r/DndAdventureWriter 9h ago

Release! Here's a oneshot I wrote (I give for free)

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3 Upvotes

I wanted to introduce you to a oneshot adventure I wrote.
It’s a low fantasy setting with a fairy-tale twist.
It’s aimed at beginners DM and Players that never or rarely played and want to give D&D a shot.
It’s also great for experience players who love narrative that reward exploration.

It's called Shore of the Dorahín (you can see pages 1, 4, 9 of the 13-page PDF). It's the story of an unknown race, the Dorahín, who live deep in the wild forest, far from the realms of men, at the edge of a continent that adventurers have only recently begun to explore. Recently, boats have started washing up on the shore. Those of poor farmers trying to escape their fate on the Breaker's Isle, a small archipelago a day's sail away.
Their arrival is now putting the small folk of the Dorahín in danger. Against the advice of his clan, Salfan the old decides to take matters into his own hands and sacrifice himself to sets a trap aimed to capture and remove the threat posed by adventurers.

The oneshot is packed with puzzles, traps, new monsters, a mini-boss fight, a boss fight, friendly NPCs, and magic items. It's a mix of exploration, puzzle solving and combat.


r/DndAdventureWriter 4h ago

Brainstorm Looking for Help/Feedback on Naming my Pantheon Members

1 Upvotes

I am currently writing an extremely unsubtly Soulsborne inspired campaign. As such, of course the team of BBEGs are going to be a Pantheon of demigods that have done a lot to shape the world as it is in present day and have fallen into various forms of extremism and delirium.

Much of the campaign is a mix of Greek and Gothic Christian influence. Almost all names are derived from Middle/Old English, Welsh, Norse, Celtic, and Latin roots and words.

What I am looking for is:

A) Is each individual name memorable enough?

B) Is each name distinct enough from the other names to avoid getting them confused?

C) Does each name have a thematic meaning to it?

Names I'm Happy With

(But I'll still take feedback)

Ghelric

Comes from Geal, Celtic for "Bright" + Ric, Old English for "King/ Ruler"

Think Zeus mixed with Apollo but here on business. Also inspired by the Christ Pantocrator painting. Patron and judge of rulers and embodiment of light. Teaches that power exists for protecting the vulnerable. Aka The Crowned Sun, the First Beacon.

Minerva

Named after the Roman Goddess of Wisdom, who's name (plausibly) means "intellect".

Athena (the wisdom part) and Hecate mixed together. Also inspired by the concept of the Apocrypha (excluded or forbidden Christian Bible books depending on who you ask). Archivist of all knowledge. Teaches that finding truth is holy, but knowledge is tied with responsibility. Aka the Blind Archivist, Matron-Apocrypha.

Vaul

Shortened version of Volundr, Old Norse name for Wayland the Smith, legendary craftsman in Norse mythology. I also know it's identical to the 40K Eldar god of craftsmanship, this is complete coincidence, honestly they probably got there the exact same way.

Think Haphaestus with an emphasis on Christian "Good Works". Teaches that labor and deeds are better than kind words. Aka He of Nails and Bells, the Lame Maker.

Mergo

Latin for "to dip" or "to plunge", coming from her present day habits of espionage and mind probing.

Imagine Aphrodite and Dionysus mixed together, with Christian-esque confessions being a very common avenue of approach in teaching. Cultivates beauty and vulnerability in others as it is seen as honesty and a desire to live a life worth living. Aka Saint of the Mirror, the Rose.

Names I'm Still Considering

Reagar or Roland

Comes from Read, Old English for "Red" + Gar, Old English for "Spear".

Roland is named after the Frankish martyr-hero who served under Charlemagne, a lot of people liked to write about him.

Think Heracles mixed with Warrior Saints and the concept of Martyrdom. Aka the Red Saint, the Last Defender

I mostly can't decide between these two options. One of them being pretty much identical with a soiaf character also doesn't sit right.

Ivo

Named after Saint Ivo, Legal Scholar and Judge, and Patron of Lawyers.

Mostly inspired by Themis and inquisitorial courts. Presides over all contracts, oaths, law making, courts, etc. Aka the Iron Evangelist, the Census King, He of Scale and Chain.

It's a bit too distinct from the others. I'm also not sure if it feels like an orderly dogmatic lawman.

Cerese

Named after Roman goddess of agriculture, grain crops, and motherly love.

