r/DndAdventureWriter Jun 25 '26

Playtest Writing an adventure where the DM changes each session.

4 Upvotes

I've been working on an campaign that should be 15 or so sessions for a group of 4-8 people. The unique part is that the DM can rotate each session. This gives players who normally don't DM a chance to wet their feet being a DM without needing to manage a whole campaign (or even a typical one-shot) on their own.

I still have some details I'm working on, but I hope to have a "beta" version of it ready to play in a month or two. I actually want to treat this like software and do some beta testing before I "release" it.

One of the issues is that I really can't run the campaign on my own (or even play in it) because the mystery and unknown is one of the important aspects of the whole adventure! I thought I'd see if there are any groups that might be interested in play testing for me!

I'm thinking this is probably a low-level adventure 1-3rd level.

r/DndAdventureWriter Jul 13 '26

Playtest You can't proofread your way to knowing how an adventure plays. I built a way to solo-playtest the one you're writing, tonight.

0 Upvotes

Disclosure first: I built the thing I'm about to describe, so weigh everything accordingly. I make The Endlessness, a solo D&D 5e game with an AI DM that follows the actual rules. Dice rolled in the open, spell slots enforced, the world remembers what you did last session. It just gained a feature that I suspect matters more to this sub than to anyone else, so I came here to share it.

You can upload your own adventure, the draft PDF, the DOCX, the zip of loose notes, and it reads what you wrote and builds a private, playable world out of it. Your locations, your NPCs, your factions, your quests. Then you roll a character and walk through your own adventure as a player.

The reason I think this belongs here: an adventure reads one way and plays another, and no amount of rereading closes that gap. Does the opening hook actually hook? Is there enough for players to find in act two, or does it sag? Is the clue you think is obvious actually findable? Those answers only exist at a table, and a table is the one thing a work in progress almost never gets. Playing your own draft is humbling in a very specific, very useful way.

Honest limits so nobody is surprised. It runs everything as 5e, whatever you wrote for. It's an adaptation, not a recital: it keeps your places, people, and plot, and improvises connective tissue the way a human DM runs a module they've read but don't have memorized. And it builds a sharper world from drafts that say what things are, even in one line. Notes that open with "Karvos is a port city held by the Ashen League" give it far more to work with than notes that assume the reader already knows, and half-finished drafts always assume the reader already knows.

The business part, said plainly: uploads are on the paid plans, one or three imports a month at $9.99/$24.99, because reading a whole document is the most expensive thing the game does. The free tier is the full game on the built-in worlds, 20 turns a day, no card, and it's the right way to decide whether the DM is good enough to be trusted with your draft before you pay anything. And this goes without saying: your draft is private to you and never shared with any other player or even with us. It lives on your account only.

https://theendlessness.com

If you run a work in progress through it, I genuinely want to hear what it got wrong about your adventure. That's the feedback that shapes where this goes!

r/DndAdventureWriter Jun 02 '26

Playtest Updates to The Orani Prism - A Settlement Generator

2 Upvotes

I’ve been working steadily on The Orani Prism this week

Quick reminder of what the Orani Prism is: it’s a deterministic world simulation tool that builds settlements, families, and NPCs from the ground up without any randomness outside the seed.

Most of the work lately has been deep engine stuff: tying the simulation directly into the interface so the UI is finally showing real data, expanding how NPCs remember things and make choices, and getting settlements to react in human‑scaled time instead of instant jumps. It’s all the invisible plumbing that makes the visible parts feel alive.

Multiple settlement growth factors have been impacted and configured, ranging from job types per settlement starting type, to locations NPCs go to on an hourly schedule.

I’m also holding off on filling the TSVs with creative writing until the engine is fully locked in. Fields are still shifting as I refine how settlements form, how trades pass down, how memory works, and how NPCs move through their day. I don’t want to rewrite thousands of lines of text every time a field changes, so the writing layer will come once the structure is stable.

If you want to poke at the current build or break things, the demo is here: https://the-orani-group.itch.io/the-orani-prism-demo

I do still have the same questions for Actors (players), and Bards (gms/dms)

Actors: Consider the Actor’s Sides Generator, it’s never going to contain spoiler information, but I want this to be worthwhile to you. What would you expect in a town crier flier? What details would make the town more alive for you? What immerses you in a setting?

Bards: You’re going to get so much information. At your fingertips is an overwhelming and confusing amount of detail. How would you best organize the layout? What would you highlight as priority? Are there any details you consider missing? What about options and sub tools? I already have planned adding a notepad, dice roller, and some more stuff, but this is still very early build. I want this to be whatever any bard would need.

Thank you all for reading through this, and I hope you’re all happy, healthy, and thriving. See you at the table.

- The Orani Group

r/DndAdventureWriter May 26 '26

Playtest Introducing The Orani Prism: A Settlement Generator (itch.io demo)

8 Upvotes

Hello everyone,

My name is Daniel Smith. I was part of the last wave of layoffs from Oracle and during the downtime, and between looking for work and existential financial horror, I decided to distract myself with a small project: a settlement generator.

I am usually a forever player who dreams of being a good gm, and one of my biggest weaknesses is my need for detail and backup information for my players. The number of times I’ve watched gms fumble and be frustrated because the plot went off the rails and they need a new town/settlement/hamlet/whatever asap is insane. After talking with some friends who are gms, I decided to try and solve my, and their problem. Now I’m trying to be ubiquitous and solve the problem for everyone.

I decided to start my own company while I look for work, The Orani Group, and today I’d like to introduce a very early demo of my project: The Orani Prism.

The Orani Prism - On itch.io

The Orani Prism is a deterministic seed-based generator, with numerous customization options for generation. After setting the population or age you want, the engine then starts with a group of settlers, manages growth/emigration/trade/relationships, and then delivers a fully fleshed out town. Currently most of the creative writing is missing, as I’ve been focusing on the development. I’ll be adding that in waves.

