Showing posts with label Adventure Seeds. Show all posts
Showing posts with label Adventure Seeds. Show all posts

Tuesday, October 27, 2026

DM's Toolkit: Writing One-Shots (One-Shot Adventure Included)

 


The One-Shot format is built on a simple premise: a Game Master shouldn't have to wade through twenty pages of backstory, multi-paragraph NPC soliloquies, and railroaded plot points just to run a three-hour session. What you need at the table is high utility, sharp contrast, and enough structural integrity to hold together when the players inevitably ignore the obvious door and try to tunnel through the foundation.

Whether you're prepping for a convention slot, filling an unexpected gap when half the regular group is sick, or building modular building blocks for an open-world sandbox under the Portcullis RPG banner, this guide covers the exact anatomy of a One-Shot and how to write your own.

The Philosophy: Utility Over Exhaustion

Traditional modules often fall into the trap of over-authoring. They try to account for every possible player choice by prescribing outcomes, leading to dense walls of text that are nearly impossible to parse mid-session.

One Shot Wonders flip that dynamic. They treat the adventure as a toolkit rather than a script. Every paragraph must earn its keep by providing actionable information: a sensory detail, a tactical hazard, an NPC motivation, or a randomized prompt that sparks immediate improvisation. If you can't scan it in ten seconds while glancing down from your DM screen, it needs to be tighter.

Anatomy of a One-Shot

A properly structured One-Shot fits neatly onto a couple of pages or a clean spread. It relies on five distinct pillars:

  1. The Hook & Premise: A punchy, high-stakes catalyst that drops the party directly into the situation. No tavern lingering required; start with the boots on the ground or the smoke on the horizon.

  2. The Roster (NPCs & Factions): A lean list of key players with distinct motivations, distinct quirks, and a simple disposition toward the party. No multi-page psychological profiles—just what they want, what they're hiding, and how they react when pressured.

  3. The Location (Keyed Sites & Dungeons): A compact layout of numbered rooms or regional waypoints. Each entry focuses on interactive elements, tactical terrain, and hidden levers rather than descriptive purple prose.

  4. The Twist or Escalation: A built-in timer, environmental shift, or hidden revelation that upends the status quo halfway through the session, ensuring the climax feels earned and dynamic.

  5. The Toolkit (Random Tables): Tailored tables for local hazards, strange loot, odd occurrences, or rumor hooks that let the DM procedurally generate flavor on the fly.

How to Build Your Own in 4 Steps

If you want to sit down and draft your own One-Shot adventure seed, follow this workflow to keep yourself focused and prevent bloat:

Step 1: Establish the Core Conflict & Environment

Pick one strong conceptual contrast. Combine two disparate elements that create immediate friction—like a holy monastery infested with mold that feeds on secrets, or a sinking barge carrying a cargo of restless ghosts through a salt marsh. Define the primary goal in a single sentence. If the players can't explain what they're trying to achieve within thirty seconds of hearing the pitch, the premise is too complicated.

Step 2: Map a Tight Footprint

Limit your physical scope. A great One-Shot doesn't need a sprawling fifty-room mega-dungeon. Opt for a tight footprint:

  • A 6-to-8 room micro-dungeon or ruin.

  • A single multi-tier building under siege.

  • A confined wilderness hex with three distinct landmarks. Key each location with a clear purpose: one combat or tactical challenge, one puzzle or environmental hazard, one social encounter or negotiation point, and one major discovery.

Step 3: Populate with Active Agents

Don't populate rooms with passive monsters waiting to be stabbed. Give every creature an active agenda. The goblins aren't just standing in the dark; they're arguing over stolen rations, reinforcing a barricade, or trying to smoke out a subterranean pest. When the players walk in, the room is already in motion.

Step 4: Forge the Random Tables

This is where the magic happens. Build two custom tables of 4 to 6 items each that fit the specific flavor of the adventure. For example:

  • What is hidden inside the strange statuettes?

  • What environmental quirk occurs when the candle flickers? These tables give you infinite runway when the players look into a random corner you didn't explicitly prep.

