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A place to discuss, build, and share D&D modules & one-shots for any edition of D&D. Welcome!

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World settings creation

Hello, I want to create a world setting for my campaign. It will be desert-themed, I love the idea but I don't know much about it . Any help would be appreciated, pointers about the world building or the settings.

08:47 UTC


Advent's Amazing Advice: Delivery Witches Apply Within a fully prepped One-on-One Studio Ghibli Themed One-Shot perfect for Post Valentine's Day

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

Delivery Witches Apply Within is a level 3 One-Shot for 1-2 players. Inspired by Studio Ghibli/Hayao Miyazaki and Kiki's Delivery Service your player will meet a strange black cat who leads them to the Kat and Cake Bakery where they'll try to prove themselves worthy of the title Delivery Witch by delivering a set of packages. These aren't just any ordinary deliveries, throughout you'll run into a slew of interesting characters and events including a druid posing as a cat, a silver dragon, mists that try to teleport you elsewhere, and ghostly apparitions!

Brittney Hay has done an absolutely fantastic job creating this One-Shot. You really feel like you're in a magical lighthearted world. This One-Shot is a far cry from my usual preps, being for only 1-2 players you'll have the opportunity to really engage your players. The music is right from Kiki's Delivery Service and blends perfectly with your adventure! I couldn't be happier with how this one turned out!

This One-Shot is from an anthology of One-Shots inspired by Studio Ghibli; Eyes Unclouded, If you like this one I'm sure you'll find plenty more to fall in love with! Perhaps if this is popular enough I'll consider prepping even more of them!

*Average Sessions Length: 2-3hrs

Without further ado:

Included in The AAA Collection is:

  • A downloadable copy of all my notes, which includes links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat block organized neatly, along with an initiative tracker and a spot to mark HP
  • A Battle Map for the City


Other One Shots, Adventures, and Campaigns:

If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!


20:44 UTC


MacGuffin ideas

A red dragon is going to conduct a ritual to awaken a Scion of Surtr (from Glory of the Giants) and requires some MacGuffins to do.

I’d like to try to get my players explore the world and go to dwarven mountain settlements, deal with fire giants, deep jungles, deal with rich politicians in cities, travel to the plane of fire, and various other things throughout the campaign.

Any ideas for MacGuffins that fit the theme?

12:58 UTC


Help/advice needed for campaign through hell

I am planning on creating a homebrew campaign for some friends. I am not sure if there are any modules or books that do this already, which i could use as a template to build on.

The idea that i have is that the party comit all sins in either session zero, or in a few sessions to make the party familiar with each other.

After the entire party is considered as sinners , guilty of all the sins in the book, they get the attention of Celestial forces. As they encounter these forces they get send to hell and need to redeem themselves, and become worthy of returning to the land of the living, or get send to heaven. To be redeemed they need to travel through all (layers) of hell, and make up for the sins they committed, without making it worse. I was considering to build a map based on hell where it is like a city, in which there are districts that represent a sin. This so there is a little choice in the order of the sins.

For the level i was planning on, i want to start at level one (Since it is a party of new players) and when they traverse a level of hell they will level up. Which should result in a lvl7/8 party at the end of the campaign.

I am quite new to dm'ing and would like some advice. Any sources that you guys recommend? Or any cool ideas that i could use?

09:23 UTC


Making a D&D Campaign set in Gotham... Any ideas?


So I've been using Cyberpunk Red as my system so far but I don't feel as if my players are as engaged as they have been during our normal gritty fantasy D&D sessions.

They are all big DC fans but the system expression in CPRed doesn't seem to necessarily translate into their styles of play (Spending ages on combat and heavy emphasis on RP).

Does anyone have any suggestions about how I can implement systems such as shooting or how I can change/adapt classes suitably so that player expression is still at the forefront of the game?


19:54 UTC


Mad Max DND campaign : Need some fresh ideas

I am trying my hand DMing for my regular dnd group, running a sort of Mad Max themed dnd campaign. So far my party is LOVING it, they’re all getting very, very into it, which is encouraging as a first time DM but also daunting keeping the energy high for every session.

The problem is however… I have hit a creative wall. They just entered their first city/settlement and instantly the excitement and energy they had roaming the wasteland started waning.

One of their missions is gonna take them to a casino, and I want it to be strange and intriguing but I can’t seem to come up with the details. They found a lot of their fun meeting the weirdo wasteland factions but for story reasons, gangs have been banned from the city, so I need to think of new colorful groups of people.

If it helps, they’re in a city called DeadKing City, they’re investigating the current magic drug trade, trying to find out who’s trafficking it into the city. They found a clue, a casino chip that will lead them to this less than classy establishment. I want to have a quite, novel vibe to the place, a fun NPC running the joint, and have a few games and such set up (historically they love this shit), I was thinking dice games and maybe knife throwing. If anyone can think of some fun atmospheric elements for them to encounter while their searching around for the drug runners (they’re not affiliated w the casino, they just quietly deal to patrons) I’d love to hear your thoughts! Any fun ideas very very welcome and feel free to let me know if you need more context about the world

06:55 UTC


Almost a TPK near the end

So my campaign has been going on for almost 6 years now and is coming to an end. Tonight unexpectedly an intellect devourer kill 3/4 party members. Eating 2 of their brains and just killing the 3rd. The sole surviving member took the body's back to a refuge but the priest was only able to revivify the 1 party member who's brain wasn't eaten. Now so far into the game the players don't want to roll new 12th level characters and suggested playing NPCs. I let them take over 2 NPCs to finish tonight session but it was obvious they weren't vested in them like they were their own characters.

So my question is what do I do? The nearly 6 year long campaign is coming to an end and 2 party members just got perma killed unexpectedly 1 was the last (mostly) surviving original party member and the other has been around for like 2 years now. I tried to have divine intervention and give them a way to come back but the player refused saying didn't feel right for the narrative so not sure what to do now. Any advise is welcome.

02:57 UTC


"Project: Fragmentation" a 5e compatible, rogue-like inspired module

Project: Fragmentation

Death is not the end...

PWYW on DMsGuild: PDF, assets, maps

“Project: Fragmentation” is a 5e compatible, rogue-like inspired module. It’s designed to let the DM throw overwhelming odds at players, knowing that if they die, the cycle merely restarts. As they progress, they will gain power-ups, magic items, and boons. The ultimate power fantasy. And as a bonus, the DM never has to worry about balancing combat encounters.

Included in this module:

  • Setting & Storyline

  • Four unique maps

  • 70 sample encounters along with advice for adjusting the difficulty

  • A d100 table of unique boons to power up your players

  • An open-ended economy section

  • Final combat with two unique stat blocks for the final boss, along with tokens and a battle map

  • Made with The Homebrewery

  • Maps created in Inkarnate

  • Image by Freepik

  • Image by starline on Freepik

  • More images from DMs Guild Creator Resources

Preview is included below (some things had to be cut for character count). The PDF is laid out for easier reading, and you can get it on DMsGuild, along with maps, tokens ad other assets.

Project: Fragmentation (v1.0)

You've died. Again. For what seems like the hundredth time. Death is not the end. Even as you perish, you grow stronger. Persist, strive, rise again. All you need to do is refuse to surrender, and perhaps, just perhaps, you can bring an end to this..."

Module Intro

"Project: Fragmentation" is a 5e compatible, rogue-like inspired module. It's designed to let the DM throw overwhelming odds at players, knowing that if they die, the cycle merely restarts. As they progress, they will gain power-ups, magic items, and boons. The ultimate power fantasy. And as a bonus, the DM never has to worry about balancing combat encounters.

It can be a standalone campaign, a West Marches-style campaign, or be dropped into an existing long-term campaign. If you are doing the latter, you may want to limit the amount of power-ups (if any) that you let the players retain after they escape.

The level range is up to the DM to determine, but levels 2-10 are probably the sweet spot. Leveling can be done using monster XP, as this is mostly a combat-based module. Alternatively, you can use milestone leveling.

The Story

The game takes place within a pocket dimension crafted by Vesper Nightfall, a wizard who has accidentally sundered his soul into two fragments, namely "The Experimenter" and "The Glitch." The Experimenter assumes the role of the primary antagonist in this adventure, while The Glitch intends to secretly aid the players so he can reunite his fractured soul.

Vesper Nightfall, a powerful human wizard, spent most of his life mastering the arcane arts. In his early 30s, he decided to build himself a laboratory. Not content with constructing a wizard tower like most of his colleagues, he instead created a pocket dimension where he could create and destroy rooms for experiments at will.

A decade later, while in town picking up some books, he met Aeris Sunfire, a half-elf bard. The two became inseparable, and less than a year later, Aeris gave birth to a beautiful baby girl named Tariel. Life seemed perfect...

Shortly thereafter, however, Vesper noticed that whenever he was in his lab alone, he would think about his family, but when he was home with his family, his thoughts would stray to his unfinished experiments. Try as he might, he could not focus on the here and now, whether in his lab or around the hearth. That was until inspiration struck one night as he was falling asleep...

He set out to figure out a way to suppress certain skills and emotions and heighten others at will. "While at home," he reasoned, "I will suppress my ambition and logical side and ratchet up love and compassion. When at work, I will reverse those." In a few short weeks, he developed a ritual that would allow him to do this.

On a crisp winter morning, Vesper kissed Aeris and their baby, then made his way to the lab. After setting up all the necessary components, he began the required incantations. He felt his ambition, drive, and logic ratchet up, while his compassion, empathy, and love were suppressed. Unfortunately, as he became more cerebral and less emotional, he no longer saw the need to stop until all emotions were fully suppressed. The ritual only ended once he reached the limits of what his mind could endure, and he found no reason to reverse the changes.

Unbeknownst to him, a fragment of his soul, containing all the emotions he had tried to suppress, was split off. Desperate to reverse the changes, this fragment, known as The Glitch, is hiding in the lab alongside the Experimenter, biding its time...

As the Experimenter started creating increasingly ambitious studies, he decided to involve our characters, wiping their memories but leaving their skills intact. This gives the Glitch a glimmer of hope. Perhaps by helping them, he can help himself...

Running the game

Character Creation

Prompt your players to create their Level 1 character. Have them plan out at least your levels 2 and 3, if not more, as they will be leveling rapidly.

Optional Feat to communicate to players at Level 2: Defy Death - When you receive an attack that would reduce you to zero hit points, you are instead reduced to one hit point, provided you were not already at one hit point. You can use this feature only once per escape attempt.

Banned spells: Maze, Banish, Scrying, Wish, and any others that have to do with shifting planes or that you think might break the game.

Have the players send you the following info, but do not add it to their character sheet, as initially the characters will not know this explicitly: Name, a Brief Backstory, Personality Traits, Ideal, Bond, Flaw.

For the character sheet fill in the name in the form of “Subject <class>, as this is what the Experimenter will refer to them as.


The adventure unfolds in a pocket dimension known as "The Experiment." Players will have a home base called "The Village" to return to upon death, where they can pick up mundane weapons, items, components, etc. As players progress, magical armor, weapons, scrolls, potions, books, and other items may become available to them (See Economy & The Village Section).

Each encounter can be set in any standalone map or setting, as these are essentially simulations. Be creative. Browse your favorite map repositories and let your imagination run wild. It could be an urban town, a dungeon room, the Astral Sea, the Elemental Plane of Water, or anything else you can dream up.


This module does not prescribe any specific encounters; simply make them deadly. A sample list is included (see Sample Encounters). Throw a Young Black Dragon or four Bone Knights at a party of four level fours. See how your party of level eights can fare against a Remorhaz or two. Of course, you don't want to wipe them out in every single fight. If they are defeated, provide a few slightly easier encounters before they face the encounter that wiped them out again. Make sure you note the experience (XP) the players will gain when designing the encounter.

At your discretion, you can also provide varied non-combat encounters, such as puzzles, murder mysteries, escape rooms, skill challenges, and more. This can break up the pattern of continuous combat. Don't forget to assign an appropriate amount of XP for these encounters - use a deadly encounter as your reference point.