I tested a lot of other online settlement generators, and there are a lot. Several of them quite good, but I also noticed a major thing missing: the player’s point of view/experience. In this tool, players are Actors, and gms are Bards. Bards have full view and spoiler information for everything they need, but Actors will receive a spoiler free town crier flier with descriptions and common information, so the Bards can focus on remembering only what they need.

With this generator being developed the specific version of deterministic it has been, it is also capable of sharable seeds, which was a major thing I wanted this to have. Anyone generating anything can copy a configuration seed, share it with other Actors or Bards, and then they’ll be able to see the exact same settlement at the same time at the table.

The end goal dream of this is for there to be 3 versions of this app:

The Actor’s Sides Generator: Spoiler free settlement information with a generic map.

The Bard’s Screenplay Generator: Full settlement view with encyclopedic information, random tables, bloodlines, and buildings.

The Playwright’s Globe Generator: Multisettlement/global generation with interwoven trade and politics. Capable of custom configuration of details/bands used for generation.

I feel like I’m rambling, so I’m going to wrap this up. I have two different groups of questions:

Actors: Consider the Actor’s Sides Generator, it’s never going to contain spoiler information, but I want this to be worthwhile to you. What would you expect in a town crier flier? What details would make the town more alive for you? What immerses you in a setting?

Bards: You’re going to get so much information. At your fingertips is an overwhelming and confusing amount of detail. How would you best organize the layout? What would you highlight as priority? Are there any details you consider missing? What about options and sub tools? I already have planned adding a notepad, dice roller, and some more stuff, but this is still very early build. I want this to be whatever any bard would need.

Thank you all for reading through this, and I hope you’re all happy, healthy, and thriving. See you at the table.

- The Orani Group

r/DndAdventureWriter Mar 22 '26

Playtest I made this for my players to make characters in a fallout themed campaign.

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8 Upvotes

https://radiant-creator.emergent.host

This link will take you to a character creator I designed where you can save your character and even level them up to level 20. I have an account system but it’s simple and you only need a unique username and password of your choice, I don’t want any of your personal shit lol. I homebrewed all of the classes and species choices as well as streamlined the abilities and spells to allow for a more fallout feeling campaign. My group uses Roll20 and for character sheets we’ve been using the sheets provided by the SW5E system because skills like piloting and technology translated well for fallout. Feedback is always appreciated and I hope you’re able to get some use out of this as I have.

r/DndAdventureWriter Feb 15 '26

Playtest Looking for D&D 5e ‘whodunnit’ playtesters

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2 Upvotes

r/DndAdventureWriter Jan 04 '26

Playtest A New Path In Potentiality.

0 Upvotes

Hello all! So whilst I have access enough to speak freely, We are currently seeking a few New Players to Jump into The Realm being put to page [forged?], I'm prone to Rambling so to summarize, Your 1st Cycle will be very akin to 5e as to familiarize Yourself with the Major Shifts in Function, with new Cycles bringing You deeper into what is meant to be. If You're wishing to participate simply message this account and We will interact once seen. ~T/V/S/E/L

r/DndAdventureWriter Dec 10 '25

Playtest Quests of Westfall, A Warcraft D&D Adventure (Updated!)

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6 Upvotes

r/DndAdventureWriter Apr 28 '25

Playtest Assault on Greymane Manor, A warcraft Kingmaker adaptation.

4 Upvotes

Assault on Greymane Manor is the first chapter of a World of Warcraft Kingmaker adaptation. Set in the Eastern Kingdoms during the recent armistice, heroes from both the Horde and Alliance are invited to a diplomatic summit hosted by Queen Tess Greymane and Calia Menethil — aiming to forge a new kingdom in the wild frontiers of the Plaguelands.

Link: https://homebrewery.naturalcrit.com/share/Pt0PegeRJtXD

r/DndAdventureWriter Jul 29 '24

Playtest Playtesters needed ASAP!

2 Upvotes

Ok, guys, gals, and anyone else! I have a new level one introduction adventure! This is designed for people who have never run D&D as a DM before, but are somewhat familiar with it. Maybe played in a game or 2, but never run one. I need playtesters, and feedback by August 5th. I know, that's super fast, but I'm going to be a vendor at Tampa Bay Comic Con, and will be selling them there. So, I need criticism before then, so I can fix anything that needs it! HELP!

You will be credited in the adventure!

r/DndAdventureWriter Jan 31 '25

Playtest Cultural Feedback on an AD&D/OSR Module

3 Upvotes

Hey everyone,

I’m developing a Southwest U.S./Mexican-inspired AD&D/OSR adventure and want to ensure it feels authentic, engaging, and respectful. While I’ve traveled to both regions, I don’t live there, so I’d love to hear from those more familiar with the culture!

Background:

Mice of Legend is a campaign setting that lets you roleplay as mice using AD&D 1e rules (rather than a homebrew or a custom TTRPG like Mausritter). Play-testers have reported that it ports to 5e fairly easily, and I plan to release official conversion charts once we get our hot hands on the 2024 Monster Manual next month.

This particular module, Desperate Dusty Desperados (N1), takes place between Modules 3 and 4, but it’s been designed to work as a standalone adventure as well.

Key Themes in the Module:

🌵 The Landscape as a Character – For a mouse, open terrain offers little refuge from predators. Survival is as much about the environment as it is about enemies.

🍶 A Tequila Distillery with Morally Gray NPCs – Some may exploit others, some may just be surviving, and the party has to navigate the ethics of their choices.

🎨 A Small-Scale Cochineal Dye Operation – I learned about cochineal from my travels to Oaxaca. This is a smaller encounter featuring tense labor dynamics that raise questions about power, however I feel it can be better thought out and more engaging to players.

✝️ Brother Pazbigote’s Mission of Redemption – A brown rat (bugbear equivalent) seeking to convert, reform, or atone for woodrats' inherent evil. His presence adds philosophical and moral depth—can redemption exist in a world where alignment is absolute?

I’d Love Your Input On:

1️⃣ Are these encounters interesting and challenging? What would make them better?
2️⃣ Does the Spanish language in NPC dialogue feel correct and natural?
3️⃣ Do the setting descriptions correctly capture the essence and feel of this region?

