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The Scenario Gallery
Finished adventures, several maps each, wired door to door and stocked with monsters, treasure, traps and the DM’s notes. Add one to your shelf and it is yours: play it tonight, or open it in the builder and change anything.
Classic goblin lair · Levels 1–3
Gutterfang Warren
Goblins took the miller's children. The goblins are going to regret it.
10 linked maps · 27 rooms · 44 creatures · 13 treasures · 8 traps · One or two sessions
What it’s about
The Gutterfang tribe has been raiding the forest road for a month — carts, sheep, and last night two children from Tollbury mill. Their warren is an old dwarven mine under the hills, full of traps, tunnels and goblins who are much cleverer in the dark than they have any right to be. A classic first adventure: an ambush on the road, a cave full of sentries, a mine that loops back on itself, a forge, a flooded hall, and a shaman who has found something in the deepest chamber that is starting to talk back.
Sign in to add it to your shelf.Download the fileGothic dungeon crawl · Levels 1–4
The Drowned Abbey of Saint Wend
The bells of a sunken abbey ring at night. The lake is rising.
8 linked maps · 25 rooms · 42 creatures · 13 treasures · 6 traps · Two or three sessions
What it’s about
Thirty years ago the abbey on Wend's Isle sank into its own cisterns in a single night. Now its bell rings under the water every midnight, the lake creeps a hand's width up the village steps each week, and the miller has stopped selling flour but keeps buying candles. Three ways down, a flooded underworld of bone and black water, and an abbot who made a bargain to keep praying forever.
Sign in to add it to your shelf.Download the fileSwashbuckling heist · Levels 2–5
Saltmarrow: The Black Gannet Sails at Dawn
The harbour master's daughter is in the brig of a ship that leaves at first light.
9 linked maps · 27 rooms · 54 creatures · 15 treasures · 6 traps · One long session or two
What it’s about
Saltmarrow is a port that runs on tea, tar and looking the other way. Last night Imogen Rook, the harbour master's daughter, followed her smuggler sweetheart into the Gilded Gull and did not come out. Her father can't call the watch — half of them drink with Mother Kell's crew. You have until dawn: in through the tavern and the sea cave, or straight up the gangplank of the Black Gannet. Cannons, cutthroats, a cargo that bites, and a captain who would rather sink her own ship than lose it.
Sign in to add it to your shelf.Download the fileWeird west · Levels 2–5
The Last Train out of Cinder Gulch
The Vance gang owns the town until the noon train. Then they own the train too.
12 linked maps · 33 rooms · 43 creatures · 15 treasures · 11 traps · Two sessions
What it’s about
Cinder Gulch is a silver town gone sour: the vein ran out, the miners left, and last month the Prospect mine broke through into a cavern of glowing crystal that hums at night. Now the Vance gang has ridden in, locked the sheriff in her own cell, and is loading the crystal onto the noon train. The townsfolk want them gone. The railroad wants its train back. And the things growing in the crystal cave want everybody to stay exactly where they are. Saloon brawls, a bank job in reverse, a jailbreak, and a mine that goes down further than anyone dug it.
Sign in to add it to your shelf.Download the fileSiege and intrigue · Levels 3–6
The Siege of Thornkeep
The wall is breached, the gate holds — and someone inside means to open it at moonrise.
10 linked maps · 30 rooms · 45 creatures · 12 treasures · 10 traps · Two sessions
What it’s about
Warlord Grisk's hobgoblin legion has been battering Thornkeep for nine days. The curtain wall has fallen at one point, the defenders are down to forty, and Lady Aveline Thorn has sent riders for help that will not come in time. You come down the mountain pass as the trebuchets fire again. Fight through the breach, hold the gate, and find the traitor who has been signalling the enemy from the tower — before moonrise, when the gate opens from the inside and the troll walks in.
Sign in to add it to your shelf.Download the fileSci-fi survival horror · Levels 3–6
Dead Signal: Halcyon Ring
Station Halcyon went quiet nine days ago. Its orbit decays in six hours.
11 linked maps · 30 rooms · 32 creatures · 12 treasures · 11 traps · Two sessions
What it’s about
Halcyon Ring — four hundred crew, a hydroponics farm and a research lab nobody was allowed to name — stopped transmitting nine days ago. Your salvage tug is first on the scene and the contract is simple: recover the black box, recover the lab data, and get out before the ring burns up in the atmosphere. The airlocks are open. The lights are flickering. Something has been nesting in the vents, and some of the crew are still walking around, in a manner of speaking.
Sign in to add it to your shelf.Download the fileCyberpunk heist · Levels 3–6
Chrome & Static: The Kessler Job
One prototype, one corporate tower, three ways in, and a fixer who isn't telling you everything.
8 linked maps · 27 rooms · 28 creatures · 10 treasures · 8 traps · One long session or two
What it’s about
The fixer called Saint Juno has a job: Kessler Dynamics has built a neural prototype that can rewrite a person's memories, and a buyer wants it before the board demos it on Friday. In through the neon market's loading dock, the forgotten subway tunnel under the tower, or a stolen aerodyne onto the helipad — then up through the open-plan office, into the cleanroom, and down to the black-site bunker where the prototype is being tested on someone who doesn't want to forget. Corp security, street gangs, turrets and drones, and a twist in the vault.
Sign in to add it to your shelf.Download the fileWizard's tower puzzle-crawl · Levels 4–7
The Orrery of Vael the Unfinished
A dead wizard's tower, a machine that moves the stars, and an apprentice who wants to finish the job.
8 linked maps · 15 rooms · 31 creatures · 14 treasures · 9 traps · Two sessions
What it’s about
Vael spent three hundred years building a machine that could move the stars, and died with it one gear short. Her tower has stood sealed on the moor ever since — until tonight, when every window lit up at once. Her last apprentice, Corvin, has come back to finish the Orrery, and the stars over the moor have started to drift. Climb a tower of animated books, bound imps, alchemical horrors and clockwork guardians, solve the star-gates, and stop the Orrery before it puts the moon somewhere the moon should not be.
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PlanaMax
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