At the end of each encounter, roll a 1d6. On a roll of 1-3, advance to the next encounter. On 4-5, provide a short rest for the players. On a roll of 6, provide a long rest. You may choose to set up maps for each rest scenario, such as a daytime or nighttime campsite.

Boons & Power ups

At the end of each encounter players should each roll a 1d100. This provides them with boons, powerups and items (see Reward Table). The DM also awards credits (See Economy & The Village Section)


Death is not the end. Here are the changes to the death mechanics. Adjust them to make it easier or harder for your players. You can adapt them as needed and communicate them to the players.

  • The Death Saving Throw DC is 15. There are ways to lower it through boons.
  • The first Death Saving Throw occurs as soon as the character is knocked unconscious, not on the following turn.
  • Death Saving Throw successes are reset when the player stabilizes or is healed. Death Saving Throw failures are only reset during a short or long rest, or spells such as Lesser Restoration, at DMs discretion.
  • Once a single player is "dead," the experiment resets. This is an intentional design choice because it would not be fun for the downed players to watch the rest of their comrades continue fighting.

After Death

On return to The Village, the following should happen:

  • Each player rolls a 1d10. On a roll of 1-9, the player can keep one temporary power-up or boon. On a roll of 10, they can keep two. The remaining temporary rewards are purged. Any rewards marked as permanent are exempt.
  • Calculate the XP gained and allow the players to level up if they have gained enough. Ideally, leveling up is done in the home base and not between encounters, though the DM may choose to have players level up during a long rest.
  • The players have downtime to do anything they would ordinarily do during downtime, including shopping. This also counts as a long rest.
  • The Glitch may show up and talk to the players. This is a perfect opportunity to provide the players with snippets of their backstory (see character creation). Additionally, he can provide them with strategies on how to defeat the specific enemy that caused their death, including details about resistances, immunities, special abilities, and more.
  • When ready, the players are transported to the next encounter.

Story Beats

The following are some example story beats. You can adjust them to fit your game as needed. These story beats serve as bookends to the module.

First Scene

the fight

"Roll for Initiative"

First Turn: "The Wraith swings an ethereal sword toward your neck... Does 25 hit your armor class? He hits you for 33* damage. Roll your Death Save - DC15"

As part of prep place the players, as well as a Wraith and a pair of Ghasts on the map. The players will start in medias res.

* Adjust the damage here to not kill the player outright (less than double their HP)

Continue killing the rest of the party. This is essentially a cut scene, so feel free to fudge the dice as needed, though as they are level one, this may not be necessary.

Once the first player to go unconscious rolls their final failed Death Save, or as the last player becomes unconscious: "As your eyes close you hear the Wraith whisper 'See you next time…'"

Home Base

The Experimenter

You hear a small bell ring, and a clinical, dry voice starts speaking.

“Experiment #14 completed. Subjects failed to pass Obstacle W.0.17. Performance Unsatisfactory. Need to increase power, otherwise will not be able to gather sufficient data to achieve statistical significance.”

“Reset the Scenarios. Experiment #15 to begin in 10 hours”

You get up and look around. You are on a large piece of land floating in a void containing what looks like a small village - you see no people other than your party. You do not see any obvious way out.

You are now level two.

This is a good opportunity to have the players describe their characters.

The Glitch

Several hours later you hear the bell again.

The voice that comes is very different, much higher and softer.

[as Glitch] “He’s gone, but I don’t have long. You don’t know me, but I can help you. Next time you're in W.0.17 focus fire on the wraith. Use magical weapons, or spells if you have any that deal radiant, psychic or force damage. Can’t use poison or necrotic on it either, so don’t even try.”


“I have to go. Good luck.”

Back to the Fray

Let players grab any regular items available in the Village shops. Remind them of whichever encumbrance rules you choose to use.

After ten hours pass, a purple portal opens up in the middle of the village.

Color coding: Use {{pen,background-color:purple,color:white purple to denote magic that comes from The Experimenter, and {{pen,background-color:gold gold when it comes from the Glitch

You hear the small bell ring once more.

[as Experimenter] “Experiment #15 is set to begin. Subjects please enter the portal.”

[As DM]: What do you do?

If someone refuses, zap them psychically. [As DM]:"You feel intense pain in your head as your knees buckle, causing you to fall to the floor. Take 3 psychic damage."

[as Experimenter] “Subjects please enter the portal. Failure to comply will result in termination.”

Be sure to slot in the Wraith encounter once the party is ready for it.

Ending the Game - Last Scene

Scenario GK.5.01

This final encounter can be slotted in whenever you feel it is appropriate. Just make sure you have enough time during the session. Time it to occur after a particularly satisfying or epic encounter.

When the players go through the portal to the next encounter, they find themselves not at their usual campsite but in a void. Describe a golden mote of light, which represents The Glitch. He can then provide the players with insights into Vesper's backstory.

The Glitch has been attempting to figure out how to reverse the ritual. In the main Lab, there is a crystal that serves as a Concentration Focus, sustaining the spell that manipulates emotions. He can reverse the polarity of the portal and bring the players to the main lab.

Drop them into an encounter (something mythic and deadly - a Tarrasque???), but before the encounter can begin in earnest, a golden portal will appear. Once the players make it to the portal, they appear in a magical laboratory with a large purple crystal and a very surprised wizard.

Final Combat

The combat can commence. As determined by the DM, the Glitch can try to "merge" back in, stunning Vesper for a round. Upon defeating the Wizard (a two phase fight - see "The Experimenter" and "The Savage" stats blocks in the Running the Final Combat Section below) or destroying the crystal, the Glitch will be able to merge with The Experimenter.

Upon gaining consciousness, Vesper will remember everything. He will apologize to the party and offer to take them back to the Material Plane as well as return their memories to them.

Final Cutscene

We cut to a small cottage on the edge of town. In a flash of golden & purple light, Vesper shifts back to a home he left so long ago. A toddler is walking unsteadily in the garden outside the front door. She looks up, and her purple eyes and golden curls cause Vesper to catch his breath. As a tear rolls down his cheek he takes his first step back towards home...

Running the Final Combat


The final combat takes place in The Lab, where various arcane instruments clutter every visible surface, interspersed with half-finished scrolls. A large, 3-foot-tall purple crystal pulses with an inner light in one of the corners. Shelves lining one of the walls hold a number of unlabeled potions (see Potion Shelf). : Two suits of armor flank a thin and lanky figure you assume to be The Experimenter. In the even tone you've come to expect from him, he says, "Subdue the Subjects". The two suits of armor (Shield Guardians) clank to life, ready to protect their master. : "Roll for Initiative!"

The Fight

The Glitch will attempt to stun and distract The Experimenter (see Soul Merge in his stat block), so make sure to roll his Initiative (+5) as well. If a player falls unconscious and fails their final death save, The Glitch will be able to Revivify them, but that ability recharges only on a 6 on a 1d6 roll at the beginning of its turn. : Once The Experimenter falls below 40 HP (even if reduced to 0 HP), his logical part retreats, and the anger part of him emerges. The Savage is a large yet limber creature that only seeks to lash out at those who have hurt him.

The Glitch

Small creature, neutral good

Speed : 150ft.

6 (-7)20 (+5)6 (-2)8 (-1)22 (+6)22 (+6)
Senses : Truesight 60 ft., Passive Perception 16
Languages : Common, Elven
Special Nature. : Due to being ethereal and non-corporeal, The Glitch cannot be targeted by attacks or most spells


Soul Merge (Recharge 6) The Glitch can attempt to merge with the remainder of the soul contained in The Experimenter. The target must make a WIS saving throw DC 15. On a failure, it is stunned until the end of its next turn. On a success, it is not stunned, but takes 3d6 psychic damage. : Revivify (Recharge 6) The Glitch can cast the spell Revifiy at will.

Potion Shelf

As an action, a player can roll an Investigation or Arcana check (DC 20) to find a healing potion. Roll a 1d4 on the table below to determine the potion's strength. On a failed check, the player may still choose to drink a potion by rolling a 1d20 to select a random potion from the table below. However, a direct hit from an area-of-effect spell, such as Fireball, will destroy the shelf.

1Potion of Healing: 2d4 + 2 hit points
2Potion of Greater Healing: 4d4 + 4 hit points
3Potion of Superior Healing: 8d4 + 8 hit points
4Potion of Supreme Healing: 10d4 + 20 hit points
5Potion of Greater Invisibility
6Potion of Heroism
7Potion of Speed
8Potion of Flying
9Potion of Fire Giant Strength
10Potion of Gaseous Form
11Potion of Water Breathing
12Potion of Hill Giant Size
13Potion of Heroic Resistance
14Potion of Clairvoyance
15Potion of Mind Reading
16Potion of Invulnerability
17Potion of Longevity
18Potion of Haste
19Potion of Giant Growth
20Potion of Etherealness

Concentration Focus

3 ft Crystal

Armor Class : 18 (natural armor) Hit Points : 300hp Speed : none

Resistances : Piercing, Slashing, Fire Vulnerabilities : Bludgeoning, Thunder Immunities : Psychic, Poison, Cold

Concentration. If the crystal is destroyed, the spell affecting The Experimenter and The Glitch will end.

Magic Reflection. When hit by a ranged spell attack, the spell rebounds and hits a random creature.

DM Note: if your party is below or above level 10 adjust the stat blocks accordingly.

The Experimenter

Medium humanoid, true neutral

The Experimenter is a tactical opponent. It will try to stay away from the melee fighters, and target the spellcasters. It will even try to damage unconscious PCs. According to the Death Save rules, when a character is unconscious and takes damage, they must make a new Death Saving Throw. If they receive a critical hit, they will suffer two failures instead of one. Additionally, if they are struck by a melee attack within 5 feet, they will automatically incur one failure.

Armor Class : 16 (mage armor) Hit Points : 144 (17d8 + 68) Speed : 30ft.

18 (+4)18 (+4)18 (+4)17 (+3)15 (+2)18 (+4)
Saving Throws Int+10, Wis+2
Condition Immunities : Charmed
Senses : Passive Perception 12
Languages : Common, Elven
Challenge : 15 (13000 XP)
Castle the King (3/day). As a Reaction to failing a Saving Throw or being hit by an Attack, The Experimenter trades positions with one of his Shield Guardians. The swapped Shield Guardian becomes the new target of the Attack or effect that triggered the Saving Throw. If the Experimenter would still be subject to the Saving Throw in his new position (i.e. Area-of-Effect Spells), he automatically succeeds the save.

Close Range Caster. As an extremely well-trained wizard, The Experimenter does not have disadvantage on ranged spell attacks in melee. He can also use cantrips for Attacks of Opportunity.

Spellcasting. The Experimenter is a 9th-level spellcaster. Spell save DC 18, +10 to hit with spell attacks. Its spellcasting ability is Intelligence. He has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Fire Bolt, Ray of Frost, Acid Splash, Chill Touch, Shocking Grasp
  • 1st level (4 slots): Magic Missile, Fog Cloud, Sleep, Mage Armor
  • 2nd level (3 slots): Scorching Ray, Hold Person, Mirror Image
  • 3rd level (3 slots): Fireball, Lightning Bolt, Counterspell
  • 4th level (3 slots): Ice Storm, Confusion, Polymorph
  • 5th level (1 slot): Cone of Cold, Dominate Person, Cloudkill

Boss Actions

Subdue the Subjects. The Experimenter utters the control word to animate two Shield Guardians (MM, 271)

Reset the Experiment. Within range (120ft.) must make a CHA save, taking 42 (12d6) non-lethal psychic damage.

Lose Control. If The Experimenter goes below 40 hp, including if an attack reduces them to zero hp, he transforms into The Savage

The Savage

Large monstrosity, chaotic neutral

The Savage is a reckless and vicious opponent. A hulking figure, it's bulging muscles visible under it's red skin, his face distorted with rage. It will prioritize targeting whoever has caused it the most harm since its last turn, even if it means triggering attacks of opportunity. All of its attacks are permanently reckless, granting it advantage on the attack rolls, but physical attacks against it are also made with advantage.