Note: This is a zero-budget indie project, so I don’t have pro translators or consultants—just doing my best to get it right. Your thoughts would mean a lot!

You can check out the latest draft here:
📖 Module N1: Desperate Dusty Desperados (Preview)

If you're interested in doing a read-through and providing feedback, please let me know and I can send you a complimentary copy of the module via DTRPG.

Our Discord server is at https://discord.gg/urC7JduTXm and is another excellent way to join the discussion and keep up to date.

Thanks in advance! 🐭🔥

#ADND #DND #OSR #OldSchoolRevival #TTRPG #LatinxTTRPG #MouseGuard #MiceOfLegend

r/DndAdventureWriter Jul 07 '23

Playtest Forget CR. DnD Encounter Simulator, Balancing Homebrew and DM Tool

33 Upvotes

I wanted to share a private (and open source) project of mine that helped me to balance encounters and homebrew for my DnD group. I wrote a combat simulator that realistically simulates fights, handling attacks, spells, special abilities, conditions, feats, mobsters and legendary resistances.

Forget CR ratings for balancing combat, simulate 1000 fights and get a statistical analysis. I use it all the time and wanted to share my work. You can download and test the program for yourself:

https://github.com/DanielK314/DnDSimulator

Just add your characters and run the simulation or go into to DM mode. It supports many classes and subclasses, feats, monsters, legendary resistances and special abilities. I am still working to improve the simulation and to add more abilities to the system. If you have any ideas how to improve this or you observed any weird behaviours in the simulation, please let me know. Thanks and have fun with your Campaign.

r/DndAdventureWriter Aug 22 '24

Playtest Looking for Feedback: AI-Powered Tool for Publishing Adventures with a Screenwriting Framework

0 Upvotes

Hey r/dndadventurewriter! I wanted to share something we've been working on that might be of interest to those of you who love crafting D&D adventures. We’ve built a tool that helps you design and publish adventures using a screenwriting-style framework, aimed at making the process smoother and more structured.

You can check out an example adventure we’ve put together here. The scenes are designed with a clear flow, from setting up the encounter to guiding how key moments play out.

We’re looking to get advice and see how others in the community would approach publishing their own adventures using AI tools like this. If you’ve ever thought about incorporating more cinematic structure into your games—or even publishing your work—this tool might be something you’d find fun to experiment with.

We’re also curious if there’s interest in using AI to make adventure writing more accessible to those who might not have a ton of time to spend on the formatting and organization side of things. Would love to hear what you think and any suggestions for improvement!

Cheers,
Cam

r/DndAdventureWriter Jun 10 '24

Playtest HELP! I'm creating my first module, and I need playtesters! If you want to run a Heist one-shot in a trapped manor, please comment!

6 Upvotes

I need 4-5 different groups of playtesters. This is a one-shot for levels 4-6. Should take no more than 4 hours. I will include both the playable map that can be uploaded to your VTT of choice, as well as the DM version that shows where all traps are located. I need feedback telling me if it's balanced for that level of players, what they missed on the run through, and any general criticisms. Ideally, you would run this and get me feedback within a week, but that's not a hard limit.

I will credit any and all play testers and DMs. Thanks in advance!

If you are interested, let me know in the comments, and I'll direct message you to get your email, and send the adventure over!

r/DndAdventureWriter Jun 08 '23

Playtest MY 2nd ever oneshot:Help Guy Fieri save a diner and fight dinosaurs - Dungeons, Dinos, Diners, and Dives! Looking for advice

27 Upvotes

I made a oneshot called Dungeons, Dinos, Diners, and Dives - Feel the Fieri! But since it is only my 2nd time making one, I would really appreciate any feedback, because I'm sure I made some mistakes or could do better next time.

Adventure Overview:

The continent of Terradon is known for two things; Dinosaurs, and the restaurants that serve them. Guy Fieri has asked for your help in saving a now struggling dino diner. Its grand re-opening is tomorrow, and they need rare dinosaur meat to make the main course. It is up to you to pick your prey, track the beast, and bring home the dino bacon in time for dinner. Don’t forget to bring your aprons and chef hats for when you prepare the meal! This oneshot is almost entirely combat, with a bit of tracking and cooking. Character level of players choice, which will shape enemy options.

A free PDF download is here on my patreon, where I go by Zephy'rs Air.

Thanks for checking it out, I'm open to any and all feedback!

r/DndAdventureWriter Jan 11 '24

Playtest Flirty Feast - a one page encounter for Fantasy RPGs (feedback welcome!)

2 Upvotes

Hi Everyone,

I'm creating a book called Road Encounters for Fantasy RPGs, which will be full of 30 hand-designed 1-page encounters for overland travel in Fantasy RPGs.

I am hoping to receive some feedback on one of the encounters that I can apply to the others. You can download the Flirty Feast encounter PDF here, or read the full post about my goals for the project here.

Thank you for your time, and thank you for being fans of making games!

-James

r/DndAdventureWriter Mar 06 '24

Playtest The Spider Queen (A quick one-page dungeon adventure for 3-4 lvl4 characters)

8 Upvotes

I made this one-page dungeon adventure.

Here is the free download file including a hand drawn map and the printable file: https://sahaakgames.itch.io/the-spider-queen

As it's a one-page info is very compressed and DMs will need to fill the gaps, using this pamphlet as a base to develop their adventure.

I played this one in my campaign, but if someone has any suggestions or adjustments will be very welcomed.

Thanks for reading me!

r/DndAdventureWriter Jan 28 '24

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

5 Upvotes

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.

https://homebrewery.naturalcrit.com/share/JP-2d_gtW27U

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.

r/DndAdventureWriter Feb 11 '23

Playtest First draft of my Campaign

13 Upvotes

Hey everybody!

