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26 adventures · PDFs are free to read. Printed books are priced with delivery at checkout.

5e-compatible (2014 rules)

The Mill That Grinds at Midnight

By bandolek

Trace dream-haunted flour through a rural village, uncover a concealed killing and save a flood-driven mill. A level-3 mystery with four scenes, dangerous machinery, a complete noncombat resolution, original maps, creature rules and three player handouts. The 32-page paperback contains 13 adventure pages and 19 labeled session-note pages.

32 pages33–4 hours
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D&D 5e · SRD 5.1

The Statues in Briar Quarry

By bandolek

Two quarry workers have been turned to stone, and a basilisk guards a newly opened chamber. Plan a rescue with cover screens, stonewake salve and quarry equipment; then fight, mirror, capture or relocate the creature and secure its eggs. This standalone 16-page beginner booklet for four level-4 heroes provides a two-page color map, complete creature rules, a portrait support sheet, player instructions, partial rewards and dawn recovery. Original setting and labeled homebrew; illustrated and copyedited; not human-playtested.

16 pagesFour level-4 characters90–120 minutes
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D&D 5e · SRD 5.1

The Bell of Hollow Keep

By bandolek

An old watch bell rings in an abandoned keep. Recover the orders a ghost captain never received, uncover the names of the soldiers who saved thirty-two villagers, and end the haunting through investigation, an ordered release or a dangerous confrontation. This standalone 16-page beginner booklet for four level-4 heroes provides a two-page color map, three scenes and a finale, complete ghost rules, a portrait support sheet, staged clue cards and explicit retreat procedures. Original setting and labeled homebrew; illustrated and copyedited; not human-playtested.

16 pagesFour level-4 characters90–120 minutes
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Fifth-edition fantasy homebrew

The Last Light at Mile Fifty

By bandolek

Caravans vanish east of Caldris. A captain suppresses the reports, a bounty hunter refuses the job, and a famed sword lies among the missing wagons. Fifty miles down the east road, a dry cave offers shelter from the storm. Investigate the city, find the missing guards, and uncover a broken roadwarden's oath. Elarra is an original dangerous banshee with a full-turn warning before her Wail and countermeasures the party can discover. Rescue, daylight extraction, negotiated release, prepared combat, retreat and warning travelers can all matter. For four level-5 characters using 2014-style fifth-edition rules; includes difficulty adjustments and a two-hour fast track. Five scenes, complete custom creature and item rules, five original illustration/sketch plates, three maps and six player handouts. Young-adult undead suspense without graphic gore. Original setting and adventure; AI-generated illustrations and authored maps. SRD 5.1 attribution included. Copyedited and visually reviewed; not human-playtested. The free download and print interior contain all 24 adventure and handout pages plus 8 labeled session-note pages (32 total), with a separate illustrated wraparound cover.

32 pagesFour level-5 characters; difficulty adjustments included2-3 hours; two-hour fast track
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D&D 5e · SRD 5.1

The Broken Watchtower

By bandolek

Goblin highway robbers have stolen dwarf courier Berrik Slatefoot's dispatch and fled to a ruined watchtower. Their bugbear enforcer, Gorr, holds the message for ransom. Recover it through bargaining, stealth, goblin infighting or a dangerous fight, then get the grain wagons moving again. This standalone 16-page beginner adventure for 3–5 level-1 characters includes three scenes and a finale, a two-page color map, full creature rules, retreat and rescue procedures, staged clue cards, and a portrait sheet for the newly created dwarf courier. Intended for 60–90 minutes; clever solutions can finish earlier.

16 pages3–5 characters · level 160–90 minutes
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D&D 5e · SRD 5.1

The Giants' Supper Bell

By bandolek

A mountain hunt leads to Boulderpot, where three hostile hill giants use a forgotten dragon-hoard relic as their dinner gong. Recover the copper wind bell through stealth, distractions or ridiculous lies, then escape through a cleft too narrow for the giants. This illustrated beginner adventure provides three scenes and a finale, a two-page map, full creature rules, capture and escape procedures, player handouts and a ranger's character sheet. The giants pose real lethal danger; clever plans and retreat matter.