Armor Class : 20 (natural armor) Hit Points : 229 (27d8 + 108) Speed : 40ft.

22 (+6)22 (+6)22 (+6)8 (-1)8 (-1)8 (-1)
Saving Throws Str +10, Dex +10, Con +10
Damage Resistances : bludgeoning, piercing, and slashing damage
Senses : darkvision 60 ft., passive Perception 9
Languages : None
Challenge : 12 (459 XP)
Reckless Ferocity. The Savage has advantage on all a⁠ttack rolls, but physical atta⁠ck rolls against him have advantage.

Magic Resistance. The Savage has advantage on saving throws against spells and other magical effects.


Multiattack. The Savage can combine any three of his attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 21. (2d10 + 10 bludgeoning)

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 24. (3d8+10 piercing)

Brutal Charge. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 28. (4d8 + 10) If The Savage can move at least 10 ft in a straight line toward the target, make an attack roll. On a success deal damage, and the target must make a DC16 STR or DEX Saving Throw or be knocked prone.

Hurling Havoc. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit 19 (2d8+10 bludgeoning) Attempt a Grapple Attack (1d20+10 contested by an Athletics or Acrobatics Roll from target). If a target is successfully grappled make a ranged attack (+10) by hurling the grappled target against any creature you can see in range. On a success both targets take 19 damage (2d8+10) each, on a fail only the thrown target does.

Residual Magic (Recharge 5-6) - The Savage can cast Destructive Wave in place of one of his attacks - Save DC 18.

Rewards Table

Have the player re-roll when appropriate (e.g. the player already has this feat, spell, etc. or they've reached the number of times this boon can stack) https://docs.google.com/spreadsheets/d/16ae-n5oXna1GiV0CWxw8dtRFo5LQ0Lw2ZZBLtIcglEs

Sample Encounters


💚 Practice ⚔️ Challenging 💀Deadly

  • MM - Monster Manual
  • MPMM - Mordenkainen Presents: Monsters of the Multiverse
  • FTD - Fizban's Treasury of Dragons
  • SKT - Storm King's Thunder

These examples are meant to provide a general representation of the types of encounters suitable for each level. Feel free to utilize your preferred encounter generator to craft your own.

[Note: this section cut for character count, please see PDF]

Adjusting Encounter Difficulty

Action Economy

The difficulty of encounters can be adjusted by manipulating the number of enemies, thus impacting the action economy. Removing enemies makes encounters easier by giving players the advantage of more actions, while adding enemies makes encounters harder by overwhelming players with a larger action economy to manage. By carefully adjusting the enemy count, you can create encounters of varying difficulty levels. Even lower threat enemies can become a challenge with large enough numbers.

Legendary Actions & Reactions

Enhancing combat encounters can be taken up a notch by incorporating legendary actions and resistances. Legendary actions grant enemies additional abilities outside their turn, adding complexity and surprise to the fight. By possessing resistances or immunities to certain damage types, enemies become more durable and require players to devise alternative strategies.

Alternative Monsters Design

You can update your monsters (or at least the mini-bosses) to use Action Oriented design. Additionally you can occasionally use Minion Monster design to throw hordes of monsters at your players. See links for information about what these are and how to us them:

Alternative Success Conditions

You can add alternative success conditions to your encounters. Examples might be:

  • Limiting the amount of rounds you have to defeat the enemies
  • Getting a special object being guarded by the creatures
  • Protecting NPCs
  • Interrupting a summoning - if the players fail, whatever is summoned is significantly more powerful

Environmental Hazards

Adding environmental hazards is a good way to spice up combat as well. Some examples are:

Collapsing ceilingsDEX Save for Bludgeoning Damage
Poisonous or noxious fumesCON Save for Poison damage
Quicksand or sinking mudDEX Save to avoid, STR Check to get out
Molten lava or scorching hot surfacesCON Save to avoid fire damage
Freezing temperatures or icy terrainCON Save to avoid cold damage or DEX for movement
Flash floods or rushing water currentsDEX Save to avoid Bludgeoning Damage or forced movement
Unstable cliffs or crumbling ledgesDEX Save to avoid Falling Damage
Overgrown vegetation or thorny bramblesDifficult Terrain
Blinding sandstorms or whirlwindsLimited Visibility
Acidic pools or corrosive substancesDEX Save for acid damage
Wild magic zonesWild magic surges
Shifting or illusionary walls and corridorsLimited Visivility
Psychic energy waves causing mental confusionWIS Save to avoid effects
Electric storms or lightning strikesDEX Save for Lighting Damage
Tremors or unstable ground causing terrain shiftsDEX Save for Falling Prone
Supernatural darkness or blinding rays of lightLimited Visibility


Everything in this section is simply a suggestion and should serve as a starting guideline. For simplicity's sake, the currency will be available to players in the form of credit with the shopkeepers. Given the scale of the players' needs, there is no need for multiple denominations; therefore, one credit will equal one gold piece for the purpose of pricing goods and services. :

Earning Credits

A relatively straightforward way to earn credits is by rolling a 1d6 per level of the party at the end of an encounter, then multiplying the result by the party's level. For example, if a party of four Level 5 PCs clears an encounter, each PC would earn an average of 88 credits (calculated as 5d6×5). You can choose to roll the dice or simply award the average values.

LevelAverage per playerFormula
141d6 × 1
2142d6 × 2
3323d6 × 3
4564d6 × 4
5885d6 × 5
61266d6 × 6
71727d6 × 7
82248d6 × 8
92849d6 × 9
1035010d6 × 10

Spending Credits

The Village is populated by shops run by various elementals. You can choose to give each one its own personality, or you can decide they operate as a hive mind. Regardless, the elementals should only discuss the business of their shop, not the broader storyline. The DM can add more shops at levels they deem necessary. Below is a sample of the available shops. : With regards to pricing, you can use the pricing from the PHB or any other source (e.g., The Discerning Merchant's Price Guide, Sane Magical Item Prices, or Xanathar's Guide). Alternatively, you can just make them up - it's your world! : Initially, The Village only has simple weapons available, with no armor or other gear. However, as the players progress, they can unlock additional shops based on the table provided below. The enchantments on offer could be cheaper, temporary ones (which are removed upon death), or more expensive, permanent options.

Shops By Level

3TavernAlcohol and Cooked Food
3General GoodsAdventuring Gear, Misc. Items
3TailorCommon Clothes, Mending
3LibraryA selection of spellbooks, scrolls
4LeatherworkerLeather Armor, including enchantments (e.g. AC boosts, Resistances)
4BlacksmithMartial Weapons and Metal Armor, including enchantments (e.g. Magical weapon bonuses, AC boosts, etc)
5Jeweler/Gem CutterPrecious stones, jewelry, magical gems
5AlchemistPotions, rare ingredients, spell components
6Magical Purple CrystalFor a cost of 500 credits, roll three times on the Rewards Table and choose one of the rewards. A limit of one per attempt, per player. Upon death, these boons function the same way as the boons that you would earn during encounters.
7Tattoo ArtistMagical Tattoos (see Tasha's Cauldron of Everything or homebrew your own)
13:20 UTC


The Library - Level 3 one-shot (Easy for New DMs and New Players to learn)

A year and a half ago I posted this one-shot and it got pretty good reception.

I've now written it up as a full PWYW PDF on DMs Guild. There are some updates, fixes, etc on the PDF as well as some additional art. I'm attaching the original content here, in addition to the link.

Assets for VTT

Art attribution: DALL·E 3

Created in homebrewery


This is a level 3 adventure that’s fairly beginner-friendly (both players and DMs). Feel free to modify as needed. I’m sure the level can easily be raised or lowered by adjusting the number or type of creatures. I’ve typically been able to run it in around 3 hours.

Character Creation Handout

Choose one of these races:

  • Dragonborn
  • Tiefling
  • Aarakocra
  • Loxodon
  • Minotaur
  • Bugbear
  • Kenku
  • Kobold
  • Lizardfolk
  • Orc
  • Tabaxi
  • Tortle
  • Centaur
  • Firbolg
  • Goblin
  • Leonin
  • Owlin
  • Satyr


  • Choose any Standard Class
  • Level them up to Level 3
  • Standard Starting Equipment or Starting Wealth (PHB) + 1 healing potion
  • Ability Scores: Standard Array (15, 14, 13, 12, 10, 8) or any other preferred method
  • HP Generation: Roll hit dice + CON modifier OR take the Hit Die Average + CON modifier


The party is drinking in the tavern (you can be more original, but it works for me!). They are approached by a small, nebbish-looking man who then asks for their help (feel free to play this guy up as being as nerdy and nervous as possible).

"Hi, my name is Radim Stiz. I'd like to hire you all. I'm a collector of rare artifacts and I have information about an old, lost library that contains a very rare historical artifact. I'd love to get my hands on it. Heading out on my own seems like a foolish idea, so I need a group of brave adventurers such as yourselves to accompany me." "The pay is 100 gold each. 10 gold now, and the rest once we are safely back to town with the artifact."

"What do you think?"

If players roll a high insight roll:

  • He may not be telling you everything.
  • He is very sure about there being a library, him being a collector, and he wants you to accompany him.

If asked about what the artifact is (or even work it into the conversation somehow, up to you): “Not sure exactly. My source only had a partial description, and the translation was likely not completely accurate. Evidently, it is a small statuette made either of garnet or maybe ruby? And it’s of some kind of marine animal. Probably a fish, but the translation was ambiguous.” *This is explained in the conclusion

Note: if at any point anyone is casting Detect Magic, keep Radim 30 feet away from them. He will get flagged as having illusory magic. If unavoidable - have them “turn off” the illusion and be some dis-liked race. Tell them it’s because of human prejudice.

The Dungeon

  • The travel is uneventful (unless you have time for a random encounter).
  • I use a simple fog of war, but feel free to set up dynamic lighting.
  • The walls are made of stone that is cracked with age. The floor has some small debris and rodent droppings.
  • The first room has a row of pillars and a simple wooden door to the north. There is nothing to find in this room. DC7 to unlock or smash the door.
  • The dungeon further opens up into 3 connected rooms.

The middle room, for now, appears empty, though describe it as having some large cracks in the walls.

Western room

The room is empty save for a single chest in the corner.

Trapped chest:

  • DC 10 Investigation to detect a trap
  • DC 12 Thieves tool to disarm
  • Alternatively DC 10 Attack to smash/cut.
  • The trap is a simple poison gas (1d6 poison damage), DC 15 Save to jump away.
  • The chest contains an ornate red key.

Eastern room

  • The room is empty save for an old skeleton in one corner, and a stone door to the north.
  • The stone door has 3 keyholes color coded Red, Yellow and Blue.


  • DC 10 Investigation to find an ornate blue key.
  • I usually have them see a glint of blue through an eye socket.

Middle room

  • By this point, the party will know that they need to find the remaining yellow key. The key is in one of the cracks in the middle room on the north wall. Two options:
  • Someone enterprising will be searching that wall. Give them a low DC challenge to notice something yellow in one of the larger cracks. Once they reach in they will be attacked by a grey ooze.
  • Alternatively, and this is the more likely and fun scenario - have Radim search that wall. As the rest of the party is searching for the key, they will hear a scream and see Radim backing away from the crack and holding his arm which appears red and raw.
  • Roll for initiative. This should be a super easy fight, though don't forget about Corrode Metal. It’s always fun to ask your players what their weapon is made of.
  • Once the ooze is dispatched, you can easily get the yellow key.
  • Once the 3 keys are inserted and turned the door opens.