Running a One-Shot is all about pacing. Trust your prep, let the players bounce off the sharp edges of the world, and keep the spotlight moving

Example Adventure Seed: 

Let's build a tight, punchy One Shot Wonder seed for Portcullis RPG. We'll call this one "The Bell-Ringer's Last Shift." It’s designed to be dropped into any coastal or valley hex crawl where the party needs a quick, high-tension evening of problem-solving, tactical combat, and a race against the clock.

Here is the complete adventure seed, formatted for instant tabletop utility.

The Bell-Ringer's Last Shift

1. The Hook & Premise

The party arrives at a storm-battered cliffside watchtower just as the heavy iron warning bell begins to toll—out of schedule. Inside, they find the veteran bell-ringer dead at the wheel, slumped over a brass lever, poisoned by a dart. Below the cliff, the tide is rushing into the Smuggler’s Sinkhole, and the sound of the bell has prematurely triggered a rusted mechanical sluice gate, trapping an old subterranean vault beneath thousands of gallons of churning seawater. If the party can't reach the drainage control room and reset the gate within four turns (approx. 40 minutes of in-game time), a legendary cache of smuggled coin and unholy relics will be buried in silt forever—along with anyone still exploring the vault.

2. The Roster (NPCs & Factions)

  • Old Silas (The Deceased): The late bell-ringer. His pockets hold a blood-stained ledger with a cipher pointing to who hired his killer. Disposition: Dead, but his ghost (or lingering echoes) might offer cryptic clues if disturbed.

  • Vane (The Cutpurse Saboteur): A rogue agent left behind by a rival smuggling syndicate to ensure the vault stays flooded. He's hiding in the rafters with a hand crossbow, waiting to ambush anyone trying to fix the winch. Disposition: Hostile and paranoid.

  • Barnaby (The Trapped Curator): Locked inside the dry-air chamber of the vault below. He’s pounding on the reinforced glass observation port as the water level rises to his waist. Disposition: Desperate, knowledgeable about the vault's layout.

3. The Location (Keyed Sites)

  • Area 1: The Belfry (Entry): Slanted timber floors slick with rain spray. Silas's body sits by the brass alarm lever. Vane is concealed in the upper rafters (Perception DC 14 to spot). The floorboards groan under heavy foot traffic.

  • Area 2: The Sluice-Winch Chamber: A rusted iron mechanism controlled by three heavy interlocking cogs. The main gear is jammed with a steel wedge driven in by Vane. Hammering it out takes 2 rounds and creates deafening metallic noise, alerting any remaining hostiles.

  • Area 3: The Sinking Vault (Below): A flooded lower chamber where Barnaby is trapped. Water enters via three open grates. Navigating the waist-high, freezing current requires Strength checks to avoid being swept into the drainage undertow.

4. The Twist & Escalation

At the start of Turn 3, the water pressure in the lower vault forces open a structural weak point in the old stone wall, unleashing a torrent of loose debris and waking a dormant Drowned Stalker (a rotting guardian bound to the vault's threshold). The party now has to juggle fighting a hostile undead creature, fending off Vane from above, and finishing the mechanical repairs before the timer runs out.

5. The Toolkit (Random Tables)

D6 Sluice Hazards (Check each turn the party spends below):

  1. Rushing Debris: A floating crate or heavy timber strikes a party member; DC 12 Agility save or 1d6 bludgeoning damage.

  2. Frigid Shock: The incoming seawater causes sudden numbness; disadvantage on the next dexterity or strength check.

  3. Rusted Flotsam: Sharp iron scraps churn in the current; movement speed halved this turn unless wading carefully.

  4. Air Pocket: The party discovers a brief pocket of breathable air trapped near the ceiling (grants 1 extra turn of breath/stamina).

  5. Dropped Tool: A character’s secondary item or unspotted pouch slips into the dark current.

  6. Sudden Drop: The submerged floor abruptly slopes downward into a deep trench; requires a quick scramble.

D4 Vault Relics (Recovered if they successfully save Barnaby and the cache):

  1. The Salt-Wrought Astrolabe: A brass navigational tool that always points toward the nearest underground water source.

  2. Ledger of the Black Tide: Encrypted names of high-ranking coastal magistrates taking bribes.

  3. Ring of the Deep Watch: Grants the wearer the ability to hold their breath for twice as long.

  4. A Casket of Cold Iron Coins: Heavy, non-standard currency minted by a forgotten sea-king.

Drop this straight into your campaign notes or post it as a quick reference when you need a high-pressure session.