16 pages3–5 characters · level 160–90 minutes
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5e (2014) / SRD 5.1 with homebrew

Monsters of the Lantern Vale

By bandolek

Three monster mysteries where observation and teamwork change the fight. In The Thing Beneath Blackwater Mill, discover what stops a troll's regeneration while rescuing the millwright's brother. In The Last Watch at Hollow Keep, face an oathbound ghost whose duty has outlasted the war. In The Statues in Briar Quarry, manage a basilisk's gaze and bring petrified workers home. For four level-4 characters, with adjustments for three or five. Each independent adventure aims for about two hours. Designed for ages 10-12 and older: serious fantasy suspense, memorable NPCs, dry humor, and dangerous choices without graphic gore. Investigation, negotiation and combat offer different paths to success. Includes twelve encounters, complete creature rules, an illustrated cover, three chapter illustrations, six DM/player map diagrams, and six player handouts. Uses 2014 fifth-edition rules with explicitly labeled homebrew, including an oathbound ghost variant. SRD 5.1 attribution is included. Original writing and AI-generated illustrations prepared with Familiar and Codex; maps are authored diagrams. Copyedited, independently reviewed and visually proofed; not playtested by a human group. 36-page paperback/download interior: the complete 34-page illustrated book plus two labeled session-note pages. Separate full-wrap cover. Core rules and player characters required.

36 pagesFour level-4 characters; adjustments for 3 or 5Three sessions; about 2 hours each
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D&D 5e (2014)

The Gold That Never Arrived — Illustrated V3

By bandolek

The payroll left Northward. It never reached Rivermont. Follow six missing gold chests through conflicting records, a suspicious diversion, and a riverside mill in this introductory adventure of investigation, negotiation, and recovery. This illustrated edition includes full-page NPC and treasure references, three discoverable player handouts, a keyed mill plan, clues, encounters, and alternative outcomes. Designed for four level-5 characters using D&D 5e (2014). The free PDF and paperback interior contain 15 pages of adventure, artwork, and handouts plus 17 labeled session-note pages, for a 32-page print edition. This is a DM-facing module; reveal the player documents only when discovered.

32 pagesFour level-5 characters4–5 hours
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5e / SRD 5.1 with homebrew

The Hound of Fallen Iron

By bandolek

A meteorite tears across the night sky and lands beyond Cinderwater. A village smith offers 400 gold for enough fallen iron to repair her forge and finish the reservoir sluice pins. On the road, the adventurers encounter an iron-eating hound. Once they carry the meteorite, the same hungry predator becomes their problem again. A 3-4 hour one-shot for four level-3 adventurers, with four linked scenes, a damaged ferry, crater salvage, a changing return journey, complete homebrew creature statistics, and two player handouts. Negotiation, clever transport, sacrifice, and combat all offer ways home. SRD 5.1-compatible. The print edition includes 12 adventure and handout pages plus 20 labeled session-note pages; keyed geography is presented in text.

32 pagesFour level-3 characters3-4 hours
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Fifth-edition fantasy homebrew

The Ironwake Ear Derby

By bandolek

Seven days. Four hunting grounds. One prize. Register your company at Ironwake's bounty board, then compete with the Slate Kites and Copper Talons for the largest verified haul. Track raiding bands through the Rimeplain, choose when to rest or push into the night, and bring your proof home before the final bell. A straightforward wilderness competition with finite quarry, a fixed rival scoreboard, meaningful travel and rest, tactical fights, surrender options, and bargains with rival hunters. Win Foxwake, a magical hunting bow, earn coin and city renown, or leave with honest wages and new allies. Captured foes can earn the same credit as trophies. Includes four illustrations and sketch plates, four map assets with separate DM/player tactical plans, four player handouts, complete custom creature statistics, magic treasures, and a writable seven-day expedition ledger. For four level-5 characters using 2014-style fifth-edition rules, with adjustments for three or five. Young-adult adventure; trophy collection is offscreen. Original setting, cast and adventure. AI-generated illustrations and authored map diagrams. Required SRD 5.1 attribution is included. Copyedited and visually reviewed; not human-playtested. The paperback/download interior contains 23 adventure and handout pages plus 9 lined session-note pages (32 pages total), with a separate illustrated wraparound cover.