The Library

  • The party enters a large room with a number of pillars throughout. There is another stone door to the north.
  • What they immediately notice is that the walls are lined with shelves, which are in turn lined with skulls. At this point, you can show them the Shelves of Skulls handout.
  • DC12 Perception roll will notice that there are skulls of different colors, shapes, and sizes. There are lots of human skulls, but you also notice orc, minotaur, aarakocra, cyclops, dragon, etc. Note: here you mention exotic skulls but specifically exclude any skulls of the same races as the party member (e.g. if you have an aarakocra, skip that one)
  • The party will start exploring the room. There is nothing to find besides skulls. They will most likely end up on the north side trying to open up the door. This is the perfect opportunity for:

The Twist

  • The party hears the door they came through slam shut. As they turn around, Radim begins to laugh. He has a much deeper, more confident voice.
  • "Ah, adventures… so easy to bait. Give them a quest and they'll come running. Show them a puzzle and they'll solve it. Easier than catching a trout with a nightcrawler."
  • "Do you know the hardest and most exciting thing about being a collector? It’s finding rare and exotic specimens."
  • Suddenly the illusion drops and the party sees a shadowy figure wrapped in a cloak with glowing purple eyes.
  • "So when I saw the <number of party members> of you, I knew I had to have you for my collection!"
  • Roll Initiative.

The fight

  • So here is where things get a bit looser. Midar (Radim backwards, he's super original) has a range of spells that can help you balance the encounter. Group is struggling, use lower-level stuff, group kicking your ass, pull out the big guns. Note: in the updated version he does not have level 5 spells, as that can easily cause a TPK.
  • I usually start with him casting mage armor on himself (you see his body shimmer with more purple energy), and then he calls, “Rise, and get me those skulls!”, at which point he raises 2 skeletons.
  • After one or 2 rounds of combat, based on how the group is doing, he raises 2 zombies “Protect your master!”
  • Once the group gets him down to low HP, I usually have him misty step clear of melee and run into the double doors to the north. You describe seeing flashes of purple light through the cracks under the doors.
  • 1 to 2 rounds of combat to clear any/most of the remaining zombies/skeletons if they’re still up.
  • At this point, the doors open up (unless like one of my groups, the players blow them open). Out steps the ghast (describing him as swole/jacked zombie always gets a chuckle). If anyone can see into the room, they see Midar huddled in the corner frantically muttering spells.
  • Fight the ghast for 1 to 2 rounds. Don’t forget to have players roll CON saves for the Ghast’s Stench feature.
  • If Midar goes down before the ghast/other undead, they crumble to the floor drained of the necromantic energy powering them.

Fun phrases for Midar to shout during the fight as retorts:

  • “Specimens should be seen and not heard!”
  • “You’re just a duplicate anyway!”
  • Looking appraisingly at the head, and with disgust: “I guess I’ll have to take an irregular. I suppose it’s technically rarer this way.”


  • The final room is full of treasure. Because it’s a one-shot feel free to hand them magic items and lots of gold since it doesn’t matter.
  • There is a small ruby statuette of a fish on a pedestal (as mentioned in the intro). Have players roll a Nature check. Use a relatively low DC. If anyone passes, have them realize it’s literally a red herring (yay for dad jokes).
12:36 UTC


Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)

This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.

Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.

The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.

This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.

This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.


  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss Red Mask as well as The Hunger.
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps
  • Custom Monster stat blocks and tokens

Art attribution: DALL·E 3

Created in homebrewery

Previous Work:


Adding what I could fit into this post - had to cut some info to fit into the limit:


  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.

  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.

  • (Optional) Other guests - a young couple with a child

    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

LevelLight DamageMedium DamageSerious Damage
11d4+1 (3)1d6+2 (5)1d10+2 (7)
21d6+2 (5)1d8+3 (7)2d6+3 (10)
31d8+2 (6)2d6+3 (10)2d8+4 (13)
41d10+2 (7)2d8+3 (12)3d6+5 (16)
51d10+3 (8)2d10+3 (14)3d8+5 (19)
62d6+3 (10)3d6+4 (17)4d6+6 (20)
72d6+4 (11)3d8+4 (18)4d8+6 (24)
82d8+4 (13)3d10+4 (20)5d6+7 (27)
92d10+4 (15)4d6+5 (19)5d8+7 (31)
103d6+5 (16)4d8+5 (23)6d8+8 (35)



The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.

A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.

DM Notes

For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.

Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for the travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.

Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"

Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.

Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.

After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.

This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.


  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.

Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.

As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.

At the end of the hallway, they find the black door, which is unlocked.


Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.

The Library

As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.

DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery

In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.

The Mirror Chamber

In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.

Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.

The Dining Hall

The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.

The Hospital Room

Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.

The Bathroom

A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.

If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.

The Greenhouse

The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.

Monster encounter, balance for your party:

Level RangeMonster
1-3Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10Corpse Flower (MToF 127)
Tree Blight (CoS 230)

To make things more diffcult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.

The Dollmaker’s Studio

This encounter is crafted to be a psychological challenge, focusing on engaging the players' imaginations more than offering a physical fight or puzzle. Let the players' minds race, watching as their paranoia intensifies, thereby adding depth and tension to the gameplay.

The Dollmaker's Studio is a cluttered space, filled with shelves of dolls ranging from eerily lifelike to grotesquely misshapen. A workbench sits at the center, covered with doll parts, spools of thread, and oversized needles that appear too large for regular doll-making. The air in the studio is thick with the scent of varnish and aged fabric. As the party navigate the room, there's an unnerving feeling that the glass eyes of the dolls are tracking your movements.

At a key moment, make it known that one of the dolls bears a striking resemblance to a member of the party. As the exploration continues, the group will find more dolls that resemble other party members. For an extra twist of unease, consider choosing a player that doesn't have a doll counterpart, introducing an intriguing element to the scenario.

The Bar

The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.

If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.

#NameLiquid DescriptionEffect Description
1Reckless FuryA swirling red potion with fiery sparks.[Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2Luck be a lady tonightA two-layered liquid, gold over silver.Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3Unstable TeleportA misty, shifting blue and gray potion.Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4Size ShiftA violet fluid with bubbles.Changes creature size from Medium to Small. No effect on Small creatures.
5Spell RejuvenationA glowing, pulsating emerald drink.[Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6Speed SurgeA quicksilver potion with streaks of lightning.Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7Painful RetaliationA dark crimson liquid with a thorny vine motif.As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8Statue DefenseA solid gray potion with flecks of stone.As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9Charge of the BullA red potion with a swirling vortex.Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10Clumsy MightA creamy potion with bubbles.Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues

The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.

You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil

Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)

14 (+2)11 (+0)13 (+1)1 (-5)3 (-4)1 (-5)
Damage Immunities :: poison, psychic
Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses :: Blindsight 60 ft.
Languages :: None

Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.


Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.

Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.

At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.

Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options

Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.

DM Notes

HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil


Speed :: 30 ft

1-312 (+1)14 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
4-614 (+2)16 (+3)15 (+2)12 (+1)14 (+2)10 (+0)
7-1016 (+3)18 (+4)17 (+3)14 (+2)16 (+3)10 (+0)
Condition Immunities :: frightened, charmed
Damage Resistances :: fire, acid, poison, necrotic
Senses :: darkvision 60 ft.
Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects.


I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.


Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.

APLto hit bonusdamage

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.


The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.

She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil


Speed :: 50 ft

1-312 (+1)14 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
4-614 (+2)16 (+3)15 (+2)12 (+1)14 (+2)10 (+0)
7-1016 (+3)18 (+4)17 (+3)14 (+2)16 (+3)10 (+0)
Condition Immunities :: frightened, charmed
Damage Resistances :: necrotic, piercing, bludgeoning, slashing
Senses :: darkvision 60 ft.
Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature.
Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims.
Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.


Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.


Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.

APLto hit bonusdamagebleed from claws

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.

Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.

Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.

DM Notes

Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:

As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...

[Note, I had to cut the descriptions of rooms on the way back to fit into char limit.]


As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.

You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.


Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.

You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.

12:33 UTC


Story dilemma: should I change the premise or should I stick with it?

Hello! I need some advice on what to do with my adventure.

A quick brief: this is a starter adventure for my RPG (Questguard, similar style to D&D) that aims to teach both GM's and players how to play the game, and tell a short story about vampires, gray morals, and the price of immortality.

It begins with the players being paid to escort a priest to another town, with the premise that the other priest went missing, so the temple now has no priest for the people.

Here are my problems with the premise, from a story standpoint:

  • The roads are dangerous (priest expects the usual bandits, goblins, etc), and the players should not hesitate to fight (to learn the basics of combat). The priest would probably be against human bloodshed, so their interests would clash.
  • The priest has barely any magical abilities and he is an old guy. I don't want him to be a go-to spellcaster or powerful figure, because I don't want the GM to play a powerful spellcaster, and I don't want players to rely on him too much. That's a problem because some of the players might have religious magical powers stronger than the priest, which would make us question why this priest even is important enough to need escorting that's being paid for.
  • Religion plays a role in the story, since we have vampires. It fits the theme. So does the priest. However, my game Questguard is religion-agnostic. There is no lore for religion and I deliberately want to avoid it, because I want it to be free for the GM and interpretation. With this story, I feel forced to develop lore for the temple, the religion, etc... which I could do, but that would make things more complex for the GM.

The rest of the story goes pretty smooth - there will be other characters, villains, etc that all tie together nicely. The starting priest is just a catalyst for the story.

Now, I have thought of 3 options to address this, and I need your help deciding which to go for.

Option A: Double down on the current idea

Accept the fact that there are "plot holes" in the story's beginning and also not detail the religion very much. Accept that players will notice some parts were rigged for ease of gameplay and understanding. Immersion is important though, so I should look for alternative ways to fill these holes or give reasons for why things are like this.

Option B: Fix the priest and religion

Change the priest to have stronger powers, change his ways to be more accepting of bloodshed for some reason and develop actual lore for the religion. Perhaps find a different profession for him that is tied to religion.

The pro is:

  • The theme would remain fitting with the rest of the story and the vibe stays there.

There are several cons:

  • I can't think of good reasons he would accept bloodshed or even request it
  • I can't think of a way to have him be more powerful without putting more strain on the DM
  • I'm hesitant to develop lore for religion - I believe that's not a great idea

Option C: Change the priest with something else

I could entirely change the priest to be something else - a politician, a spy, a merchant, etc.

The pro is:

  • Eliminates some plot holes and can make the story more believable
  • Eliminates religion from the story entirely and makes it optional, to the GM's discretion

There is one big con:

  • Eliminates some cool story elements and implications of the story. I think you can imagine how much depth, foreshadowing, theme fit and cool story elements would be lost if I change the priest to a non-religious figure. It's simply more interesting to have a priest do all of these things, in my opinion. I could later on introduce a different priest that does the same job as the initial character idea, but it's just not as good.

Which option would you pick? A, B, C or something else? Do let me know, I really like the story but the beginning is turning out really difficulty to make believable!

00:19 UTC


More Free Adventures!

Hello everyone,

A long time ago (last year sometime) I told everyone on this subreddit about some free adventures that I wrote (about 4) and put on DriveThruRPG just for fun. Well, I've written two more! Here's my writers page down below, feel free to go and download the adventures on there! (And if you have any notes it'd be much appreciated) ((Also if you use any of these adventures in your personal campaigns, I'd love to hear about it!))

Author's Page so you can get all the content:


Cut of the Profits Link:


Cut of the Profits- Takes place in the Fantasy 1920s esque gangster city of "New Diana". Your party is part of an elite crew that helps with the "balance" of the gang wars. A vampire gang has been getting ahead financially of the other gangs and it's up to your party to find out the terrible reason why... (Would be a good fit in a New Capenna or Ravnica themed campaign from Magic the Gathering stuff)

Dreaded Ruins of Mabala Link:


Dreaded Ruins of Mabala- Explore the ruins of Mabala, an ancient city with a top level dungeon and a bottom level dungeon. Solve puzzles, traps and fight all sorts of monsters. Challenge modifiers are available and features the possibly campaign spanning villain of Mama Gruga. Based on a small location description from Tomb of Annihilation, would be a good use in any Jungle themed campaign.

My game is also out! But, each adventure has a 5e version.

Thank you,

05:54 UTC


Creating a Solo Adventure in the realms

Greetings Writers!