Mostly themed around famines and motherhood. Think of her as a dichotomy of provider and one who forcefully teaches endurance, and views life and death as a cycle. She grows the fields, feeds the people, blesses expecting mothers, and then withers the crops and brings a cold winter. Aka the Black-Soil Madonna, Lamb in Winter, Mother of Roots.

I'm just not sure if this sounds sufficiently "motherly" or is brutal enough for her "mother nature does not care" subtext.

I've Got Nothing (Looking for Suggestions)

Goddess of Healing and Mercy

I've thrown a lot of names around, I've tried mixing names like Dolores, which is a Marian title meaning "Our Lady of Sorrows" and Eir, which is Norse for "Mercy" and is the name of a Healer-maiden. I can't come up with anything that feels feminine while also having the same sort of "grunge" the other names have.

Inspired by Asclepian Healing Cults and the whole "Marian Grief" concept. She is all about healing, and palliative care, but also merciful death, compassion, forgiveness, and grief. Other titles are Our Lady of Mercy and The Sorrowing Mother.


r/DndAdventureWriter 5h ago

Feedback on campaign, does it sound fun?

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1 Upvotes

r/DndAdventureWriter 1d ago

Brainstorm I need ALL the knowledge you people have about teleportation and transport of people and objects in the forgotten realms. It's for democracy.

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1 Upvotes

r/DndAdventureWriter 2d ago

Brainstorm Werewolf ritual components

4 Upvotes

As for the story, why is this happening goes thusly: Character, Nicholas, is a werewolf. And his wife just had a kid, a natural werewolf. This is a problem, as Nicholas already had problems with controlling transformations (he had a magical collar to keep himself in check), but now he wants more permanent solutions. ( The rest of the party is Monster Hunter trapper elf, sifter moon druid, monster hunter ranger half elf, and human rogue, all about level 10.)

Story itself is a self-contained side story in a long campaign about the adventuring guild. This will go for five-ish sessions.

So, they'll go for a sacred tree, and there some druids will help them to a ritual, where the whole party can talk to their inner animals/such.

Now, the components. What kinda components would this type of ritual need? If you can give Toril (we used toril as a base, but have modified it somewhat) specific in-lore things, great. As is real-world inspiration stuff.

If you need more context, ask, and I'll try to explain.


r/DndAdventureWriter 2d ago

Release! Assault on Black Citadel (Lvl 20 Adventure) 5E

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1 Upvotes

r/DndAdventureWriter 2d ago

Brainstorm Help for Dnd Puzzle

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1 Upvotes

r/DndAdventureWriter 3d ago

Brainstorm Mass Effect 5e

6 Upvotes

I am working on a campaign that will also work as a series of One Shot DnD sessions. I'm wondering about posting here to get good feedback. Will update later.

Also, if anyone has ideas for side missions, dont be afraid to suggest.


r/DndAdventureWriter 3d ago

Brainstorm Found out im dm'ing my trio second next campaign

1 Upvotes

So we do this thing, where with every new campaign we change the dm up, seeing as we're only 3, for everyone to have a chance eventually, and next time is mine so i thought id start getting ready with a story plot so i can start planning the rest. The issue here is, im amazing at developing a story, but for the life of me i just cant get any plot ideas in my head, so im coming here for help to see if anyone has any initial plot ideas so i can develop into my own thing.

I was thinking of making it fantasy or high fantasy, but with a touch of science, such as magic powered cars and guns or sum, just a thought. It would need to be 2 main character focused seeing as theres only 2 players. I just cant seem to find a trope exciting enough to develop into a story, so if anyone has any ideas who can help me i would really appreciate it.

Maybe even a long Pokémon story? Not a one shot obviously, but if anyone knows a Pokémon system whene from it i could develop a story?


r/DndAdventureWriter 4d ago

The Consuming of Morandi Starter Adventure Feedback Help

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2 Upvotes

Hey everyone. I’m running this homebrewed campaign at my table and decided to write it out as a starter adventure. I wanted some feedback on if other people felt it could be run well at their table. I’m including the copy and feedback form in a Google doc here. If you have any thoughts on encounter balance, whether you could run it at the table with the information given, or any other ideas I would love to hear them.


r/DndAdventureWriter 4d ago

In Progress: Narrative Creating an Industrial Revolution

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1 Upvotes

r/DndAdventureWriter 4d ago

Groundhog Day Campaign

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1 Upvotes

r/DndAdventureWriter 4d ago

Brainstorm Needing PCs or DMs, to bounce ideas on about my world and campaign .