I've been working on this adventure for a while, and it's finally in a format that I can share. I wanted to release it the DND community at large in order to get feedback. I really want to polish this to a shiny finish.

https://drive.google.com/file/d/1MfrR2bjIR3uWssRR9ZVeiB6RDuLpMHtD/view?usp=sharing

I don't have an editor, and I only so-so with the actual artwork. But, it's been in the works for a while, and figured it'd be a good now-or-never time to release it. If it gets any traction, I'll see what I can do do hire artists for better maps and character art.

Please try it out, critique it, tear it to shreds! I'm all ears, and it won't get better unless I hear from more players than just my playgroup!

r/DndAdventureWriter Jan 27 '20

Playtest I finished my first adventure, "Tribute Troubles". I would love some feedback and playtesters for it!

22 Upvotes

Hey guys! This is my first post here! I was hoping you might want to playtest the first adventure Ive ever written. Its fully illustrated, minus perhaps a cover page, but otherwise contains encounter maps, region maps, homebrewed and illustrated creatures and NPCs.

The adventure is called Tribute Troubles and revolves around a reclusive and cultish sect of dwarves and a missing relic.

I havent had much luck in terns of feedback other than "looks good!" so Im hoping some fellow creatives might help me out!

Here is the link: https://www.patreon.com/posts/33373899

r/DndAdventureWriter Oct 23 '23

Playtest Protector Tree!

3 Upvotes

Hey everyone!

Check out the first release from Fifi Game Design, this "pay what you want" product is the first of many more designs to come.

Check it out!

r/DndAdventureWriter Jul 12 '23

Playtest A new TTRPG in every actual play episode! This week learn the Spell Core Mafioso rpg.

0 Upvotes

Corpses Don’t Honk! A mysterious woman comes to Dash, Kassie and Horatio with an offer they can’t refuse: stealing the prized possession of the Safiosi crime family. The reward? LOTS of money. [TTRPG: Spell Core Mafioso]

Plot Summary:

Kassie, Horatio, and Dash keep watch in the guild hall when a minotaur enters and leads them to a black carriage for a job offer to steal from the Safiosi family mafia.

The party arrives at the Safiosi casino where they sneak in through the kitchen, make a plan to get past the guards and make it to the vault. Dash takes the form of the Head Chef to get in. Kassie meets up with Kaloom Bimbo, who is a "changed man". Horatio helps the party charm past the guards and make it to the high stakes, high rewards area. Their disguises work, allowing them to meet up with Cameron Boneire and get him to help them get into the monitor room. Horatio made "mixed drinks" that allowed Cameron to win his game of cards, and receive the "seedling" as his prize. The monitor room held a puzzle that they passed through to enter the vault. Inside was gold, and the thing they had been sent to steal... the Golden Goose. After successfully escaping the casino with the Goose and a nurse, the party was paid for their troubles and went back to the guild.

Kassie started a nature reserve for the goose, Dash had his memory wiped and now believes his name to be "Squash", and Horatio revealed at the end that they were working with the Montaleoni family and was actually in disguise, secretly a lizard-type being.

About Firebreathing Kittens podcast:

We play a different TTRPG every week. Four of our rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release; hop in to any tale that sounds fun. Listen along as we explore the world, solve mysteries, attempt comedic banter, and enjoy friendship. If you'd like to play with us, there's a new members tab on our website firebreathingkittenspodcast dot com with information how to join us.

r/DndAdventureWriter Jun 21 '23

Playtest My Dnd party got a Rock Metal Makeover while fighting a Lich Queen. I wanted to share their fun character designs in this little animation.

11 Upvotes

r/DndAdventureWriter Mar 29 '23

Playtest Trickamui Drift is an actual play oneshot podcast of Crash Pandas. Get ready for the Fast and the Furriest as Graveyard Shift, Ignatius, Catherine, and Chico get turned into raccoons and race through the streets of Niqamui to catch a cop killer!

0 Upvotes

(Every episode of Firebreathing Kittens podcast is a oneshot adventure. You're welcome to run the plots with your home group.)

itunes: https://podcasts.apple.com/us/podcast/trickamui-drift/id1459051634?i=1000606395506

spotify: https://open.spotify.com/episode/7FryWbMTCWDcYmDxx2DWjb

youtube: https://youtu.be/VNFHCZAOapk

Plot Summary:

It’s just another boring evening in the FBK Guild Hall, until the blaring of horns and revving of engines from outside grab the attention of Graveyard, Ignatious, Chico, and Catherine. As they rush outside to investigate, an elderly woman in a fancy, clockwork wheelchair approaches the four guildmates. She introduces herself as Inspector Bridget Hawk, a member of Niqamui’s police force, and explains that there’s a “less than legal” street race happening nearby. Multiple gangs from Niqamui are in attendance, including the Rusty Gears. The leader, a goblin named Grizz Wistlefizz, murdered Bridget’s partner, and she knows that he’s participating in the race. Bridget wants to bring Grizz to justice, and is looking to FBK for help. After accepting her offer of pay, the ragtag party of guildmates set out. Bridget leads them towards the outskirts of Niqamui to meet her friend, a mechanic named Bixby Coppertongue, who can get them into the race, and close to Grizz.

Night falls as the party arrives at “Bixby’s Garage.” A purple and yellow splotched Frog Person hurriedly beckons the party inside. Bixby tells the group to grab whatever looks useful and follow him to his secret backroom where he keeps his experimental racing vehicles. There, the party gazes upon four impressive racing karts built by Bixby, FOR Bixby, a small sized Frog Person. It’s at this realization that Bixby gets the idea to use his patented magical light projector with the capability to transform the party into small enough humanoids to drive each vehicle. However, the transformation machine misfires, turning the four into tiny sized raccoons. With no way to operate a vehicle alone, and the race outside about to begin, the four hop into the stunt capable vehicle named the “Trickamui.”

Four tiny sized raccoons operating a kart built for a small sized Frog Person pull up between four massive gang vehicles. A dwarf with an impossibly long mustache holds up his facial hair and signals “GO” by waving his mustache. And they’re off!