Thursday, July 30, 2026

Adventure Seed: The Tomb of Al Khazneh

 

The facade and location of the actual tomb reimagined for fantasy gaming. Artwork by Gerald Williams, using AI assisted generation.

Who didn't enjoy Indiana Jones and the Last Crusade? The Temple of the Sun, was actually the Tomb of Al Khazneh, in Petra. Real location for the entrance, but not the same inside as the movie would lead us to believe. Nevertheless, the image of this specific temple facade has stuck in my mind for 37 years, at the time I am writing this. It was very memorable. And I know I'm not the only DM to use the same location for adventures in their campaigns.

In reality, the temple inside isn't a huge grand affair. No multi-levels, no maze of caverns and tunnels. Just a small, straight forward, tomb with areas for sacred rituals. For all intents and purposes, it is the scene of the final showdown and the adventure that focuses on the journey to get to it.


Map based on the actual interior of the tomb. Artwork by Gerald Williams, using AI assisted generation.


Here are a few suggestions for running an adventure centered on a compact, Al-Khazneh-style tomb:

  • Emphasize the Canyon Approach (The Journey): Since the interior is small, treat the narrow gorge leading up to the temple as a major part of the dungeon crawl. Use rockfalls, narrow choking points, sniper ambushes on the high cliffs, and ancient warding glyphs to make reaching the threshold feel like a major achievement.

  • Use the Side Chambers as Ritual/Puzzle Locks: To prevent the party from just rushing straight to the final chamber, tie the main tomb alcove to the side rooms. For instance, the barrier or sarcophagus in the inner sanctum remains sealed until priests' braziers are lit or ancient riddles are solved in the side chambers (b and c).

  • Add Verticality and Lair Actions to the Showdown: Compact floor plans can easily turn into static combat. Give the boss lair actions—such as crumbling pillars, shifting sand traps, animated statues, or magical darkness. Encourage players to use the tall columns or ledge alcoves for high-ground advantages.

  • Time Pressure / Rival Factions: Introduce a race against the clock. A rival adventuring party or cult could be hot on their heels (or already setting up an ambush inside), turning the small space into a high-stakes standoff where cover and tactical positioning matter immensely.


Would you like some specific ideas for traps or lair actions tailored to these individual chambers?

1. The Side Chamber Puzzle Locks

  • The Twin Seals (b and c): The heavy stone doorway leading into the Inner Sanctum (e) is sealed by an ancient Nabataean-style magical barrier. To lower it, the party must simultaneously interact with the altars in the Chamber of Ancient Rites (b) and the Crypt of the Forgotten Kings (c).

  • The Pressure Trap: If an altar is activated incorrectly or out of sequence, the side room's stone doors drop shut, and sand begins pouring rapidly from ceiling grates, filling the room in 3 rounds unless a mechanical or Arcana check resets the mechanism.

2. Lair Actions for the Inner Sanctum (e)

On Initiative Count 20 (losing initiative ties), the guardian or tomb spirit can channel the structure itself:

  • Sifting Sands: Loose sand across the floor swirls violently. The main chamber floor becomes difficult terrain, and any creature standing on it must succeed on a Strength saving throw or be knocked prone or pulled 10 feet toward the center of the room.

  • Echoes of the Ancients: The ancient carvings along the walls glow with searing radiant or necrotic energy. Energy beams fire across the room between the pillars in (a) or along the walls of (e), forcing players to actively use line-of-sight and cover behind the central pillars.

  • Structural Collapse: A piece of the high carved ceiling detaches above a 10-foot-square area. Creatures in the area must make a Dexterity saving throw or take bludgeoning damage and become restrained under falling masonry.
  • Treasury Secrets (d): Hidden behind a secret door, painted with a mural, is the treasure vault. Add any traps, or puzzles on how to open it as you please.