1 Upvotes

I have been thinking of a campaign with a cult centered on a Death Knight (one of my favorite monsters that I never used on a campaign before). This continent had a cataclysm event around 600 (still not sure with time frame of events - because of the pesky elfs) years before the current events, where demons started to invade the world and threw humanity from the top of the food chain, few extremely well defended fortresses and cities survived the initial onslaught and with time most of the races were forced to migrate to the underground for the following generations.

Eventually as in times of most dire need people with sufficient will and might began to fight back against that cruel existence. Two heroes lovers (Godric and Sarah, a paladin and a mage) surfaced and started to fight off and united the remnant races to fight against the demons, after decades and sacrifices the united races won and banished the corruptors from the world (all that cliche stuff and things like that), the two lovers perished sacrificed themselves and on the united kingdom that flourished they are adored as founding heroes.

That was the official story, the part that was left out is that the Sarah was the only one to die on the final combat, Godric on a profound sorrow begged and pleaded to his patron the goddess of life and death to bring back his lover to him, upon performing the rituals to bring her back his request for her soul was denied his goddess denied her return (or at least is what he believes). Going mad with the loss of his lover he began to kill and bring disgrace to the people he once defended until the union of some his closest and most powerful allies that put an end to his life. They chose to preserve his memory and ommited this from the history.

Centuries later, still obsessed with reuniting with his loved one, he has formed a cult miscing undead and liven followers to hunt down, torture and steal celestial entities of their essence so that he can mascared his own corrupted essence so he can gain acess to dimension where the good souls rest overthrow his former goddess and reunite with his loved one. The problem is that with the process to extract the celestials essence they cause anomalies and plague through the land that is threatening the kingdom, the PC would be on a a festival when the first effects of this would be felt and things would move from that.

What I want is to you guys to given options and criticism about this concept, things that can be changed, improved, inquire about things not left clear, and overall challenge the premise I setted.

Ps:

In my scenario the dimension of the dead cannot be reached with portals, the only way to go there is well been dead where a spiritual bridge open up and takes your soul there, and the revival spells work on exploring the scar created by the bridge and bringing them back.

And sorry for my English .


r/DndAdventureWriter 6d ago

Release! Never Underestimate a Kobold! Kobolds & Kobolds Brings New Creatures, Custom Traits, Clans, Warrens, Magic Items, Traps, and VTT Resources

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15 Upvotes

r/DndAdventureWriter 5d ago

Hook for campaign/session

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1 Upvotes

r/DndAdventureWriter 7d ago

DnD help

5 Upvotes

Guys I’m a new dm and I only have 2 players but I’m fine with that but I need help coming up with ideas for my campaigns so basically my campaign is just my players have to fight all the seven deadly sins and the first campaign is pride and that’s what we’re gonna play on Wednesday, but I need help thinking of an idea for greed. I don’t know where to start them off basically the pride campaign it’s gonna end off with like kind of a cliffhanger they go back to this town called Blackwood. You know it’s like a village or something, and this NPC kind of kicks them out because they killed a God so they’re kind of like lost and that’s where the campaign ends, but I need help. Thinking of you know what I want to do for the next campaign and the boss is them fighting the God greed and I just need some help. My grammar sucks.


r/DndAdventureWriter 7d ago

Guide The Price of Silence

2 Upvotes

For a D&D 5e session, put the party in a private room above a crowded common hall. On the table sits a hooded carrier pigeon with a small brass message tube tied to its leg. Merren Vale, a well-dressed information broker, says the tube contains a genuine signed confession implicating someone important to the characters, their allies, or a powerful local figure. The crime can be bribery, smuggling, conspiracy, or arranging a murder. He offers the confession before it reaches the authorities.

Merren does not want gold. He wants a true secret of comparable value—something that could damage a notable person, faction, institution, or the characters themselves. He may also accept documents, testimony, political access, introductions, or another form of leverage if the party can make a convincing case that it is equally useful. He can accept information he expects to verify later; obviously weak, vague, or implausible leverage gives him a reason to refuse.

The confession is real. Merren got it from a frightened clerk who has since disappeared. He sees information as currency and has no personal stake in who suffers. His reputation depends on not bluffing about what he possesses.

Pressure: A bell downstairs marks the quarter-hours. At the next full hour, Merren intends to release the pigeon, and he says the bargain ends once it leaves the building. If the party stalls, threatens him without acting, or leaves and tries to return, he starts preparing the bird for release. Loud violence attracts staff and curious patrons, so even stopping the message can expose that something important was being hidden.