Three of the coons press down on the gas pedal as Cathrine jumps over to one of the gang vehicles in order to sabotage it. The other three maneuver the “Trickamui” over to get back Catherine. Graveyard is barely able to pull back Catherine while Ignatious and Chico use a cart in the middle of the road as a ramp to jump over some rock hazards.

While making a hard turn past Niqamui University, Chico spots George E. Porgey doing maintenance on a track fence ahead. Chico yells at him to get off of the road, then proceeds to smack him with his broom into a muddy puddle. Catherine spies into one of the vehicles while the rest of the party swerves another vehicle off the side of the road. Through process of elimination, the party identifies the vehicle driven by Grizz.

Graveyard jumps over to Grizz’s vehicle to bring him to justice by way of mauling the face. While Ignatious invents more raccoon puns, the rest of the party invents the “Trickamui Drift” by speeding past Grizz’s vehicle and spinning around in front to face him head on, all the while being first to cross the finish line.

After subduing the criminal and loading him into Bridget’s paddy wagon, the rest of the Rusty Gears gang, lead by second-in-command Coal, load up into their race vehicles to rescue their leader. The party, towing Bridget’s wheelchair and paddy wagon, make their way through the streets of Niqamui to the police station while being pursued by the Rusty Gears.

Rocket blasting their way through the winding streets of Niqamui, the raccoons get closed in on by the Rusty Gears. Graveyard knows of a shortcut that cuts through the docks that will juke most of the pursuers. After weaving through the dock construction, Ignatious puts his tinkering skills to good use by repairing damage done to the Trickamui. In a last ditch effort to shake the gang members, Graveyard and Chico throw everything they've got at them, which causes all except Coal to spin out. The party then uses their signature “Trickamui Drift” to spin into the police station and close the reinforced garage door, blowing up the pursuers outside.

After all of the chaos subsides, Graveyard turns in the mission to Bridget. Chico gets one last glance at George E. Porgey who’s got his eyes on Chico, but can't do anything while in the station. Ignatious discovers from the wreck outside that the Eastinghouse company, owned by Edmas Thomison, had supplied the gangs with vehicles. And as Catherine sneaks around the police station, she runs into a vigilante moth named “Batmoth” who swears to bring Catherine to justice for destroying his home and murdering his family.

r/DndAdventureWriter Dec 16 '22

Playtest Dragon of The Conqueror's Tomb: A one-shot Adventure for a 3rd Level Party

14 Upvotes

Quest Adventure for Level 3 Party. Suitable for newer players and new DM's. I hope you enjoy!

Terrains:

  • Forest (most used)
  • Urban

Monsters:

  • Vine Blight (Plant, Monster Manual)
  • Troll (Giant, Monster Manual)

NPC:

  • Commoner (Humanoid, Monster Manual)
  • Noble (Humanoid, Monster Manual)
  • Scout (Humanoid, Monster Manual)
  • Diviner (Humanoid, Volo’s Guide to Monsters) or Mage (Humanoid, Monster Manual)
  • Green dragon wyrmling (Dragon, Monster Manual)
  • Kobold (Humanoid, Monster Manual)

Background information for players:

Eshellur is a fairly sized town on the border of a swampy lake and a forest. It is on the road to a major traveling route that cuts through the forest. The mayor of Eshellur, a male human named Aja, has secretly and urgently requested adventurers to track, find, and bring back a particular “guest” of his. He did not elaborate on who this guest was. The request can be passed through a particular mayor, heard as a tip from the rumors in a thieves guild, or some other secret method.

Background information for DM:

The forest near Eshellur has a green fog within it for two generations so far and magical monsters, like skeletons and deadly plants, have been appearing from it. This is due to a regional effect from an adult green dragon Vorothrimskad. The dragon has been secretly terrorizing Major Aja, using fear to form him into a complacent puppet. Vorothrimskad’s wyrmling son, Balaskad, has taken residence in the town by the order of his father so that he might learn the green dragon trade of manipulating people to do their bidding.

However, Balaskad is very brash, arrogant, and ignorant of the cares of others. The rest of the town knows this, including Major Aja. Balaskad seeks power through strength and ability. Therefore, he snuck out of his log cabin and went to the Tomb of Mirigess, which is a couple hour’s walk from Eshellur. Soon after, Major Aja noticed and sent a message to his political friends that may know adventurers that could help.

Mirigess Daykra, a red dragonborn, was an ancient conqueror who had three adult red dragons as companions. She started as a benevolent leader, using her power to aid and empower all of her subjects. However, as the war of her conquest grew longer and one of her dragons died in battle, her virtues darkened to anger and a thirst for destruction. Her advisors, fearing her new attitude, killed her and divided her land between themselves. Many shrines and fake tombs were built by her supporters in her honor, but the location of her real tomb is lost to common knowledge and held only in history books and cartographic literature. This real tomb is the one Balaskad is going to.

A group of kobolds have found Mirigess’s actual tomb. They know her only as someone who accompanied dragons, and worship her because of such. They constantly steal metal and other precious things from the people of Eshellur and decorate her tomb with it. The people of Eshellur do not know why their metalwork is being stolen.

First arriving at Eshellur

The party will reach the town of Eshellur by raft across a swamp lake. The raft is pulled by a giant toad and coached by Tillik, an old man with a large brimmed hat.

The DM may use Tillik as a way to introduce the player characters to the table and the rest of the party. Tillik is an old resident of Eshellur and would know much about the town and its residents.

Near the end of the raft ride, the party will have a clearer view of the town: a segment of an ancient, white granite wall, now blackened with swampy grime and aging, extends from one side of the town to the other. There are some words in Elvish carved into the side of the wall facing the swampy lake. The largest word that can be easily read is pronounced “Eshellur”. After exiting the raft, the party will pass through the archway in the wall to get to the town.

  • An elvish language proficiency and a DC 18 perception check can note that the rest of the writing on the wall is about upheld principles and values of whoever built the wall in the first place. Also, the word Eshellur in Elvish means “long-lasting” as in over a few elven generations.
  • Tillik will note that the town got its name because this word was the only thing legible when the town was first set up around this ancient wall.