I'm going through the initial stages of developing a loose campaign premise for a solo adventure and would love a little insightful help in building a framework for the campaign.

Things I know:

  • PC wants to play a Samurai Fighter Hobgoblin.
  • I want the campaign to be around and influenced by Thay.
  • I want to introduce a magic item that contains the stored consciousness of a pre-Netherese civilization.
  • This magic item will contain an entire civilizations consciousness, able to manifest singular instances of consciousness in some way.
  • I would like for the campaign to progress along the idea of restoring and redeeming the condemned ancient society.

My conceit is this:

PC starts as a member of a lesser noble house in the outskirts of Thay. PC is part of the Noble's house gaurd.

PC is ordered to escort an archaeological endeavor as they travel to a dig site, the (crash) landing area of a fallen Netherese city. The city has been picked clean of Netherese relics over the years but expeditions are still made in the vain hope of uncovering something.

The Red-Wizard apprentice leading the expedition has deduced that the Netherese city crashed into the ruins of a lost civilization that pre dates the Netherese empire. The apprentice wizard has discovered a few Netherese academic documents that lead her to infer the crash site location is not a coincidence. She is relentlessly ambitious and circumvents her master's instructions in order to secure access to the ruins, trying to uncover what the Netherese city was doing there.

From here I have developed some questions and have tenative answers:

"What might the Netherese be searching for?" My answer is that the lost civilization was researching a way to secure immortality. The Netherese might share the desire for immortality and were investigating how they could best replicate the results.

"How would the ancient society approach the idea of immortality for all?" I think they would be attempting to experiment with artificial life, by focusing their research into becoming living mechanical beings in the plane of Mechanus. I believe they had some significant success before they were condemned.

During this research they succeed to the point of offending Primus who forbids their further meddling.

The ancient civilization ignores Primus's prohibitions. Primus sends forces to physically prevent them from continuing their research and experiments but Primus's forces are defeated. The civilization retaliates by attempting to kill Primus but fail. In retribution for the failed assassination attempt Primus uses the civilization's technology against them, stripping away their souls and condensing their collective consciousness into a single magic item. This imprisonment causes suffering for the whole society as they are locked away for millennia in agony. The severity and length of the suffering draws the attention of Ilmater, who cannot actively counteract the actions of Primus directly but he creates a way for them to end their suffering.

That's where I've developed to so far. I am only casually aware of Forgotten Realms lore so I'm sure there are people who have a much better understanding than I do who can help make it more consistent with established canon.

I like the number of complications that can arise from this setup:

  1. Thayans would see several ways this could be exploited for personal gain.
  2. The condemned society could present itself in a fairly parasitic manner, taking over hosts and using them to live again. Creating moral ambiguity as to whether the Player is helping to do good.
  3. The Netherese could have some dormant machinations that would begin to recreate their own society using the research the condemned society began.
  4. This situation might catch the attention of a powerful devil, who sees an opportunity to grab control of all those stagnant souls for personal gain.

Here are some questions I could use your help to answer:

What should the magic item be? A hat, a mask, a helmet? The magic item should allow the consciousness of the civilization to take over a body and manifest itself as a single personality.

Are there any places on the Thayan outskirts already established in canon where this would fit?

Are there any named Netherese cities already canon that might fit the scenario?

Are there any ancient civilizations already canon that might fit for the condemned society?

What things might a Thayan look to do with the magic item? The immortality research?

What avenue does Ilmater create to end their suffering?

What way(s) might there be to restore the society? My initial inclination is to have some sort of forge that can create a massive number of mortal/mechanical bodies that could receive the souls.?

If you've read this far thank you.

I appreciate any thoughts and insights you might have in making this a deeper and consistent experience.

13:07 UTC


I need help for a one shot

So I'm making a one shot where my character are going to a music festival in a city of bards now I have found the best Spotify playlis ever called beddle and bardcore and I won't to use the music though the sessions and I'm try to think for fun medievil name for the musicians so 50 cent would be 50 silver for instance any surrgestions for fun name would be greatly appreciated and I will follow up on how the session goes :-)

12:49 UTC


The Circle of Swords - Neverwinter Wood Encounter/POI

I am looking for feedback of all kinds on the following idea! Encounter quality or complications, written quality, format, useability, etcetera! Is it overly prescriptive? Too wordy? Should the druid always accompany the party to cast the spell? I am only beginning to dabble in creating my own encounters, so I am happy for any feedback. This is intended to be an “elaborated encounter” or point of interest for adventuring parties exploring the Neverwinter Wood. The party may either stumble upon this locale or be led here by druidic messages that point them toward the circle.

The Circle of Swords

Protectors of the Neverwinter Wood, the Circle of Swords drives destructive humanoids like hobgoblins, bugbears, and their kin from the wood while also safeguarding it against exploitation at the hands of civilized folk and protecting the wood's ancient ruins and sacred sites from looters. The circle's members occasionally gather here to discuss the state of the wood and perform various rites and rituals.

A band of sprites recently arrived, seeking refuge and aid from the circle. A lone druid named Aspleno is tending to the wounded within the Burrow.

The dense trees and brush of the Neverwinter Wood begin to thin as the forest floor gently slopes up toward a moss-covered knoll with a deep green thicket of elms and oaks. In this relative clearing, you notice a series of evenly spaced boulders that form a wide ring around the knoll.

Eight unhewn boulders, weighing roughly 400 pounds, lay surrounding the Thicket. On closer inspection, the boulders each bear an earthen red mark of different animal prints. A DC 15 Intelligence (Nature) reveals the kind of animal the specific stone's print belongs to and the substance used to make the mark (a mixture of alder bark and berries). The animal prints include a badger, bat, bear, eagle, elk, fox, frog, and squirrel.

Four invisible sprites keep watch from the cover of the Thicket. If anyone unknown to the sprites passes beyond the stone circle, they use their shortbows to harry the trespassers and hopefully scare them off (remaining in three-quarters cover). If the trespassers persist and reach the copse atop the hill, the sprites attempt to hide after turning invisible and observe the trespassers or flee into the burrow.

Sprite Scouts
The players may attempt to parley with the sprites. The sprites distrust big folk and would prefer to drive strangers away. However, clever players presenting themselves as friends to the fey or the forest may persuade the sprites to call upon “the Druid” and allow the party to pass unharried to the thicket.
The sprites are named Featherbottom, Moonshadow, Willowbreeze, and Dewdrop.


If the party enters into the thicket of elms and oaks, read the following:

Passing into the midst of the thicket, you stumble upon a massive oak stump cut a couple of feet above the ground; its knobby roots extend in all directions into the earth of the knoll. Engraved upon the stump’s smooth, darkly lacquered surface is a ring of swords with the blades facing outwards.

This ancient oak grew tall and stout near the forest's center for millennia before a band of goblins cut it down, believing it to be an anchor tying the wood to the Feywild. Enraged woods folk struck out together to enact vengeance against the band. Afterward, they formed the Circle of Swords here to cut down destructive forces in the woods whenever they arise. A character who studies the engraving recognizes the symbol's significance with a DC 15 Intelligence (History) check.

A tiny hole large enough for small creatures to squeeze into is tucked beneath one of the stump’s roots. This tunnel winds steeply down into the Burrow. A character who succeeds on a DC 15 Wisdom (Perception) check spots this hidden entrance. Any character who pauses and listens at the hole hears a hushed exchange of voices discussing the characters' intentions and whether the wounded need to be evacuated.

If the party passes time in discussion or rests above the hole, an invisible sprite will attempt to stealthily use Heart Sight to learn the disposition and alignment of one of the characters. If the sprite succeeds and the character has any good alignment, it reveals itself and tells the party that she will fetch “the druid.” If the sprite succeeds and the character has any evil alignment, the sprite enters the burrow and initiates an evacuation from the Burrow through a separate tunnel. Otherwise, the sprite continues to observe in secret.


Dug beneath the hill amongst the roots of the ancient oak’s stump, a sizeable burrow serves as a secret refuge for the circle’s druids and currently shelters a small band of sprites.

The tiny tunnel narrowly winds its way over and around thick roots before opening up into a burrow the size of a small room, just tall enough for the average humanoid to stand. Dim candles burn on small alcoves laden with herbs, seeds, and mushrooms. Besides this tunnel, two other tunnels lead out of the burrow on opposite sides.

If he has not left to confront the party or evacuate the sprites, Aspleno is working methodically to rebind the minute but serious wounds of several sprites with leaves and stems. He sometimes dabs a finger into a stone mortar and pestle to apply an herbal paste to tiny cuts and bruises. The other sprites rest and watch all that transpires.

Aspleno the Druid. Aspleno is a drow druid long ago drawn to the surface by Eilistraee, the drow goddess of beauty, dance, freedom, and moonlight. He speaks eloquently but gently. Stark white hair frames his dark and once sharply handsome features that show the weathering of many years. He is wrapped in a deep green traveling cloak and wears Boots of Elvenkind. Aspleno uses Wild Shape to leave the burrow when needed, taking the form of a pale red fox.

If the party encounters Aspleno on good terms, he shares the details of the sprites’ plight. The sprites have fled their home in a young but wise elm tree several miles away. The druids of the Circle of Swords believe the tree is ripe for awakening and have been tending to it often. However, the tree seems to have soured and spawned malevolent blights that set upon the sprites. He does not know why.

Quest: Cleanse the Tree. If the characters express concern or interest in their plight, Aspleno asks for assistance restoring the sprites’ home and cleansing the tree. If a druid or ranger is in the party, he presents them with a scroll of commune with nature, instructing them to reach the tree and cast the spell to see if they can understand why it has soured and correct it. He warns them that the spell takes time to cast and that the tree might see this action as hostile. He will stay behind to tend to and defend the sprites but asks the sprite Featherbottom to lead the party there. If there is no druid or ranger capable of casting the spell, Apleno sees that he must leave the sprites in the care of Featherbottom instead so he may cast the spell. Aspleno knows the way to the elm tree.

Granite Grove

Led by Aspleno or Featherbottom for a couple of hours, the party makes its way to what they call the Granite Grove:

Following terrain that slowly sinks between two steep hillsides, you see that it continues towards two branching ravines. Upon all sides the hills become barren, rocky cliffs and large granite boulders fallen from their faces litter the forest floor around you. Near the center of these branching paths stands a particularly tall and branching elm. The forest is uncomfortably still.

If accompanied by Featherbottom, she stops as she catches sight of the tree and refuses to pass further. Before the party continues, Featherbottom tells the party to cut down the tree. She believes the druids are foolish to think the tree can be corrected, and Aspleno has placed the party in grave danger by asking them to attempt it. Still, its foul influence must be ended.

If accompanied by Aspleno, he walks cautiously towards the tree before placing a hand firmly against its trunk. If the party is prepared, he unrolls the scroll and casts the spell.

Four twig blights and two vine blights hide motionless behind boulders and amongst the brush surrounding the tree. They remain motionless and hidden until hostile action is taken against the elm tree. Using the spell of commune with nature takes 1 minute to cast and does not initially trigger the blights to act. After 30 seconds of casting, the tree becomes unsettled, and the blights attempt to stop the caster by breaking their concentration over the remaining 30 seconds (5 rounds). The blights will try to focus on the caster or characters targeting the tree.

In every round of combat, until the elm tree is cleansed or killed, another 1d4 twig blights enter the fray. On a 1, a needle blight appears along with the one twig blight.

Killing the Tree. The elm tree has 100hp, is vulnerable to fire, and is resistant to bludgeoning and piercing damage. If the tree is reduced to 50 hp, the maximum number of twig blights that join each round is 2. If the tree is reduced to 0 hp, all blights become inanimate and slowly wither.
If the party decides to kill the tree while Aspleno is there, he stops casting the spell and turns to fight off blights. He will not target the tree.

Casting the Spell. Commune with nature takes one minute to cast. While casting, the caster must spend their action each turn casting the spell, and they must maintain their concentration while they do so. A caster that loses concentration may attempt to recast the spell. If Aspleno is the caster, he will always reattempt the spell.