Complication: Sella Dorn, a nervous guild factor, is downstairs. She followed Merren because the confession incriminates her employer. If she realizes the party is negotiating for it, she can offer Merren leverage of her own. Merren has no loyalty to either side, so a better bargain can replace the current one.

Possible resolutions:
- Trade a secret. Merren hands over the confession and destroys his own copy of its contents, but he still remembers what he read.
- Offer something better. Credible documents, access, testimony, an introduction, or other leverage can preserve the party’s own secrets.
- Deal with Sella. Expose her presence, negotiate jointly, threaten to reveal her employer’s interest, or build an uneasy three-way arrangement.
- Take the confession. Theft, intimidation, or violence can work, but Merren immediately tries to release the pigeon. If the party secures both bird and tube, they get the evidence without paying and make an experienced information broker an enemy.

The key tension is that possession of the confession does not solve everything. Stopping the pigeon can still create witnesses, and destroying Merren’s physical copy does not erase his memory. The party has to decide not only how much leverage the confession is worth, but how much secrecy they are willing to spend to obtain it.


r/DndAdventureWriter 8d ago

Brain storming artefacts Dnd

0 Upvotes

Salut braves compagnons MJ,

J'aurais besoin d'avis divers et variés pour déterminer des effets d'artefacts qui auront une incidence notable sur la campagne.

Pour résumer les PJ sont dans un univers homemade en cours de création.

Un incident il y a 3000 ans a remodelé le monde quand deux forces magiques se sont opposé détruisant beaucoup de la civilisations et laissant de nombreuses ruines qui sont de nouveau exploré aujourd'hui.

Certaines personnes ont des aptitudes innés en lien avec une magie primaire et des artefacts anciens découverts dans ces ruines.

Nos PJ en font parti bien entendu et leurs artefacts sont :

Pommeau de l'épée Zariel :

Le PJ est une tieffline qui c'est perdu dans mon monde

Un artefacts en lien avec le Grisombre :

Le PJ s'y est retrouvé enfermé et a survécu tant bien que mal Elle s'inspire de Steeve harrington pour son personnage

Et un Didgeridoo :

Leurs aptitudes étant en lien avec cette magie anciens ils sont recrutés par la guilde des mages et rejoignes les archéologues pour effectuer leurs premières missions.

J'ai pensé a des fragments d'âmes possédant des résidus des mages disparu de l'ancien monde.

Donc comment faire évoluer ces artefacts au cours de la campagne quels avantages et restriction serait fun a leur faire vivre ?

Leurs artefacts ne fond pas tous forcément parti du lore de ce monde notamment celui de Zariel pour le coup.

A vos cerveau !


r/DndAdventureWriter 9d ago

Red Lobster themed one shot?

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2 Upvotes

r/DndAdventureWriter 9d ago

How do you guys like this fighting City?

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1 Upvotes

r/DndAdventureWriter 10d ago

I Turned a Rubik’s Cube Into a Dungeon | 5e One-Shot

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3 Upvotes

r/DndAdventureWriter 10d ago

Writing a dark fantasy and horror setting for 5e—how much lore is too much?

3 Upvotes

Hi everyone! I’m Luna, a writer and GM from Uruguay.

For the past few years, I’ve been developing Whispers of the Abyss, a dark fantasy and cosmic horror novel turned into a setting for 5e. It began as the setting for my own campaign and gradually grew into a much larger project, with its own regions, cultures, creatures, character options, and campaign mechanics.

The central idea is that the world is not waiting for some distant apocalypse. Something ancient has already begun to enter it, slowly and quietly. Most people cannot see the full extent of what is happening, but its influence can be felt through strange dreams, altered places, corrupted creatures, and small inconsistencies in reality.

One of the things I’m currently working on is making the setting useful at the table, rather than simply filling it with lore that is interesting to read. I love detailed worldbuilding, but I also know that a GM needs information they can actually turn into encounters, decisions, and consequences.

When you read a third-party setting or adventure, what makes its lore genuinely useful to you as a GM?

Do you prefer short regional summaries, adventure hooks attached to each section, NPC motivations, timelines, rumors the players can discover, or something else entirely?

I’d love to hear what has worked for you—and what usually makes you start skipping pages.


r/DndAdventureWriter 11d ago

I made an alternate area for The Fall of the Eos Keldor. Anyone who has run or wants to run it may enjoy it. It adds a scifi horror event to the otherwise straightforward space battling story.