3. The Final Vault Trap (i)

The left and right priest antechambers (g and h) are explicitly priest antechambers, so their encounters are directly tailored to the daily rites, preparations, and duties of the tomb's clergy:


1. Purification and Preparation (g)

  • The Ritual Basin: This room contains a stone basin once used by priests for ceremonial washing before entering the Inner Sanctum (e).

  • The Hazard / Challenge: The basin holds murky, stagnant water infused with ancient holy oils—or a trapped Water Elemental / Ooze lying in wait.

  • The Mechanic: To open the door to (e) safely, a character must perform the proper ritual purification (a Religion check or casting a cleansing spell like Purify Food and Drink). Failing to purify oneself triggers a curse of frail body (disadvantage on Strength/Constitution saves) upon stepping into the central hall.

2. The Vestry and Sacred Texts (h)

  • The Clerical Archives: Stone niches along the walls hold petrified scrolls, ritual vestments, and ceremonial paraphernalia used by the attending priests.

  • The Clue / Boon: Investigating (h) with a successful History or Investigation check allows players to discover the exact incantation needed to bypass the traps on the final sarcophagus (i), or reveals the vulnerability of the tomb's guardian.

  • The Trap: Removing the high priest's ceremonial medallion from its pedestal without leaving an equal weight in gold or silver unleashes a Glyph of Warding (Blindness/Deafness or Silence), leaving the party compromised right before the main fight.]

4. The Final Vault Trap (i)

  • The False Sarcophagus: The sarcophagus in the final alcove (i) is protected by a localized gravity or necrotic glyph. Anyone approaching without uttering the sacred entry phrase triggers a wave of force that blasts intruders backward down the stairs into chamber (e), potentially knocking them into waiting hazards or minions.

5. What the F happened to (f)?

I'm old and forgetful! That's what happened to F. I missed it! And now you get to deal with my mistake. Writing isn't easy. Seriously, I proofread everything and now you see why I have an electronic imp watching over my shoulder. In my defense, she missed it too!


Please, as always, if you have questions, comments, or suggestions, leave a comment, share with your friends, and join us on Facebook at Portcullis, the Gateway to Adventure

Thursday, March 14, 2024

Adventure Seed: Temple of the Threefold Eye (Updated)

Art Content created by Gerald Williams

The Temple of the Threefold Eye, is an Adventure Seed meant to take place as a one shot scenario taking a few sessions, or can be dropped into a longer running campaign. It may not be used in a commercial product. Nor included in any collection or product without the express permission of the author, Gerald Williams.

The original premise for the adventure was a hidden, solitary temple, with a statue of an otherworldly entity. The idea was that anyone who made the treacherous journey through the mountains to find the temple, and then spend the night sleeping inside, would be granted a prophetic dream, or have their mind crushed by eternal madness. The mysterious Trioptic Entity, would be of unknown origins and power.

Overview:

Hidden amidst treacherous peaks, the Temple of the Threefold Eye, stands as a testament to forgotten cosmic forces. Its crumbling stone walls cling to the mountainside, and the air within hums with ancient magic. Few dare to venture here, for the temple’s reputation is as varied as the shifting winds that whip through its corridors.

The Statue:

At the heart of the temple’s dimly lit sanctum rests the Statue of the Trioptic Entity. Carved from obsidian, its features evoke both awe and unease:

Horned Aspect: The statue depicts a towering, horned figure—an otherworldly being that defies mortal understanding. Its curved horns sweep back like crescent moons, hinting at celestial or infernal origins.

Dual Eyes: Two eyes, each the size of a human head, gaze outward. Their irises shimmer with iridescence, reflecting the colors of distant galaxies. These eyes are said to see beyond the veil of reality.

Third Eye Gem: The most captivating feature lies in the statue’s forehead: a colossal, multifaceted gem. Its facets shift between azure, amethyst, and obsidian. Legends claim it holds the secrets of creation and destruction.