32 pagesFour level-5 characters; adjustments for 3 or 53-4 hours; seven in-world days
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D20 fantasy homebrew

The Silver Mask

By bandolek

A Halloween masquerade in Greyhaven ends in a howl. Pursue a werewolf through crowded city streets, follow the trail into the wilderness, and reach lonely Briarwick Manor before an innocent life is lost. A death during the city chase can bring a torch-bearing mob to the gates. This gothic one-shot supports investigation, negotiation, a tense rescue, and a final confrontation with options to cure, capture, or slay the wolf. Includes eight illustrations and map assets, five player handouts, custom creature statistics, unusual magical loot, cash rewards, and city renown favors. For four level-3 characters, with adjustments for three or five players. D20 fantasy homebrew, designed for about two hours. Young-adult suspense, transformation, captivity, and possible death; no graphic gore. 32-page paperback interior: 16 adventure, reference, and handout pages plus 16 labeled lined session-note pages. Includes a separate illustrated wraparound cover. Original adventure and AI-generated illustrations prepared with Familiar and Codex; maps are authored diagrams. Copyedited and visually reviewed; not playtested by a human group.

32 pages4 level-3 characters; scales for 3-5 playersAbout 2 hours
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5E (2014 rules)

Rivermont: Drama and Beyond — Revised Edition (Updated Cover)

By bandolek

A coffin breaks against Rivermont’s bridge, and the dead rise wearing arena tokens. Follow the trail through the city’s arena, a trade in stolen souls, celestial hearings, and an infernal rescue. This revised edition preserves both Drama in Rivermont and Beyond Rivermont: 20 core scenes, five optional encounters, ten illustrations and map assets, fourteen pictured NPCs, and eight separate player handouts. The rewrite strengthens arena testimony, courtroom consequences, NPC choices, surrender custody, Dimitri’s possible stowaway journey, and the final ritual’s lawful-entry and deadline procedures. The original edition remains live for comparison. This edition has completed manuscript copyediting, independent before/after review, a focused scene/NPC/encounter diagnostic batch, and print inspection. The diagnostic batch is a sample, not an exhaustive gameplay test. It has not been playtested by a human group. 48 pages: 47 adventure/reference/handout pages plus one labeled session-notes page. Themes include coerced bargains, imprisonment, religious betrayal, threatened sacrifice, and death. Original campaign by bandolek. Cover wording updated: “The dead appear twice in Rivermont.” The 48-page interior is identical to the verified revised edition.

48 pages4 characters, levels 5–1114–18 sessions · 53–57 hours
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5E (2014 rules)

Rivermont: Drama and Beyond — Revised Edition

By bandolek

A coffin breaks against Rivermont’s bridge, and the dead rise wearing arena tokens. Follow the trail through the city’s arena, a trade in stolen souls, celestial hearings, and an infernal rescue. This revised edition preserves both Drama in Rivermont and Beyond Rivermont: 20 core scenes, five optional encounters, ten illustrations and map assets, fourteen pictured NPCs, and eight separate player handouts. The rewrite strengthens arena testimony, courtroom consequences, NPC choices, surrender custody, Dimitri’s possible stowaway journey, and the final ritual’s lawful-entry and deadline procedures. The original edition remains live for comparison. This edition has completed manuscript copyediting, independent before/after review, a focused scene/NPC/encounter diagnostic batch, and print inspection. The diagnostic batch is a sample, not an exhaustive gameplay test. It has not been playtested by a human group. 48 pages: 47 adventure/reference/handout pages plus one labeled session-notes page. Themes include coerced bargains, imprisonment, religious betrayal, threatened sacrifice, and death. Original campaign by bandolek.