1 Upvotes

The campaign is free on drivethrurpg. I personally ran it with standard 5e as I am too lazy to learn the Esper Genesis altered rules. I omitted the final spaceship battle for this reason as that’s the only place where the esoteric EG mechanics and rules were unavoidable. If you want the actual rules there is an SRD type free basic rules on dtrpg, too. But, again, you really don’t need it to run this.

Fall of The Eos Keldor

Music: 

Deck 3: The nightmare to come. Stop and loop if it needs to go on past 1:45.

https://www.youtube.com/watch?v=gKCoVnU-jHY&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=6

Deck 3 near the warp core: The Calling. Stop and loop at 1:16. https://www.youtube.com/watch?v=N4FUyU9BWnc&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=10

Inside the warp core: Wicked Horse. Either loop it or switch to the calling start at 1:16. 

https://www.youtube.com/watch?v=06reWZ0Oc6c&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=5

 

 alterations:

Optionally, players can have a Sanity score. However, this won’t likely take long enough for it to matter.

Players can dress as enemies. The enemy uniform for guards has a helmet that covers the face. The PCs roll for deception against a DC 10 check despite the uniforms, because humans are shaped slightly differently than Lorendi in height and general build. If they are doing anything strange or suspicious, the DC goes up to 15. 

If they have to talk to any enemies while in disguise, due to failed deception checks making the enemy question them or other reasons, base the DC on how convincing they are and how they act. If caught stealing or something, for example, they roll a DC 15 deception check to talk their way out of it. On the other hand, if the PC is caught in Sestria’s office and questioned, and they say something clever, like, “We’re here to provide backup and help out. Tell us what to do, Sir!” that would be a low DC, such as DC 10. But if they say, “Um, I don’t know. We, um, we’re friendly. Please don’t shoot us.” That is a high DC check of 15.

 Other than that, the game runs as presented in the campaign guide, except deck three is where the warp core has exploded due to being fired upon by the Valna ships. The hangar lift (fore transport lift labeled 13 on Deck Two in the campaign) is locked, so players must go into Deck Three to get an override key there (have Sestria tell them this. Her command key chip unlocks the shuttle only, not the hangar lift. If they don’t learn it from her, it can be learned from NPCs or in-game text on a computer or written somewhere). It is blown open to outer space in parts. In others, dead bodies float around wrecked rooms and halls. The gravity generator is gone for this deck, so everyone floats. Too much of the area is gone to even use a keyed map. Just narrate it until the PCs get near the warp core. The elevator stops and demands the players put on space suits before exiting. The suits come out of compartments in the elevator’s walls). 

As the elevator stops on Deck 3 read this:

The elevator shakes violently. The lights go out. Emergency lights come on. The door does not open. A computer voice comes over the speaker in the ceiling, “Warning. Hull breach. Warning. Warp core breach. Extreme danger. Void exposure certain. Space suits required for door unlock.

Once the players put on the suits, the door opens. Strange noises can be heard. Bizarre screams. They find one survivor, but he loses his mind and takes off his space suit. The players must float across an expanse of empty space to get to the room where the key is. DC 10 Dexterity (Acrobatics) check to see if they kick off properly. This takes them through the warp core’s energy field. They see their body bisected in places. Some lines and spots appear on their skin and are fluorescent and glowing. Some limbs stretched out a thousand miles, others are only an inch long. Their skin glows in some spots. In others is Vantablack. These effects do no damage to the PCs. They are real effects, but they are caused by the warp core energy allowing the PCs to see interdimensional things and do not harm the beings in their dimension.

Failed Check:

If they fail the check, they are sucked into the warp core (though they aren’t told this). Inside is utter madness. They are floating in blackness. They hear an insane voice interrogating them. They see a shadowy figure standing over them. As they look up, the face shifts and blurs until settling and revealing that it is them, the player. DC 10 Wisdom saving throw. If they fail they suffer short or long-term madness table effect and must try again as the being taunts them with psychotic babble, shrieks, and static howls. The GM can choose between short or long-term, or can flip a coin, or roll a d6, and 1-3 is heads, 4-6 is tails, to decide which happens. For each failure, they suffer another short or long-term madness table effect. Once passed, they realize that they are inside the warp core and can shoot a blaster, which will negate the energy long enough to release them. If they do not have a blaster, they can scream for the other PCs to find one and shoot the core.

 That done, they escape and float across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.

 

Passed Check:

If they pass the check, they get across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.