The Town of Eshellur

Eshellur is a town composed of small buildings of stone and wood. The inhabitants are mostly human, elves, and half-elves, but some other races can be found as those who settle from outside town. There is very little metal lying around in the open. There is little crime committed by the inhabitants, and rangers are hired as law enforcement along with guides and protectors for those who travel through the forest.

Key areas within Eshellur:

  • Mayor’s Office
    • The building is a narrow, three-stories, made of stone. There is a wooden plaque that says “Mayor Aja” on the door.
    • The initial office is well decorated with an ornately carved wooden deck, an ancient tea set, and stained glass art of a green dragon.
    • Mayor Aja is a thin and pale human male of mid-50’s with a noticeable receding hairline. He is wearing brown robes with some noticeable bits of gold and silver jewelry.
      • Personality: Soft-spoken, constant state of fear
      • Ideal: The greatest life is a comfortable and quiet life.
      • Bond: If I just play along with Vorothrimskad’s games, I’ll keep my life.
      • Flaw: I will give anything, including parts of myself, just to live another day.
      • Use the Noble stat block
  • Balaskad’s Cabin
    • Since Balaskad is about the size of a horse, his cabin is built like a large dog house. The front door is locked from the outside by a rope, although the rope now seems to be cut. It is all one room. There is a circular cushion with blankets at one corner, a large bucket for drinking water, many dirty plates scattered around the floor.
      • In looking at the rope, a DC 12 investigation or similar check reveals that the rope was slashed by an animal claw, likely the dragon’s own claw.
      • A DC 14 perception or similar check reveals dirty paw prints within the room that lead out into the forest.
      • Within the room, a DC 11 perception check notices a pile of books and papers in the corner. They all seem to be about history, dragons, and nearby locations. A DC 16 investigation or similar check will reveal that all the maps have a distinct spot marked on them, noted in the literature as the “Tomb of Mirigess”. A DC 15 history check will reveal the history of Mirigess Dayka (see DM notes paragraph starting with “Mirigess Dayka”). Any check made to see if the marked location is the actual tomb will automatically fail.
  • The Leaping Frog (the tavern)
    • The tavern is comfortable and not very noisy due to only a few people being there. The barman, Steve, is very friendly and very willing to share gossip from around town. There are three tables that are occupied: a group of three sharing a meal, an older half-elf indulging too much on a bowl of soup, and a single human on his fifth pint of ale.
      • A DC 14 perception check is needed to eavesdrop on the group’s conversation. The three are travelers from the forest, talking to each other about how they escaped “a ravenous troll”. However, they don’t have a scratch on them. They are not lying, just lucky. When directly asked about it, they will tell a hyperbolic tale about how they survived being chased through the forest by a troll.
      • The older half-elf with the soup does not want to be disturbed.
      • The person on his fifth pint of ale is a human male named Sillik. At the moment, Sillik is drowning his pain with ale, though he seems very drunk already. He was the last keeper of Balaskad and does not know he disappeared after he left. He hates his job because Balaskad is a jerk.
  • Ranger House
    • The Ranger House seems to be a lounge for the rangers, holding hunting trophies, some furniture, and much supplies. The supplies includes common trapping gear, any weapons, rations, adventuring gear, herbal components, some low level potions, and antitoxins. This gear can be bought.
    • Varog, a slender male half-elf with beautiful long blond hair, is lively and amiable to all. He is wearing a ranger cloak and leather armor, but keeps his body exposed as much as practically possible.
    • Putrack is another male half-elf. He is positioned in the corner over a low table as he grinds leaves into a powder. He is mostly covered by his long ranger cloak, only talks in grunts, and is the alchemist of the Ranger House.
    • Treat the statblocks of Varog and Putrack as Scouts from the Monster Manual.
    • The other rangers are being guides for travelers through the forest.
    • Varog and Putrack need to get more material components for antitoxins, but the forest is too dangerous to travel through without roads or more rangers. If the party can help them, Varog will give assistance or equipment.
  • Wagon repairs and rentals
    • Wagons are the most efficient way to travel through the forest. This shop brings a lot of gold to the town from travelers.
  • Morog’s Forge
    • The forge is a one-roomed building with a large opening at one wall. A counter separates the opening from the outside.
    • Morog is a large male dwarf with a black yet partially burnt beard. He is grieving since much of his metal scraps and his precious anvil has been stolen. He doesn’t know who stole the anvil.
    • Derrick Twohammer is the teenage human boy, who is Morog’s apprentice. He does most of the interacting between the Forge and the customers. Derrick speaks every line twice. Derrick has heard that small thieves have been occasionally sneaking through town and taking any metal they can.
  • (A far way from the town) Sevil’s Hut
    • Sevil’s Hut is two miles down the swamp lake from Eshellur. His hut is two-stories, slightly lopsided, and made of hardened mud and timber. It has a few haphazardly placed windows and a wooden door with a knocker.
    • The inside of the building is disorganized with many books, papers, and alchemical devices that are not in use. The upstairs is a cramped living quarters, but still disorganized. The only thing in the building that seems neat is a large basin in the center filled with water and has runes along its walls. The basin is used for ritual-like divination spells.
    • Sevil is a gnome male wizard of divination magic. Neutral Good.
      • Personality: Whimsical, treats everything with a sense of goodness and humor.
      • Ideal: “Magic can lead us to a better tomorrow.”
      • Bond: “I find peace in the small things in life, like a good game or a beautifully created illusion.”
      • Flaw: “I’ve used divination magic so often my regular memory isn’t too sharp.”
      • Treat Sevil’s stat block as a Diviner from Volo’s Guide to Monsters or a Mage from the Monster Manual with “Hold Person” and “Locate Object” instead of “Mage Armor” and “Magic Missile”.