If the spell is cast successfully, the caster’s mind instantly connects with the surrounding nature and the elm tree. The tree does not speak, but its presence as a nascent intelligence is evident. A cloud of doubt and despair has disturbed its unconscious slumber. Through the determined pursuit of the caster and their communion, the cloud is cleared, and the tree may be coaxed back onto the path toward awakening. This is experienced by the caster or relayed by Aspleno afterward. As soon as this transpires, the remaining blights stiffen and become inanimate.

Opportunities for Adventure Hooks
Expanding on the cloud that troubles the elm tree may easily be adapted to hint towards upcoming adventures or tie into the current one. If the casting character has enough context to ask for helpful information about the surrounding land (as described by the commune with nature spell), allow them to do so. If not, provide information that will clue them in.
In my campaign, this cloud betrays the influence of the Shadowfell, and that influence leads along one of the branching ravine paths toward its source.

Once the elm tree is cleansed or killed, the stillness of the grove is interrupted by a slight breeze, and the natural sounds of the forest begin to return to the forest. Aspleno or Featherbottom thank the party for their troubles. They plan to return to the Circle of Swords and promise the party a safe rest if they wish to return as well. The sprites leave the burrow to find a new home once they have all recovered from their wounds.

If the elm tree is saved, it turns into a treant a ten-day later. It will always remember their intervention on its behalf and could prove a helpful friend in the wood. Featherbottom will likely tag along with the treant as it roams the wood.

If the elm tree is neither killed nor corrected, its foul influence spreads, and blights infect a greater part of Neverwinter Wood.

04:30 UTC


The Cat Burglars: A Side Quest for Level 5 Adventurers!

A run of robberies has left the local town guards scratching their heads - the thieves have left no evidence of their crimes, and no trace of their break-ins. Without any leads and no clues to follow, they turn to mercenaries to get the job done: Anyone who can apprehend the thieves will be paid handsomely for their efforts. Unfortunately for your adventures, the perpetrators of these thefts aren’t just your average burglars.

This side quest is part of the Quick Quest series that I do for my YouTube channel, the Bard’s College. If you’d prefer to watch rather than read, you can find the video here. It’s designed for a party of 4 level 5 adventurers, but it can be easily scaled up or down for parties of various sizes and levels. It can be run in your own game as-is or used as inspiration for your own adventures - whatever works best for you! I used this quest in one of my own campaigns, but I’ve made a couple of tweaks now that I’ve seen how it actually played out at the table. Without further ado, let’s get started.

The Set-Up

This quest can take place in any moderately sized city, so long as it has a pretty robust market. I’d recommend choosing or designing a city that economically isn’t doing so great - while a few bigwigs profit, most folks are left struggling to make ends meet, if they can afford to have a roof over their heads at all. The town guard is usually stretched thin trying to keep order in a city that’s constantly on edge, and oftentimes robberies like these will fall through the cracks or be given to guards that are ill-equipped to solve the crime.

This is a great quest to have on a job board or offered as a bounty, the kind of adventure you can slot into any city if you need some extra time to prep for the overall story or if your players are just looking to make a little cash. When I ran it, I had it given to them by a smuggling group that they’d been working with - I flavored it as the thieves had stolen some of the goods their fences were trying to sell, and had unknowingly interfered with the guild’s business. Consider enticing them not just with gold, but with getting to keep something the thieves have stolen if they can apprehend them: Maybe a +1 dagger or a rare gem.

Before they embark, the party should be given a bit of background information. In the past week, three stores have been hit by thieves, each losing some expensive merchandise to the perpetrators. In truth, it doesn’t matter what sorts of shops have been robbed, so if you have an NPC you’ve been dying to use or a shop that you already wanted your players to visit, this is a good way to integrate them into the story. While none of the owners know each other, there are a few things in common with the thefts. Each owner believes they were robbed in blind daylight, as they’d seen the items that morning and learned they’d been taken at closing. There was no sign of breaking and entering, but each stolen item had been on display - not locked behind a case or in a chest. While they each had customers on the day of the theft, they’re confident they didn’t miss any people who came in, and interacted with everyone who was shopping. Other than that, they don’t have much to go on. Hence, where your players step in.

Your party will be tasked with apprehending the thieves, and recovering the stolen goods as proof. If they take on the task of finding these burglars, then you’ve got a quest on your hands!


Once they’ve accepted the quest, they can begin their investigation. The players will need to find clues as to who’s robbing these stores, and how. When designing this side quest, I tried to leave it as open-ended as possible, so I could better adapt to whatever strategies the players employed. Your party might want to watch the streets for anything shady, interrogate the shopkeepers, or look for strange footprints in each shop. Whatever they choose to do, you can let them make the appropriate roll for it - maybe an insight check to see if a shopkeep is hiding anything, or a perception check to look for any strange individuals hanging about - and on a success, give them one of a number of clues that will help them solve the mystery. I think a good DC for this is 14.

Some potential clues are: Footprints by the scene of the crime - but not human, instead, small paw prints; they might find that on the stand where one of the stolen items was kept, there are tiny claw marks - and with a successful nature check would reveal them to be feline; if they’re keeping a watchful eye on the streets, they may pick up on an odd number of stray cats hanging around; and if they’re interrogating shop keepers, they’ll have picked up on the fact that there are lots of strays hanging around the market, as well.

Once they’ve gathered some clues, they should end up at the same conclusion: These burglars don’t appear to be people at all, but cats. Or at least, they’re working with cats? Once the players make that connection, they’ll probably start searching the market for any stray cat they can find. Investigation, perception and survival are all probably applicable checks to make. Just in case they need a little extra push though, passive perception can be your friend here: You can always let the player with the highest score notice a stray cat nearby, acting weird. They watch as it stares intently at a storefront window, not flinching or moving as people pass.

At this point, the quest can branch off in a few different directions, based on how your players want to handle the situation. There’s no way to possibly prepare for every single outcome, so instead, here’s how you can handle a few of their most likely choices. Even if they go with a completely different option, these paths will provide you with a framework for how to build out the rest of the quest, and how to decide what happens next.

The Chase

The main thing you need to know is that this stray is no cat at all, but a druid in disguise. And they’re not alone. If confronted, they’ll do whatever they can to get back to their hideout.

If your players decide to approach the cat, it’ll run away if it notices them. Cats normally have a passive perception of 13, but this cat’s is actually 14, using the druid stat block in the monster manual. If the players don’t sneak up on it, it’ll see them coming and take off for a nearby alleyway. If the players successfully stealth up to them, then you can give them a chance to grab the cat while it’s none the wiser. Probably an athletics check vs an acrobatics check to grapple it.

Even if they don’t sneak up on the druid successfully, that doesn’t mean they won’t still have a chance to catch it! Maybe they can outrun it, or one of the players has a spell like Entangle they could use to trap it. Maybe they’ll try to misty step into its path and snatch it before it can escape. If they go this route, give the players a chance to use their abilities, make some checks and catch the cat if they can. The last thing you want to do is make them feel like it was inevitable the cat would escape.

If they do catch the stray, it won't want to be held hostage for too long. Whether they decide to bring it somewhere for questioning, or straight back to the guards, the moment they find themselves alone with the party, the cat will transform. They’ll reveal themselves to be a druid named Hank, a younger human man with greasy black hair, tattered clothes and a few missing teeth.

Hank’s motivations are simple: He steals for money, and cares above all else about his own self preservation. Hank will under no circumstances want to go to the guards - if the party tries to take him there, he’ll do whatever he can to escape, including casting spells like Lonstrider and Thunderwave. But if the party tries to negotiate with him, he’ll gladly sell out his friends for his own freedom - or if the option presents itself, try and trick the party into bringing him to the hideout.

The druid’s hideout is just outside the market, and Hank will tell the party that there are eight other powerful druids waiting for him back there. In truth, there’s only four, and a simple DC 12 insight check - or if you prefer, against his +0 deception - will root out the lie. He’ll offer to tell them exactly where the hideout is if they agree to let him go. Better yet, he’ll even take them there.

The Hideout

If the party decide not to trust Hank and instead take him to the guards, the guards might be willing to take them on their word - but remember, the stolen goods are what they need as proof. Otherwise, how do they know the party hasn't just grabbed some poor sucker and brought him in? With or without Hank, they’ll need to get to that hideout: if Hank is in custody, they can search the market for more clues to help point them in the right direction. If they decide to take Hank up on his offer, he’ll lead them right to it. And if they failed to catch Hank earlier at all, or instead simply followed him sneakily rather than trying to grab him, they’ll also end up there, too. All roads lead to the hideout.

The hideout is an old abandoned building at the end of an alleyway. The windows and door are boarded up, and the alley itself is littered with garbage and old boxes. Those with high passive perception, however, will note that a few of the boxes lead up to one of the boarded windows, where a small hole in the wood would allow anyone small enough access inside - like a cat.

If the party arrives here with Hank, he’ll try to make his leave. If it becomes apparent the party isn’t going to honor the deal, instead he’ll try to get inside, maybe using a spell before transforming into a cat to get up to the hole. How your players handle Hank at this point is up to them, but if things come to blows later on, just remember to adjust the number of druids based on whether or not Hank is still with them. They might also try to take Hank inside to speak with his friends - unless the party has been very antagonistic to him, Hank will agree, because remember, he wants to get back to his friends and find strength in numbers if he can.

Inside the building, the druids have made their home here. But this is not an impressive place. The entire room smells like wet fur and stale ale. It’s messy, with tattered rags and broken boxes littering the floor. There are a couple of matted old bed rolls laid out, but they don’t look particularly comfortable to sleep in. Depending on how gritty your game is, you might even have some illicit substances lying around the place.

Living here are four more druids, and if Hank escaped after your players caught him, then all of these druids will be immediately hostile. Similarly, if the players go in guns blazing - they blast the window open, for example - that will cause the druids to attack. But if the players go in calmly, or have Hank with them and he’s being cooperative, this doesn’t have to come to blows.

These druids clearly aren’t living in luxury. Most of their profits are going to food, booze and whatever other small pleasures they can spend it on. The items they’ve stolen certainly aren’t going to be worth their lives. If the players do engage with them in discussion, the druids could likely be persuaded with coin, or threatened into giving up their thieving ways. They should have at least one or two of the stolen items in their possession - potentially as a reward for the players, or at the very least, proof they can bring to the town guards.

If the players are set on turning them in for the reward, however, they’re going to have to fight, because these druids don’t want to go to jail. For level 5 adventurers, four or five druids should be a decent battle, but not overly difficult. For a bigger challenge, you can choose a creature other than cats that some of them can Wildshape into - maybe a wolf, for example. That’ll give them extra hit points and help them attack the party in various ways besides just their spells. If you’re running this for more than four players or at a higher level, you can always add another druid, or take one away if your players are under-leveled or fewer in number.

One last thing to consider is that while these druids don’t want to be arrested, it's definitely better than dying. If one or two are killed in combat, the rest will most likely surrender or flee. It’s up to you to decide how battle-hardened you want to make these druid druggies, and of course it’ll be a stiffer test of combat if they fight to the death. But keep in mind that not every battle has to come to that.

In Conclusion

Whether the situation is resolved peacefully or by force, the legend of the cat burglars will come to an end. The players can receive their reward if they turn in the druids, and even if they let the robbers go free, the items they stole could prove enough of a reward. If the party did convince them to stop stealing, you might want to roll to see how well they druids keep their promise - it could be a good callback in the future if your players ever return to town. But if the druids are dead or in jail, probably best to leave them be. You don’t want the players to feel like they wasted their time if they come back to town and the thieves are still somehow running amok. With that, your players can return to their adventures a little richer, and perhaps a bit warier of any pets they come across.

Whether or not you use this quest in your own game, I hope you can find some inspiration for the adventures you bring to your own table. Leaving where you hide quest clues open-ended is a tip that can apply to all kinds of adventures, and remembering that no matter where your players guide you, you can always lead them back to the content you have prepared with a little bit of behind-the-scenes maneuvering and keeping your NPC’s true to their motivations.