48 pages4 characters, levels 5–1114–18 sessions · 53–57 hours
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D&D 5E (2014)

The Gold That Never Arrived

By bandolek

A royal gold shipment from Northward has vanished on its way to Rivermont, and unpaid workers are losing faith in the crown. Follow a false quarantine order, turn frightened accomplices into witnesses, and recover six payroll chests from Alder Mill before the midnight departure. The stolen gold leads to a bid for power—and the party decides how much of the truth becomes public. A 4–5 hour adventure for four level-5 characters, with four encounters, a keyed mill layout, complete homebrew enemy statistics, noncombat routes, and three player handouts. The 32-page print edition includes the 12-page adventure and 20 labeled session-notes pages.

32 pagesFour characters, level 54–5 hours
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5E (2014 rules)

Rivermont: Drama and Beyond

By bandolek

A coffin breaks against Rivermont’s bridge, and the dead rise wearing arena tokens. Follow a trail of altered records through the city’s public challenges, a wounded investigator’s disappearance, and a trade in stolen souls. Beyond the city, the campaign opens into celestial hearings, an infernal registry, and a rescue whose outcome depends on whom the party can bring home. A two-part campaign for four characters, progressing from level 5 to level 11 under the 2014 fifth-edition rules. Includes 20 core scenes, five optional encounters, a spoiler-filled DM introduction, custom opponents, milestone advancement, ten illustrations and map assets, fourteen pictured NPCs, and eight separate player handouts. Approximately 53–57 hours across 14–18 sessions. Adapted from bandolek’s original home campaign. Reviewed and copyedited; this conversion has not been playtested by a human group. Themes include coerced bargains, imprisonment, religious betrayal, threatened sacrifice, and death.

44 pages4 characters, levels 5–1114–18 sessions · 53–57 hours
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5E — SRD 5.1 (2014)

The Midnight Memory Express

By bandolek

A passenger wakes unable to recognize her child aboard a midnight train. Track stolen memories through passenger interviews, a cargo-car pursuit, and a contested transfer before deciding who may restore them. Revised edition: six encounters, a spoiler-filled DM introduction, four DM/player map sheets, eleven separate handouts, complete opponent rules, and endings shaped by the party’s decisions. 44 pages.

44 pagesFour level 6 characters4–5 hours
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5E — SRD 5.1 (2014)

The Last Light Below

By bandolek

Six surveyors are trapped beneath a cracked hillside, where a failing gravity lens is tearing an observatory apart. Descend through three levels, improvise rescues, and decide whether to attempt its final observation. Revised edition: six encounters, a spoiler-filled DM introduction, four DM/player map sheets, seven separate handouts, full opponent rules, and consequential endings. 40 pages, including two labeled session-note pages.

40 pagesFour level 3 characters3–4 hours
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5E — SRD 5.1 (2014)

The Fortress of Two Seasons

By bandolek

Summer storms batter one half of Greyspan while winter seals the other. Rescue twenty-four stranded people, bargain with a frost court, and decide whether to preserve the crossing or abandon it. Revised edition: six encounters, a spoiler-filled DM introduction, four DM/player map sheets, four separate handouts, complete opponent rules, and multiple endings. 36 pages, including two labeled session-note pages.

36 pagesFour level 9 characters5–6 hours
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5E — SRD 5.1 (2014)

The Midnight Memory Express

By bandolek

A passenger wakes aboard a night train unable to recognize her child. Stolen memories are traveling as sealed glass recordings, concealed among legitimate sales. Interview passengers, follow the paper trail, search the carriages, and decide who should control each recording before the final transfer. A complete level 6 mystery with a spoiler-filled DM introduction, six encounters, four DM/player map sheets, eleven separate evidence handouts, complete memory-device rules, and multiple endings.