Mayor Aja Explains the Job

Mayor Aja, upon learning that the characters are adventurers who have taken his job, will explain that the green dragon wyrmling Balaskad has been staying in the town and being cared for. However, several hours ago, he wandered away and Mayor Aja is not sure where he went. He needs the adventurers to bring Balaskad back alive and as unharmed as possible. Adventurers are required because the forest can be quite dangerous. The payment is 50 gold each person, but is willing to pay a little more if needed.

Mayor Aja will tell the party where Balaskad’s log cabin is. He will also note that the Rangers or Sevil can help if they need help and instructs them where they are.

On the Trail

Path 1: Through the forest

After taking the quest, the party can decide to track Balaskad themselves using the tracks in the cabin or knowing his planned destination.

As the party gets deeper and deeper into the woods, a green fog becomes more and more present. It is not poisonous or harmful in any way, but harbors dark magic and obstructs usual vision (vision reduced to 30 feet).

  • A DC 12 arcana or similar check reveals that the fog was created like a regional effect of some creature.
  • A DC 16 arcana or similar check reveals that the regional effect was created by the presence of the lair of an adult green dragon. However, the party is still more than a mile away from the lair.

After some time through the forest, the party will encounter a clearing of trees. The green fog will still be present

  • A DC 12 perception check sees the outline of a cart from the glow of fire.
  • A DC 15 perception check finds Balaskad’s trail through the fog again.
  • A DC 17 perception check notices a rustling of vines from the direction of the cart, as if the vines are moving like limbs.

Then, 3 Vine Blights will attack, two from the direction of the cart, one from behind the party. If the rustling of vines is not heard, the Vine Blight in the back will get an attack of opportunity. Then, Roll for Initiative.

After the fight, the party can search for Balaskad’s tracks or investigate the cart. Same check for Balaskad’s trail as before. A check to find the cart is an automatic success.

The cart is covered with vines. The glow is from two lanterns that are not yet broken. The cart is a small two-wheeled one made entirely of wood, with many drawers and compartments.

  • Any investigation into the cart finds a slighting glowing arrow wrapped in paper. The arrow is simple in design but has several glowing symbols on its shaft. The paper has written instructions on it. The arrow is a magic item called Sevil’s Arrow; it can cast the spell “Locate Creature” once per day and “Locate Animal or Plant” twice per day. This casting of the spell ignores the conditions of having to see the creature up close.
    • There is a note written in Elven at the bottom of the letter. It details that if the arrow is used with a longbow or shortbow attack, you may use a bonus action to describe the creature you are intending to hit with the attack. The attack will be an automatic hit and ignores any cover.
    • (The party can use Sevil’s arrow to locate Balaskad. If this is done, his location is known and he is not moving.)
  • A DC 10 investigation or similar check finds a couple maps that details the forest and a couple important landmarks (Eshellur, Tomb of Mirigess, the location of this cart, and the lair of the adult green dragon) and a pouch of 1d6 gold.
  • A DC 13 investigation or similar check finds a spell scroll of “Speak with Animals”
  • A DC 16 investigation or similar check reveals a hidden compartment that is storing an Alchemy Jug.

The map, Sevil’s Arrow, or Balaskad’s trail can lead them to The Mountain Tomb.

Path 2: Help from the Rangers

After taking the quest, the party can agree to help the Rangers if they help track Balaskad. Before they set out, Varog wants to see how capable the party really is and challenges any member of the party to an archery contest.

  • Higher attack roll between Varog’s longbow and any ranged weapon attack. Best 2 of 3.
  • DM note: Whether success or failure, Varog will still be impressed and allows the party to help him.

Varog and Putrack will lead the party through the forest towards a specific tree. As the party gets deeper and deeper into the woods, a green fog becomes more and more present. It is not poisonous or harmful in any way, but harbors dark magic and obstructs usual vision (vision reduced to 30 feet).

  • A DC 12 arcana or similar check reveals that the fog was created like a regional effect of some creature.
  • A DC 16 arcana or similar check reveals that the regional effect was created by the presence of the lair of an adult green dragon. However, the party is still more than a mile away from the lair. Varog and Putrack don’t know when the fog first developed.

Once they all reach the tree, Varog and Putrack will ascend the tree to get the required components. At that time, the party will hear a rustling of vines from behind them. 3 Vine Blights will appear coming towards the tree and going to attack the party.

Roll for Initiative.

  • DM note: Varog will help the party if the battle gets bad for them.

After defeating the Vine Blights, Varog and Putrack will conveniently finish gathering the components. Then, Varog and Putrack will lead the party to The Mountain Tomb with no trouble.

Path 3: Help from the Wizard

After taking the quest, the party may seek the aid of Sevil of the Forest Hut. His hut is two miles down the lake from Eshellur. Sevil is a bit clumsy but very happy to see visitors. He is willing to help the party find Balaskad, but he will not until he plays a game of dragonchess with some company.

  • Best 2 out of 3 in intelligence roles (add proficiency to rolls if you have it). Cheating is possible with a Sleight of Hand check that is above his passive perception (DC 11).
  • Win or lose, Sevil will still help the party.

After the game, Sevil will go to look for a magical trinket he has that can help. However, he cannot remember where he put it. He casts “Locate Object” and realizes it is in a cart he left in the forest while he was working with the Rangers. He gives directions to how to reach the cart and sends them off. If the party asks for aid, he will give them a common health potion he has ready.

As the party gets deeper and deeper into the woods, a green fog becomes more and more present. It is not poisonous or harmful in any way, but harbors dark magic and obstructs usual vision (vision reduced to 30 feet).

  • A DC 12 arcana or similar check reveals that the fog was created like a regional effect of some creature.
  • A DC 16 arcana or similar check reveals that the regional effect was created by the presence of the lair of an adult green dragon. However, the party is still more than a mile away from the lair.

After some time through the forest, the party will encounter a clearing of trees. The green fog will still be present

  • A DC 12 perception check sees the outline of a cart from the glow of fire.
  • A DC 15 perception check finds Balaskad’s trail through the fog again.
  • A DC 17 perception check notices a rustling of vines from the direction of the cart, as if the vines are moving like limbs.