The Legends:

Whispers echo through the mountain passes, recounting the temple’s dual nature:

1. The Gift of the Trioptic Entity:
  • Those who sleep within the temple’s shadow may experience profound revelations:
  • Inspiration: A bard might awaken with verses that weave reality itself. A playwright could pen a drama that moves gods to tears. An author might birth a tome that alters history.
  • Truth Unveiled: Seekers of hidden knowledge may glimpse cosmic truths—their minds expanded or shattered by revelations.
  • Lore and Spells: The temple occasionally imparts forgotten spells or cryptic lore, inscribed on dream-touched scrolls.
  • These fortunate souls emerge changed, their creativity ignited or their understanding of existence forever altered.
2. The Madness of the Trioptic Curse:
  • Others who slumber here suffer a darker fate:
  • Insanity: Their dreams twist into maddening nightmares. They wake with fractured minds, haunted by visions of eldritch realms.
  • Whispers from the Abyss: The gem’s third eye whispers forbidden knowledge, driving them toward madness. Some become obsessed with deciphering its cryptic messages.
  • Eyes of the Entity: A few claim to see through the statue’s eyes, glimpsing distant worlds and the cosmic dance of gods. But this communion exacts a toll—their sanity unravels.

Adventure Hooks:

  • The Seeker’s Quest: A desperate artist seeks inspiration. They journey to the temple, hoping to create a masterpiece. Will they emerge as a genius or a broken soul?
  • The Scholar’s Obsession: A sage believes the gem holds the key to rewriting reality. They hire the party to retrieve it, unaware of the curse that awaits.
  • The Cult of the Trioptic Eye: A secretive cult worships the statue. They seek to awaken the entity, believing it will reshape the world. Can the adventurers thwart their plans?


GM Notes:

Be as creative as you want to be with the mood and reality of the temple's environment. Use surrealistic background music. Foreshadow with mad prophecies, whatever you like.
  • Dreamscapes: Use dream sequences to convey revelations or madness. These dreams will occur and get stronger to any outside the temple as they approach it.
  • Gem’s Whispers: Drop cryptic hints about forgotten spells or cosmic events. Use the temple as a way of revealing new spells, lore, or information in your campaign.
  • The Entity Awakens: As the temple’s power waxes, the statue’s eyes glow brighter. Cataclysm looms. Maybe the entity begins to awaken on its own when disturbed, or when someone tries to steal its powerful eye gem.

May your adventurers tread carefully, for the Trioptic Entity guards its secrets with both benevolence and malevolence.

Updated: July 13th, 2026

Sunday, November 17, 2019

Adventure Seeds: The Missing Rider (Updated 8/14/2026)


The PCs come across a fully equipped, riderless horse on the side of the road. The animal attempts to get the players to follow it. If they do, they are led back to an old well with a collapsed side wall.

Inside the well is the rider. He stopped to get a drink, the retaining wall gave way, and he fell inside. That was a few days ago, and the nights have been bitterly cold. His hands and submerged feet are severely frostbitten. A character must climb down the well with a successful DC 13 Athletics check to avoid dislodging loose stones onto the trapped man, which could easily prove fatal in his condition. Sir Edmont is severely weakened and virtually helpless when found.

Sir Edmont will reward the players with his horse and armor for rescuing him. If they can treat his frostbite and save his fingers and toes (DC 13 Medicine check or appropriate healing magic), he will grant them an additional reward of several hundred gold pieces upon returning to safety.

If the PCs murder or accidentally kill Sir Edmont, they will be easily identified if they try to keep or sell his horse and heraldic gear. However, returning his body to his family for an honorable burial will still net them a reward of several hundred gold pieces.

Sunday, October 29, 2017

Adventure Seed: The Wyvern & Gnome

The Wyvern & Gnome, is a fortified inn, situated along a stretch of prosperous trade road that comes into close proximity to a lucrative river route. The goods and services exchanged between these two routes pass directly through the area controlled by the garrison stationed at the Wyvern.

Image Copyright - Maciej Zagorski, The Forge Studios
Important NPCs:

Strega Hammerhand - The resident smith, Strega can make or repair, tools, weapons, and armor, made of iron or steel. His apprentice does the small stuff, like nails, chains, and horseshoes. His left hand was lost to a gator down by the river. It has since been replaced by a mount for various attachments, used for holding, and working on the forge.