If you do run this quest, let me know how it went in the comments! If you want to see more adventures like this, or are interested in other content about DMing, check out the Bard’s College! I always appreciate the support! But thank you so much for reading, and good luck in your own games!

22:54 UTC


Writers, I need help!

Good day Adventure Writers.

I thought I was prepared! Made a campaign and world setting to see my play-by-post bring so many unique ideas to the table. Knowing the adventure is active, I am looking for help from folks interested in collaborative writing on an adventure.

As factions are needed or quests for a storyarc needs whipped up, work together to getting the story out to see the content come to life before your eyes. If this interests you, please reach out in DM.

Thank you.

00:13 UTC


Advent's Amazing Advice: The Delian Tomb, A Beginner One-Shot fully prepped and ready to go!

Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible!

The results are in and I'm excited to announce that Nyx and Alanna (AJ) are the 1st and 2nd place winners of Advent's One-Shot Challenge! The goal was simple, to find people who could prep in a style similar to mine so that I could work with them and expand Advent's Amazing Advice! I was blown away with the results and I'm proud to show you what they've come up with!

The Delian Tomb is a Level 1 Introductory One-Shot based on Matt Colville's first episode of his Running the Game series on YouTube.

This adventure begins in the backwaters of a small kingdom, it's a quiet place...most of the time. Recently, there has been an influx of goblins in the region and some of the foul creatures have even begun attacking the farms in the outskirts of the village. Your players are all friends, just traveling through, in search of adventure. It isn't long before they find themselves mixed up in the business of Goblins and pursuing a kidnapped child into the depths of a long-forgotten tomb. This is their opportunity to prove themselves, and to rescue someone in need...if they can survive the perils of The Delian Tomb!

Below you'll find the winner's notes updated by me with all the tweaks and formatting you've come to know and love.

Without further ado:

Included in The AAA Collection is:

  • A Word document with all my notes, including links to music tracks for ambiance and fights
  • Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and a spot to mark HP
  • Spellsheet Handout for the Goblin Shaman
  • Custom Maps (Credits: u/sladank, uchideshi34 (Jon), grant1derlin, CragtheLAD)


Other One Shots, Adventures, and Campaigns:

It was such a fantastic experience working with others on this! You'll see plenty more of Nyx and Alanna in the future!

As always, if you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early feel free to check out my Patreon!


21:14 UTC


New BECMI Adventure

Murder! There's been a murder in the graveyard! And who is digging up graves in the old section? The Vicar of Feylost needs your help...

A Grave Matter is an adventure written for four to six 1st level BECMI characters. It's the first adventure in the Feylost Campaign, in which the PCs (hopefully) thwart the necromancer Sha'etem in his quest for immortality in the Sphere of Entropy.

You can find a preview and get it at


I write for BECMI/OSR because I like longer campaigns, where player characters need to think carefully and play well or face the prospect of death. I see character interactions with the imagined environment as a key facet that encourages strong engagement. The Feylost Campaign has its fair share of combat, but foolish play is as likely to kill the player characters as a foe wielding a sword. A Grave Matter introduces this with some combat encounters and many role-playing opportunities. Things get deadlier fast in the following adventures!

17:56 UTC


First Adventure as DM: Groundhog day

I´m new being a DM and I wanted to make my first homemade adventure for my adventurers so I made this. I don´t know if it is good or bad or easy or difficult, any suggestion is welcome.


It´s a story based on the movie groundhog day, with a wizard, a demon and a lot of fun....i think, at least your opinion is the important thing.

If you like it it´s all yours.Thanks in forehand.

21:33 UTC


The Curse of Corvus Farm v2 - Free 5e adventure for 3rd level characters


Hi all,

I recently released my first DnD homebrew adventure with VTT maps + physical printable maps included. I got a lot of feedback on discord and other subreddits and have updated a lot of the content.

I've also moved it from "Pay what you want" to fully free. Please note I'm still looking for someone

The Curse of Corvus Farm is a whimsical adventure with a mixture of exploration, combat, and roleplaying. My aim for this adventure was to make something you could pick up and play with minimal / no prep, and suitable for both new and old DM's.

Please provide any feedback you have from reading through as well as playing the adventure, and if you are interested in providing art for the adventure, please reach out.

10:12 UTC


Published the first official adventure module for SAKE (Sorcerers, Adventures, Kings, and Economics)

Crime Districts of Irongate began as a world-building project during the #dungeon23│#city23 initiative for the Kaliland area in the SAKE homeworld - Asteanic World. However, I fell off the wagon in the spring, restarted several times, but eventually focused all my energy on releasing the SAKE Basic Rules book. After that, I revisited the material, and now the adventure module is ready and available for download on DriveThru RPG and Itch.io.

DriveThru RPG: https://www.drivethrurpg.com/product/468117/Crime-Districts-of-Irongate

Itch.io: https://rainer-kaasik-aaslav.itch.io/crime-districts-of-irongate

Crime Districts of Irongate is a dungeon crawl in the form of a city district. During the dungeon crawl, PCs clear out the criminal gangs of the Irongate city and reclaim their ancestral forge-villa, which has fallen into the hands of the Iron Runners gang, using it as their headquarters.

The Crime Districts of Irongate is an open-world-style dungeon. The player interactions with the dungeon will vary uniquely at each table. Players can opt for full-on violence or take a more diplomatic approach by trying to make friends with the district’s inhabitants. Or go totally different route, and using Domain rules, build their own domain in Crime Districts.

Starting now, I will solely focus on the success of the SAKE Full Edition’s Kickstarter campaign. The campaign launch is planned for the end of March or the start of April.

Link to pre-launch page: https://www.kickstarter.com/projects/1710384861/sake-sorcerers-adventures-kings-and-economics-rulebook

Best Wishes!

Rainer Kaasik-Aaslav

22:35 UTC


Non-combat encounters while travelling

Hey there fellas. I'm currently in the early stages of preparing a hexcrawl campaign, where I'd like exploration/travel to take a larger role than usual. In particular, I'd like to have encounters while traveling that aren't just "roll on this table to see what monsters they fight". Could you fellas give me some ideas for fun non-combat encounters and challenges I could throw at my players during travel?

18:05 UTC


First time dming

So, little backstory my husband loves dnd and he never plays because he is a DM. I'm trying to set up a campaign for him so he can play. I'm looking to get tips and ideas to make it interesting for him, he has already made a character and its background and he has informed me that I just need to work his backstory into whatever story I want. Also its a one on one, so I do know I have to make other characters for him to interact with, I just don't understand the format when it comes to setting up a whole campaign.

1 Comment
15:42 UTC


Adventures Leagues adventures maps

I enjoy the Adventures League adventures and have had the pleasure of playing or DMing many of them. How many years ago I decided to create maps of the various adventures for my players. Now I propose them to you as well.

S08 - Waterdeep


S09 - Descent - Inglorious Redemption


10:56 UTC


Hello All!! I'm a map maker, and I want to make the maps for your adventure!

Hey there! I make DnD maps, do commissions, and am a published map maker. I've made maps for 2 different modules from Yog'du Games. Take a look at my profile and see if you like what I can do. If you want some custom maps for your adventure, I'm your guy! Whether it's paid OR unpaid, I love making maps, and want to help you with it! Message me or post stuff in the comments, and let's make something cool!

15:47 UTC


Background story for Pirate King and sea creature

Hi everyone, I hope you guys can help me here. I’m currently working on a campaign where one of the players is in cahoots with me (DM) for part of the story. I’m looking into his background where his father is a ruthless pirate king, who does everything and more of what a pirate king does.

The player ended up killing his father, but we’re looking for reasons why he did that. We both came up with ‘your mother is not your mother and your dad killed her for whatever reason’ or something but it just hasn’t clicked so far. He has to be so furious that he kills his dad and destroys the ship and himself as well.

Any ideas what we could incorporate here? Would be preferred that his mother has a connection to aquatic gods, or magic like creatures as the player is a cleric with tempest domain (we didn’t pick the sorcerer in this case). The reason he kills his dad doesn’t have to include his mom perse. But has to make him furious to do what he did, as mentioned.

I’m not DnD-knowledgeable enough to figure it all out. We don’t want to include the obvious se*ual abuse or something like that, so that’s a no-go.

Thank you so much for your ideas in advance. Much appreciated!

13:09 UTC


Rules for Heroes

Hi guys, I need your help with something.

My dnd party is a band of humans from different lands in eberron.

We got painted as Terrorists by an organisation and we had to flee and stay undercover ever since.

My dm got us some weird magic items that have the same kind of otherwordly magic not found on eberron.

Anyways: my magic item gave me a board for rules amongst our party, guidelines if you will. The Board is blank and now my character has to make some rules so the party can benefit from them.

We had to make a blood contract with 'group a' to not make any moves against them or we will die.

The rule can be like: ' Don't do anything against "group A" ' -> if something even remotely would be done by someone in our group that knows this rule against them, he/she would know that it wouldn't be beneficial for us and they get like a warning.

Sorry for bad english I would be glad if you could help me with some rules.


12:28 UTC


Temple of Containment: A homebrewed DND quest that dives into a puzzle focused dungeon.

Hello, This is the first I have pasted a full quest/dungeon so I was not sure how to actually list the quest (On google doc it is about 11 pages long). For now I will either post the images of the quest or a link to The Hombrewery.

This dungeon is one that my party will eventually get to but has not yet. As such I have not fully tested this dungeon as of yet. This is puzzle/encounter based dungeon with some damaging rooms or encounters that ends with 2 separate boss fights. My play group is 5-7 players each level 6 and it is loosely balanced that they may need 2 short rests or a long rest at most. But again I have not play tested this much. Please also be aware that I made a dungeon with about 19 separate puzzles or encounters so some are going to be more detailed or better constructed than others.

Some of these puzzles are inspired by various games I have played, or pulled from media, but most I made up. One example of a borrowed puzzle is the Flickering Candle puzzle, which is pulled from Star Wars Knights of the Old Republic (not the MMO) where you are trying to release a captive that is caught in a holding cell and if you get the puzzle wrong they get zapped to death. The Temporal Mystery is one I am very proud of and have posted on my account before when I originally came up with the idea.

This is also a slightly modified one from what I am running as this quest fits into a larger story so the ending room is slightly different. Saying that I am aware that the final boss is rather unoriginal, but I think I make up for that in having the prior boss be very unique. If that is an issue you could switch the order. When the one creature is defeat and becomes a star, don't have the star descend until the other boss is defeated. This way you could also have the knight sitting and waiting in the throne and have egg be stored safely behind the throne or in his hand.

Please feel free to use this dungeon, or if you have feedback after reading the dungeon or the encounters let me know.

Here is the link to a read version of the quest made using Homebrewery.


I am having some trouble posting the monster stat blocks so if I can't post them in the replies please check out this post, with the same name on DnD as that include the monster stat blocks.

1 Comment
15:45 UTC


The Goblins of Grim Hollow

The Goblins of Grim Hollow

There have always been Goblins in Grim Hollow. And they have always been a problem for the locals. The Grim Hollow Clan grows, causes trouble, and is then chased from the area by the local militia, only to return some time later. It's been the same cycle for decades. That is until recently. Something has changed. This time the Goblins put up a fierce defense and many locals were wounded. And so the towns have turned to Adventurers.



Story Flow There have always been Goblins in Grim Hollow. And they have always been a problem for the locals. The Grim Hollow Clan grows, causes trouble, and is then chased from the area by the local militia, only to return some time later. It's been the same cycle for decades. That is until recently. Something has changed. This time the Goblins put up a fierce defense and many locals were wounded. And so the towns have turned to Adventurers. They have turned to you.

The players witness a town meeting out in the square. The local villagers are angry. The Goblins are becoming a real problem. There are a lot of threats lobbed at the elders and magistrates. They want something done and they want it done now. The players are called upon to take up this challenge and put an end to the threat. They will be well compensated. However, once they’re neck deep in goblins they’re going to find out the problem is a bit more complicated.