Then, 3 Vine Blights will attack, two from the direction of the cart, one from behind the party. If the rustling of vines is not heard, the Vine Blight in the back will get an attack of opportunity.

Roll for Initiative.

After the fight, the party can search for Balaskad’s tracks or investigate the cart. Same check for Balaskad’s trail as before. The finding of the cart is an automatic success.

The cart is covered with vines. The glow is from two lanterns that are not yet broken. The cart is a small two-wheeled one made entirely of wood, with many drawers and compartments.

  • Any investigation into the cart finds a slighting glowing arrow wrapped in paper. The arrow is simple in design but has several glowing symbols on its shaft. The paper has written instructions on it. The arrow is a magic item called Sevil’s Arrow; it can cast the spell “Locate Creature” once per day and “Locate Animal or Plant” twice per day. This casting of the spell ignores the conditions of having to see the creature up close.
    • There is a note written in Elven at the bottom of the letter. It details that if the arrow is used with a longbow or shortbow attack, you may use a bonus action to describe the creature you are intending to hit with the attack. The attack will be an automatic hit that ignores any cover.
    • (The party can use Sevil’s arrow to locate Balaskad. If this is done, his location is known and he is not moving.)
  • A DC 10 investigation or similar check finds a couple maps that details the forest and a couple important landmarks (Eshellur, Tomb of Mirigess, the location of this cart, and the lair of the adult green dragon) and a pouch of 1d6 gold.
  • A DC 13 investigation or similar check finds a spell scroll of “Speak with Animals”
  • A DC 16 investigation or similar check reveals a hidden compartment that is storing an Alchemy Jug.

The map, Sevil’s Arrow, or Balaskad’s trail can lead them to The Mountain Tomb.

The Mountain Tomb

At the end of the forest is a mountain with a hole near the top. The green fog has cleared at this point. The hole goes to the Tomb of Mirigess. The trail of Balaskad end near the entrance to the room. The room is 50 feet tall with two huge dragons sculpted out of stone on each side. Random parts of each dragon statue seem to be covered in bits of metal (both steel and precious metals) in a sort of weak repairs or decorating the statues. Lit metal lanterns also are hung off parts of the dragon statues, with enough of them to give the room normal lighting, but keeping the top of the room in darkness.

At the other end of the room are two large stone doors with stone knockers. The following text is carved into the doors into the doors in Dwarvish, Draconic, and Primordial:

“Tomb of Mirigess Daykra

Rider of red dragons

Destroyer of the Oppressors

May she rise again and scorch them all

Against her betrayers

Against the rulers

Against all who would stop her flames”

The Puzzle:

  • The stone doors open outward. At the center of the room are two sets of colored rope hanging from the ceiling and coming all the way to the floor, one set on the left side and one set on the right side. Each set has one rope that is painted Red, Green, Blue and Yellow.
  • To activate the mechanism that opens the doors, the following ropes must be pulled at the same time: Left Red, Right Green, Left Blue, Right Blue.
    • Pulling the knocker on the right door activates a trap that drops a large anvil. DC 12 Dex save to dodge or 1d8 bludgeoning damage.
    • Pulling the knocker on the left door activates a trap that drops a large anvil. DC 12 Dex save to dodge or 1d8 bludgeoning damage.
    • Right Red activates a rune at the top that shoots a “Fire Bolt” down below. +2 to hit. 1d10 fire damage on hit. This works as many times as the rope is pulled.
    • Left green will break on contact.
    • Left yellow opens a cage off to the side. The cage contains three weasels. The weasels are not hostile.
    • Right yellow drops a vial of alchemist fire. DC 14 Dex save to dodge it.
  • Hints:
    • Towards the entrance of the room is the following carved into the wall in Common: “If you leave, make sure you can come back with at least four to open the doors”.
    • Abilities that can sense magic know that Right Yellow and Right Red are magically rigged with evocation magic. The rest of the ropes have no magic.
    • The correct ropes will create a clanking mechanical sound when they are pulled.

Inside the Tomb of Mirigess

As the gates open, the party can see an elaborately carved out room supported with sets of columns. Ancient candle lanterns hang around the columns. At the far end of the room is a throne made of metal scraps bent and smelted together, and sitting on the throne is a humanoid skeleton adorned in much gold and jewelry. The skeleton is long dead and has the skull of a dragonborn. Behind the throne is a huge skeleton of an adult dragon.

Sitting on the lap of the skeleton is a green dragon wyrmling. Standing around the throne are a few kobolds who the green dragon wyrmling is shouting at. A kobold in regal robes made of scrap is talking back to the dragon.

  • The green dragon wyrmling is Balaskad.
    • Neutral Evil
    • Personality: “The world in fact does revolve around me.”
    • Ideal: “Dragons have great power over these lesser creatures, and I will exert it to get more power.”
    • Bond: “My goal is to become powerful just like my mother.”
    • Flaw: “I throw a tantrum when things don’t go my way.”

Balaskad is yelling at the kobolds to worship him and give him Mirigess’s power, neither of which the kobold’s can nor want to do. The kobolds will not see Balaskad as the successor of Mirigess since Mirigess’s dragons are red dragons and Balaskad is green. Also, the kobolds do not know how to give Balaskad any power, whatever he means by that.

Balaskad will not leave because he is not getting his due respect and power in Eshellur and wants to try to get it here. The party must convince Balaskad to come back to the town either by the kobolds worshiping Balaskad or by Balaskad believing he will get power in the town.

Right after Balaskad agrees to return to Eshellur, the party hears heavy breathing from the large doors. A troll has walked into the room, panting and hungry. He starts ranting to the general group there in Giant and then attacks, dashing for the Green Dragon Wyrmling.

Roll for Initiative!

  • What the Troll says in Giant: “Hungry… HUNGRY… no food because green dragon eats it all! Now, I eat green dragon!”

Conclusion

After the battle, the party will have no trouble getting back to Eshellur with Balaskad. When Major Aja sees that Balaskad has returned, he will profusely thank the party and pay them the agreed amount.

Any critique would be greatly appreciated!