Ssel Orm - One of the lizardmen river traders. Ssel, speaks very good common so he was chosen to broker deals between the warm-bloods and his own people. If anyone needs something moved along the river, Ssel, is the one to see. While the Lizardmen care little for the "legality" of items transported, they do charge accordingly.

Ozimondi the Alchemist - A human magic-user and alchemist, Ozimondi's duties include assaying the content and purity of metals, and appraising the value of rare and exotic items for tax and sale purposes.

Quetar the Collector - Secretly a cleric of the God of Thieves, Quetar, poses as buyer and seller of rare and valuable items. Aside from his illicit fencing of purloined items, he actually does a brisk business in legitimate antiquities and rarities. Thieves and smugglers know very well not to attempt to double-cross him.


Rai Ak the Necromancer - Exploiting a loophole in local laws, Rai Ak, deals in the sale of zombie and skeleton servants as laborers and servants. Because his business deals with the dead, it isn't considered slavery. Powerful merchants and nobles, that profit from the use of these workers, ensure that this unsavory trade is unhindered and remains completely legal in this region. (Recognizable local corpses are boiled to strip the flesh, and raised as skeletons.)

Mezgahn of the Purple Cloak - A failed magic-user apprentice, Mezgahn, turned to stage magic and thievery. He uses his "illusions" and trickery to pull of heists and con games. At no time does he bilk locals, maintaining a reputation of honesty and trustworthiness.

Tenam from Afar - A barbarian warrior from elsewhere, Tenam, has no filters. He doesn't sugar-coat anything, nor tolerate deception. 

Gaithkrac the Pious - Specializing in healing, curing, and removing various conditions, and even curses, Gaithkrac, can not use any other types of magic.

Philha Chor - Runs the local trading post within the Wyvern & Gnome.

Ael Ormo - Runs the tavern within the Wyvern.

Raylokra - Retired adventurer. Does the occasional odd job if it peaks his interest.

Ithsa - Retired adventuress. On and off again companion of Xorsa, she also occasionally keeps company with Raylokra. A powerful enchantment from a previous adventure keeps her Strength at 18 despite her advancing years.

Khailem Est - The local administrator. Khailem, oversees the orderly and honest collection of taxes on trade goods and large sums of money that pass through the region.

Xorsa Rin - The local garrison captain, stationed at the Wyvern. Xorsa (Zorsha), is a hardened veteran of numerous battles. Her garrison is made up entirely of dervishes. They are completely loyal unto death to their captain, and abstain from drinking, sex, and other worldly pursuits.

Local Garrison Troops:

  • One dozen light cavalry, with chain and shield, scimitars, crossbows and spears
  • One dozen footmen, with leather and shield, scimitars, crossbows and spears
  • Two additional cavalry Sergeants
  • Two additional footmen Sergeants
  • All dervishes fight with a fanatic focus, granting +1 to hit and damage in hand-to-hand.


The map and inspiration for this adventure location is brought to you courtesy of the good folks at, The Forge Studios (Click Here). If you like their work, please consider supporting their Patreon campaign, where you will gain access to further freebies and other benefits. The map used here is, The Wyvern & Gnome - Fortified Inn, available for free at DriveThruRPG (Click Here).

Disclaimer: I am not affiliated with, The Forge Studios, or DriveThruRPG. Links provided are not affiliate links and I do not receive any remuneration or funds of any sort for providing them. This is simply my way of helping to support products I enjoy.


Saturday, October 21, 2017

Random Tables: Winding Streets Encounters

Winding Streets - 1d12 Random Table

  1. Someone empties a chamber pot from above.
  2. Object falls from above.. loose tile, body, etc
  3. Someone/thing has just slid a sewer grate closed from below.
  4. A zombie servant is on its way to deliver a message, package, etc.
  5. A woman approaches the group and throws her child into the arms of one of the party that is carrying anything. She will grab anything dropped and run. The "child", a halfling, will immediately attempt escape.
  6. A little monkey grabs something within reach from a character and escapes up a wall and through a window.
  7. A hungry puppy, or kitten, begs attention from one of the party.
  8. A scoundrel grabs a street urchin (child) and drags them kicking and screaming to sell them to a work house.
  9. A sketchy man approaches the party and offers to sell them Black Lotus. 1 in 3 chance it's Haga instead.
  10. An escaped bull is running rampant through the street! If not stopped, it breaks into a pottery shop and destroys everything.
  11. An Amazon shield maiden, of equal level, challenges one of the party to a duel for eyeballing her.
  12. The party is approached by a nondescript man and given a sealed scroll inviting them to participate in the local underground "Fight Club".