There is a Nilbog in charge of the clan now, and as anyone who has dealt with one of these creatures knows, the Nilbog does not die easily. They’ll have to corner it, capture it, and take it someplace else. Why? Well, because every time it dies, the spirit possessing it simply leaps into another nearby Goblin. The only way to end it is to remove it from the area, and hopefully end it with no other Goblins in the area.

GAME OPENING AND HOOKS This adventure shouldn't be difficult to get the players into. They're low level and usually don't get too far off books this early in a campaign.

  • Just Arriving to Town: The players are traveling and arrive to town just as the Town Meeting starts up.
  • Road Ambush: The players are attacked on the road by a Goblin ambush. They'll certainly want to deal with the problem afterward.
  • Job Board: The locals have put up fliers for the job to deal withe the goblins and for the Town Meeting.


  • Forest Village: There isn't much need for an elaborate location for this adventure. A large village or small town will do nicely. It should be just big enough to have basic shops and maybe one kind of "specialty" business.


  • Mayor Figure: The adventure we will need a town leader. Call them whatever you want - Mayor, Magister, Elder, Etc... The leader should be worried about the situation, but more worried about how the locals are dealing with it. They're concerned about the Goblins, but even more concerned with their position and keeping the status-quo.
  • Town Rabble Rouser: Another figure you may want to consider is the individual who started the protest. An angry farmer or a local merchant would do nicely. Maybe someone who wants to be the next Mayor.
  • Militia Captain Seeing as how the Militia has attempted already to deal with the problem, and it didn't go so well. The players may want to find them and get some information about the Goblins before heading out.


The Goblins dance around the fire, screeching, and howling with madness and glee. A charring humanoid corpse cooks over the flames. They won a battle, took captives, and are eating man flesh! Their shaman comes forward and shakes a skull full of small stones. The others immediately quiet. "Magubliet's Chosen has led us to victory!" The Goblins cheer again. She lets them have a moment and then shakes the skull. A small vicious looking Goblin steps forward, a predatory smile on its lips. The Shaman steps aside and the others cower in reverence. "Grim Hollow prepare yourselves. I am yours and you are mine. Given to us by our god! And soon all will know our wrath!" He raises a bloody sword above his head and the Goblins burst into a frenzy tearing into the cooking meat and even into one another. There is madness here, even for goblins, and the Chose loves every moment of it.

ACT 1: Town Meeting

A local farmer came to town complaining about the Grim Hollow Goblins raiding livestock from his farm and has gathered a crowd. This is not the first raid recently. In fact, the Goblins are a long running problem, one that the towns in the area usually deal with, but something has been different this time. The raids have become really frequent, and been far more organized than those of the past. And the people are very upset. The local Militia members have been unsuccessful in dislodging the Goblins. So the towns call upon the Adventurers to help them deal with the threat.

You’ll need a “Mayor” figure, and a couple of local farmers who have been attacked recently in the crowd. The Militia Captain makes sense as well. The meeting is on the verge of becoming a riot. This makes a great opening skill challenge or two. They can make checks to see things like... Emotions on the verge of boiling over. A young man picks up a rock. Whispers in the crowd of rushing the mayor. Picking up and the general anger of the people present.

A lot of different checks can cover these type of things. The Mayor is also seeing this. Just before, or maybe just after, things go poorly; they will make an effort to hire the Adventurers to deal with the problem and offer a substantial reward for doing so. They should get some Healing Potions and at least 1 scroll of Lesser Fireball (Same size but does 2d6 Fire Damage) to help them clear out any large Goblin Groups.

ACT 2: Grim Hollow

Once they’ve accepted the job the local officials will point them in the direction of an area known as Grim Hollow. This is a large valley deep in the forest that has long been the home to the Grim Hollow Goblins. The trip there shouldn’t be overly difficult, I suggest even having a river for them to follow right to Grim Hollow. I would place it far enough away that they’ll need to camp once during the trip. This creates a great opportunity for a Random Encounter with a forest creature. Maybe a bear or some wolves.

Grim Hollow itself should reflect the residents. A dark gnarled forest with large thickets and painful briar patches. There should also be Goblin made border markers and warning totems covered in blood, animal skulls, and even some humanoid remains. The ground is rocky and uneven bordering on it being Difficult Terrain rules wise. There should be ample cover for small creatures as well. Large fallen tree trunks and tumbled boulders are common. There even may be some old ruins or an abandoned homestead that could be hiding dangers.

The environment becomes the perfect place for a Goblin ambush, and you should carry one out here. Your players won’t want the Goblins knowing that they are coming, so an ambush creates a panic point for them. Do their enemies already know? Or was this a chance encounter and they must eliminate the threat to keep things quiet? They’ll ask all these questions during combat. It creates a lot of opportunity for you as a DM to work them over.

EVENT: Goblin Ambush

Goblins aren’t complicated. They like to be sneaky, and they run once they’ve lost the upper hand. Now, I recommend using Goblin Minions (1hp low AC and damage monsters) to add a lot of enemies to the field without upping the danger level too much. Also, players love slicing through enemies. Description The only clue you have to the danger you find yourselves in is the ominous lack of sound in the area. The arrows come zinging in as the war cries rise up all around you. The Goblins have come. Combat Encounter: I recommend 2 Goblins for each player. 1 Standard Goblin and 1 Minion.

ACT 3: Goblin Hole

Eventually they’ll find the Goblin’s cavern. The cavern is a three-chamber location with a small network of passages. The goblins will use these passages to subvert, flank, and flee from the Adventurers. Now depending on what they’ve already done, the Goblins may or may not be ready for them. That detail will frame a lot of how the rest of this goes. Either way there should be guards and lookouts at the entrance of the cavern. They will also meet for the first time the Nilbog, who will mock and taunt them, claiming to have “ascended” to become The Chosen of Magubliet! Soon after, whether the players start it or the Goblins do, a fight will break out. The Nilbog should be killed during this confrontation, but it doesn’t mind. The nature of this kind of creature is that it simply jumps to another available Goblin in range.

Description There is a foul odor coming from this cavern. It smells of rotting meat, wet animal, and filth. Bones and totems adorn the entrance. A clear warning to trespassers that danger waits inside for you. There is also a strange feel to the air, as if something is "wrong" here.

EVENT: Goblin Guards The gates are guarded by the Nilbog, some minions, and typical goblins, maybe even a Goblin Captain. The players should be somewhat surrounded here, but near the mouth of the cavern so they could retreat for some cover if they need to. Description As you approach the entrance, a small wicked looking Goblin walks out of the darkness. "You're tough, I'll give you that. But you are not welcome here. This is Grim Hollow territory. Turn back or die. I won't give you another chance."

Likely Player Actions

  • Attack: Always the strongest possibility.
  • Talk it Out: The Nilbog is only interested in talking if the players are willing to uphold its claim to all of Grim Hollow and nearby areas. It will also taunt the players.
  • Leave: I suppose it could happen... it wont. If they do the Goblins will track them and ambush them at a good opportunity and throw everything they have at them! This would replace the "end" fight.

Combat Encounter: This shouldn't be a hard fight. The Nilbog actually wants them to kill it. That way it can jump into another Goblin and freak them out. I would use maybe 4 Goblins and the Nilbog.

EVENT: Didn't We Kill You? Soon after entering the cavern they’ll encounter a much larger group of Goblins, many of whom are hiding out of sight. Here they’ll meet the Nilbog again! It should make it abundantly clear that it is the same entity. This fight should be a bit tougher than the other fight.

Description You begin to get that feeling of being watched again. Rocks skitter nearby. You know the Goblins are close and preparing to attack. It is then you hear a whisper from the darkness. "I told you I wouldn't give you another chance to leave. But oh no you had to go try and kill me. Now it's my turn."

Combat Encounter: While this isn't the final encounter with the Nilbog and the Goblins, this should be a tougher one. I would run this in waves with a lot of minions. If you're using the provided maps you want this to ideally take place at the Wolf Pens and let them loose during the fight as well. During this fight the Nilbog should be killed and jump to another Goblin still nearby. Have them "see" the Nilbog Spirit actually do this. The newly possessed Nilbog will then flee the battlefield deeper into the cavern. You may have to do this more than once depending on initiative order.

ACT 4: Nilbog

Now begins their chase through the tunnels. If they missed it during the last fight, we will have to clue the players in to what is actually happening. Perhaps they catch it alone and have the Nilbog tell them as it kills itself to jump again. Maybe another fight? Or maybe some crude cave paintings detailing the story of the Grim Hollow Goblins somehow releasing the Nilbog from some sort of prison. A Jar, Box, Magic Lamp. Just about anything really. Once they’re aware of what’s happening, they’ll have to figure out how to best end the problem. Eliminate every Goblin in the area? Or capture the Nilbog and take it someplace it can’t cause problems? This is one of those player moments where they may come up with something really bonkers. Whatever they decide they’re now headed toward the final encounter.

They will eventually find their way into the main chamber of the Grim Hollow Clan. The Nilbog should at this point have possessed yet another Goblin. And it is also becoming agitated with how things are going. So rather than possess a tougher goblin, let’s have it possess a Goblin Booyagh! A little one, Booyagh’s can be really dangerous, and our fairly fresh adventurers won’t be ready for that. What I love about Booyagh’s is that every time they cast a spell a Wild Magic surge happens. Which can be an absolute blast… literally.

EVENT: Can We Talk? Once here have the Nilbog offer them a "fair" fight. It and his best warriors against the players. If the players win it surrenders. The Nilbog has no intention of fighting fair. Once a fight starts all the Goblins will attack.

Description: As you enter into the chamber you find goblins cowering in fear before you. The Chosen One stands up on a ledge flanked by torches. "Wait! We will kill you, but not before many more of my people die. I propose this instead. Our champions fight you to the death. If you win I will surrender.

Likely Player Actions

  • Kill Them All: This is what they almost certainly do.
  • Negotiate: This could help them as the Goblin Champions will all gather in the same spot and not be spread out.
  • Turn the Tables: They may try and do a fake out. Agree and then launch a "surprise" attack. Let them roll this out.

Combat Encounter: The encounter concept here is a large mob of enemies surging down on them. They should be surrounded by minions with both ranged and melee attacks. The Nilbog will use its magic without regard for the other goblins' lives. Hopefully they saved their scrolls.

  • Use as many minions as you need here.
  • As for the Champions: 1 Lesser Booyah (Nilbog), 2 Bugbears, 1 Goblin Boss.


Once they’ve killed the Nilbog or captured the Nilbog’s last host, they can head home. Now there area a few scenarios we should discuss. First let’s talk about capture. I rarely hit my players with a random encounter at the close of the adventure, but if I was going to this may be the spot. Why? Because if the players get into a tussle while transporting a captive, that prisoner is likely going to attempt to escape. And that can lead to more adventures and mayhem.

If that Nilbog gets away (and it should) you can bet your bottom dollar that it will return later to cause them trouble. The same goes with our other option, they killed it. This wily little creature surely had a back up host waiting somewhere nearby, which means no matter how they resolved the fight, this is far from over. And that, my friends, is a wonderful thing. For now though, no matter how they ended it, they get to go home and collect the promised reward.

REWARDS Your players were promised a reward, now I don't know what you have planned, but I like non traditional rewards. Of course I give my players "gold" and "treasures" but I also like to toss in some things that add some "local flavor" to the mix. In this case, since we're dealing with farming villages, I think a cow, a small flock of sheep or a herd of chickens would do quite nicely. What will your players do with such a mighty gift? Who knows but it always fun for you as the DM to watch them figure things like that out.

And I would also probably give them something useful as well. They're probably pretty interested in those Lesser Fireball scrolls. Which aren't produced locally, but maybe they get a voucher to go get more? Or maybe a locally made cart or vardo to have the new cow pull? They'll love that! It's like having their own camper!


Thanks for Playing

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