a regional overview of the whole valley
- A genuine branching choice that changes how the back half of the night plays out
- Scaling guidance for 2, 3, or 4 players, so the night stays winnable at any table size
- Opening hooks, a generous "What If?" contingency section, and closing threads to seed a sequel
PERFECT FOR
- Busy Game Masters who want a memorable session without the prep grind
- A one-night change of pace — sci-fi and rural horror dropped into any fantasy world
- Small groups of 2–3 players who want a tight, self-contained story
- Game Masters who like their horror with a wink and their comedy with real stakes
- Convention slots, one-shot nights, and trying out a brand-new group
- Anyone who has ever wanted to throw a flying saucer at their players and watch them work it out
Everything you need to run a complete, unforgettable session is here — maps, monsters, ready-made heroes, and a story your table will still be quoting weeks later. No prep. No filler.
The lights are already over the valley. The cattle are already gone. The only question left is whether your heroes come home — and whether anyone believes them when they do.

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