New Magic Item: Annulum de Immortuos

New Magic Item

Annulum de Immortuos (The Black Ring of Thanos)

"And so it came to pass that in a last bid to cheat Death itself, Thanos the Necromancer, poured his knowledge and power into the, Annulum de Immortuos, the Ring of Undeath. But in those last minutes, the Servants of Arawn, breached his sanctum and captured the wayward wizard for their master, but not before Thanos used the last of his power to send the ring away to safety. With their prize in hand, the Servants of Arawn, dragged Thanos screaming into the Underworld."

The Ring of Undeath, also called The Black Ring of Thanos, is an artifact. It should not be found by random chance, but placed carefully and deliberately into a campaign. Arawn, the Lord of Death himself, will seek after anyone known to possess the ring, sending his Servants to secure the ring and to capture those who would dare attempt to cheat him.

Minor Powers:

  • Animate dead (1 figure) (by touch) - 7 times/week
  • Speak With Dead - 1/day
  • Command/Turn Undead (and only Undead) as a 12th level Cleric - 3/day
  • Acts as an Amulet of Proof Against Detection and Location
  • Wearer will not age, nor be affected by aging effects.
  • Acts as a Ring of Regeneration, can only be removed upon death or voluntarily.

Drawbacks:


  • Arawn seeks the wearer's capture and punishment.. and anyone with them.
  • Wearer can not be healed by Cure spells, though spells without "Cure" in the name will work.

How the ring may be destroyed is entirely up to the DM. Destruction of the ring will stop Arawn from taking vengeance upon the wearer and their companions.

Monday, August 28, 2017

Adventure Seed: The Village of Nusquam (Updated)


Article Updated August 27, 2026
New artwork, expanded article


Every campaign needs a solid jumping-off point—a place far enough from the seat of imperial power that trouble can brew unchecked, but well-equipped enough that low-level adventurers can patch their wounds, sharpen their steel, and spend their hard-won coin.

Tucked just off a secondary trade road lies Nusquam (pronounced Nus-kom or Nus-ka, derived from the old tongue meaning "nowhere"). It is a working settlement surrounded by untamed wilderness, making it an ideal base of operations for characters cutting their teeth from levels 1 through 4.

The settlement is presented intentionally semi-modular and un-keyed, giving the Game Master total freedom to match buildings to the map, drop in traveling merchants, or expand the outskirts as the campaign evolves.

The Settlement at a Glance


  • Population: ~250 permanent residents (mostly human, with a small diaspora of demi-humans).

  • Government: An informal council of village elders advised by local tradesfolk and the resident sage.

  • Defense: A modest muster of local militia (farmers, woodcutters, and apprentices with spears and leather jacks). When real trouble knocks, they look to capable travelers or the old wizard down the lane.

  • Economy: Timber, grain milling, wool, and trade goods passing through between major settlements.

Key Personalities & Locations




1. Grisvaldor the Sage

Role: Wizard, Scholar, and Campaign Anchor

Grisvaldor resides in a slightly crooked, ivy-draped cottage near the edge of town. A retired adventurer of eccentric habits, he acts as an informal advisor to the village elders and a reliable patron for hungry sellswords. While he has occasionally stepped up with fiery arcane force to defend Nusquam from border raids, he prefers to dispatch eager adventurers to gather rare reagents, investigate ancient ruins, or resolve peculiar disturbances.