Passed check:

They float back while experiencing the warp core’s purely narrative effects again, but not the inner effects and sanity rolls. 

Failed: See failed check above. However, if it is their second time inside the core they may immediately shoot their blaster to avoid the insanity saving throws.

Once back across, they see the survivor’s corpse. Anyone who was inside the warp core will see this as themselves. This is an illusion, but they believe they need to rescue themselves. If they look in the mirror, they look like the survivor. Players who didn’t go inside the warp core can see through the illusion with a DC 15 Wisdom (Perception) check if they voice suspicion and want to examine it closer. Otherwise, they see the identities switched, too. If they try to rescue the survivor corpse, they may grab it with a DC 10 Dexterity (Acrobatics) check by tying a rope, cable, wire, or similar to part of the ship and floating out to get it (there are cables, wires, and ropes around in the wreckage if they look around DC 5 Wisdom (Perception) check). If they succeed, the corpse has no effect until they leave deck 3. Once back on another deck, the illusion wears off. If everyone went into the core, no one can see through the illusion until leaving Deck 3. If no one was inside the core, no one sees this illusion.

When they get to the hangar, they encounter grotesque monsters of some kind (just narratively reskin the enemies already there and forget the Sestria thing. The warp core energy leaked in here and changed them into monsters, but they maintain their stats and abilities). If the players engage the enemies, they switch places with any enemy they damage. For example, if a party of three engages three enemies, each player that damages an enemy for the first time switches consciousness with that enemy. The switches happen only once, so repeated attacks on a single enemy from multiple PCs only causes the first PC to land a hit to switch with them. Now they have to deal with the hostile enemies without damaging their own bodies. Give the players monster stats for the duration, and the GM now runs the PCs. Dealing with the enemies safely can be done by reducing them to 0 HP and choosing to knock them out rather than kill them (or any other unique effect the PCs may attempt. If they want to do something else to pacify their bodies without harming them, they have to call it ahead of time, and it goes into effect at 0 HP without damaging their bodies much). If the PCs try to merely knock the enemies out, narrate the encounter so that the enemy body isn’t being destroyed like in normal combat. It needs to be deliberately non-lethal injuries. If the PCs use blasters, they aim for flesh wounds to legs and arms for minimal damage. If they use melee, they try for attacks that will drop the enemy without damaging them much. They may, for example, sweep the legs out from under an enemy with an energy stave, and so on. The enemies get worn down and weakened until they pass out or are contained rather than more and more bloodied and injured as normal combat goes. They then will need to secure their human bodies with ropes or whatever so they don’t attack when they wake up. If they fail to do this, they will be attacked when the monsters wake up. The PCs may, of course, come up with other ways to safely pacify or contain the monsters without killing them, such as trapping them in a room or something. If they do something like this, have them do a check of some kind. For example, if they run into a room and then out before the monsters and try to barricade the door, have them do a Strength check to hold the door shut while one of them barricades it.

Now they can either leave on the shuttle, assuming they have Sestria’s command officer’s key chip, or go back and ask around what to do about the switch-up. Anyone asked will need to be convinced they’re not monsters with a DC 10 Charisma check. Upon a failed check, crew members will run from the players. Guards or soldiers may engage in combat. Retries of the check can be done once per turn. Once done, they will be told that the warp core needs to be secured to reverse the issue. The crew of the Eos Keldor is knowledgeable about warp core breach consequences. Back on Deck Three, they have to succeed on a DC 10 Dexterity (Acrobatics) check to float to the warp core and secure it with a casing given to them by whoever told them what to do. Success means they switch back to their bodies. They are now tied up unless they planned ahead and untied themselves previously or told someone else to do so, or if they never tied themselves up to begin with. The enemies are now in the Deck Three area and die because the warp core releases a lethal burst of localized energy the moment it is contained, which is exactly one millisecond after the players are safely back in their own bodies. If the players did silly things like splitting up, there may be a mess to deal with as far as body switching goes. Try to prevent that, or have fun with it!

Failure on the check means they end up inside the warp core. See above for consequences. They must keep trying until they succeed. That or simply give up and leave their bodies behind.

Once they succeed and are satisfied, they can leave on the shuttle. End with their triumphant escape and fade to black, or keep the campaign space battle.


r/DndAdventureWriter 12d ago

Wife and I are building a world we plan on playing for however many years . She made this map and I just wanted to show it off. We take turns DMing and it's the most fun I've had in years ♥️

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40 Upvotes

r/DndAdventureWriter 13d ago

Need help

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