52 pagesFour level 6 characters4–5 hours
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5E — SRD 5.1 (2014)

The Fortress of Two Seasons

By bandolek

Summer storms batter one half of Greyspan Fortress while deep winter seals the other. A failed planar transit has stranded travelers on both sides, and a frost court approaches the breach. Explore from the air or ground, bargain with rival custodians, and choose how to evacuate the fortress before the next transit. A complete level 9 adventure with a spoiler-filled DM introduction, six encounters, four DM/player map sheets, four separate handouts, full opponent rules, and distinct resolution paths.

40 pagesFour level 9 characters5–6 hours
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5E — SRD 5.1 (2014)

The Last Light Below

By bandolek

Six surveyors are trapped beneath a cracked hillside, where a failing gravity lens is tearing an abandoned observatory apart. Descend through three levels, improvise rescues, and decide whether one final observation is worth the risk. A complete level 3 adventure with a spoiler-filled DM introduction, six encounters, four DM/player map sheets, seven separate handouts, full opponent rules, and consequential endings.

44 pagesFour level 3 characters3–4 hours
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5e-compatible · Original homebrew

Autumn Perils

By Familiar

Two complete level-5 adventures with a medieval high-fantasy motif. In The Black Antler Hunt, expose the magistrate choosing victims for an armored revenant, survive its thorn-backed hounds, and confront the horn that commands the hunt. In Gravewake Keep, infiltrate a stolen fortress, free its living prisoners, and break the rune-bindings of the bone-built Ossuary Ram before a necromancer launches it against the city. Includes ten encounters, twelve original painted medieval-fantasy NPC/monster/scene illustrations, two keyed DM diagrams, six player handouts, larger character and creature plates, and an outcome ledger. Designed for four level-5 characters with adjustments for three or five, about 4–5 hours per adventure. Normal combat danger and death saves apply; no graphic gore. This 32-page color paperback has no added blank or printer-padding pages. Original homebrew for 2014-style 5e; core rules and player characters are required. Created with Familiar skills and AI-assisted original writing and illustration. Editorially reviewed and visually proofed, but not independently playtested. Preview the complete PDF before ordering.

32 pages3–5 characters · Level 5Two sessions · About 8–10 hours
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5e-compatible · Original homebrew

Lanternwick’s Long Night

By Familiar

A bell rings beneath the river. Skeletons hold the bridge. On Halloween, the last lanterns begin to fail. Three connected adventures bring a family or mixed-age table into Lanternwick’s unfinished promises: The Bell Beneath Blackwater, The Watch at Briarbridge, and When the Last Lantern Goes Out. Investigate a haunted mill, confront the skeletal Watch, and face the returning Harvest company. Eerie mysteries, tactical encounters, and consequential choices lead to several hopeful endings. Designed for pre-teens, young teens, and adults playing together, with no graphic gore and optional gentler defeat rules. Includes 12 encounters, four original schematic maps, nine player handouts, and a campaign ledger. The 36-page color paperback contains 33 pages of adventures and table aids plus three printer-added session-note pages. Original homebrew for 2014-style 5e; core rules and characters are required. Created with Familiar skills and AI-assisted writing and illustration. Editorially reviewed and proofed, but not independently playtested. Read the complete PDF before ordering.

36 pages3–5 characters · Levels 2–4Three sessions · About 7–9 hours
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5e · SRD 5.1

The Lightning Auction

By Familiar

Three factions want the same stormglass lens. Only one of them needs it to keep the town alive. A stormbound adventure of investigation, hazardous ascent, faction bargaining, and mechanical infiltration for 4–5 characters of levels 7–9. Includes the complete 15-page adventure and 17 labeled Session Notes pages in the 32-page paperback edition.

32 pages4–5 characters · Levels 7–9One session · About 5 hours
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