2. Throdan’s Forge

Role: Blacksmith, Armorer, and Weapon Smith

A stout dwarven smith with an eye for quality iron and an uncanny ability to appraise common magical arms and armor (though cursed gear easily slips past his appraisal). Throdan married a human woman years ago; their daughters take after their mother—tall, buxom, and notoriously flirtatious. To keep young rakes and wandering sellswords from getting too bold around his daughters, Throdan challenges suitors to lift his massive shop anvil. Unknown to the locals, the anvil is secured to the bedrock beneath the floorboards by a concealed mechanical locking pin.

3. The Chapel of the Hearth & Brother Timmer

Role: Spiritual Care and Divine Magic

Brother Timmer is a plain-faced, deeply charismatic parish priest who tends to the spiritual needs of the hamlet. Capable of channeling low-tier divine blessings and healing spells, Timmer is well-liked by the villagers. Behind his pious exterior, he maintains a quiet fascination with the old ways and druidic lore, and rumors persist that he occasionally dons mask and hood to slip away into the woods during seasonal solstice celebrations.

4. The Willow & Root Apothecary (Bernadette)

Role: Herbalist, Healer, and Spell Component Supplier

Vivacious, sharp-witted, and of indeterminate middle age, Bernadette provides the village with poultices, salves, and basic curative magic. Mages can purchase common low-level spell components from her shop (she keeps enough on hand to supply two to three castings per week, but will gladly take custom orders). Bernadette shares an amicable rivalry with Brother Timmer over the townsfolk’s welfare—though frequent evening strolls and quiet tea shared between the two suggest a much warmer connection than either admits.

5. Binks’ Mill & Tinkery

Role: Grist Mill, Mechanical Repairs, and Specialty Gear

Affectionately known as "Binksy," this diminutive artisan is often mistaken for a short human, but carries distinct gnomish blood. He maintains the village water wheel, repairs complex machinery, and can fabricate or source delicate specialty tools (such as lockpicks and spring mechanisms). While Binksy lives an honest life and disdains common thievery, he knows how illicit locks operate and maintains old underworld contacts in the provincial capital for adventurers who need discrete introductions.

6. The Drunken Anchor (Dargo’s Tavern)

Role: Inn, Tavern, and Rumor Mill

A former corsair who won the establishment fair and square in a late-night game of cards, Dargo is a scarred, boisterous host who runs a clean and orderly taproom. He knows how to handle rowdy brawlers and appreciates reliable muscle. Dargo offers free lodging in the common room to adventuring parties willing to keep the peace, break up tavern scraps, and keep highwaymen off his supply wagons.

D6 Rumors & Adventure Hooks

d6Rumor / Hook
1Barrow Lights: Strange blue lanterns have been spotted dancing across the old burial mounds two leagues north. Grisvaldor is offering gold for soil samples taken from the mound summits.
2The Stolen Wagon: A shipment of high-grade bog iron bound for Throdan’s forge was ambushed along the river trail. Footprints suggest goblins, but the tracks lead suspiciously toward an abandoned limestone quarry.
3Masks in the Mist: Villagers whisper of hooded figures gathering at the standing stones at midnight. Brother Timmer claims it is harmless folk tradition, but Bernadette has been brewing extra burn salves in secret.
4Missing Cogs: Binksy’s master set of jeweler's files and a heavy brass gear from the mill were pinched overnight. He suspects a traveling peddler who fled south before sunrise.
5The Old Captain's Debt: A rough-looking crew of river rogues arrived at Dargo’s taproom, demanding payment on a debt Dargo claims was settled twenty years ago at sea. Bloodshed is brewing if cooler heads don't step in.
6Foul Water: The stream feeding the grist mill has run foul and bitter with black sediment, threatening the autumn milling. Something has stirred or taken up residence inside the upstream cavern system.

GM Advice for Running Nusquam

  • Keep the Map Un-Keyed: Place houses, barns, and shops where they best serve your campaign's immediate pacing.

  • Leave Room for Expansion: Keep four or five outlying farmsteads and cottages unassigned so you can drop in visiting alchemists, tax collectors, exiled nobility, or rival adventuring parties as the narrative demands.

  • Make It Home: Give the players a stake in the village early on—whether a loft above the barn, an abandoned storehouse to renovate, or simple respect earned by protecting the harvest. When danger threatens Nusquam later, the defense becomes personal.



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