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Pick a story or a dungeon below and you are in its opening scene in two taps. A narrator answers every move you write, with real dice and 5e-compatible rules. 10 rounds are on us, and there is nothing to sign up for.
Featured · Story
When a royal clerk is found drowned and vital land charters are missing, the player must uncover who is forging power from the shadows of Aldermoor. As the stakes rise, they'll find themselves entangled in a web of court intrigue, frontier rebellion, and ancient pacts.
From the world of The Realm of Aldermoor
Featured · Story
The Marlowe house is in mourning, and its invitation reaches you on the Greyfen Moor road. Cassia Marlowe was laid in the Sealed Crypts a fortnight ago. Something has been clawing at her vault door from the inside, at noon, when nothing dead should stir. Lay her to rest, learn what the Crimson Court wants with the Hollow Tide — and decide, on the cathedral steps, what the county is owed.
From the world of The Mistmoor Veil
Featured · Story
As the ancient AI within the Aphelion begins to awaken, a salvager's discovery sets off a chain reaction that forces all factions into a deadly race. The player must navigate corporate greed, insectoid desecration claims, and psionic corruption to determine whether the Chorus becomes a god of creation or destruction.
From the world of Aphelion Drift
Featured · Story
As the Drowned Cathedral surfaces and the Choir's hymns grow louder, the party navigates betrayal among the Brethren, merfolk suspicions, and Armada hunts while racing to uncover the secret of the ancient sunken cathedral before it awakens an older power than the Drowned God.
From the world of The Brine Reach
Featured · Story
Gold, iron, and restless dead tear the thin veil in Perdition. As the Ironjaw railroad slices through sacred ground and Vance’s deepest shaft cracks open an ancient elder, factions clash, bargains are broken, and the town must either seal the wound or watch the world crumble under a golden nightmare.
From the world of Dustfall
Featured · Dungeon
Beneath a barrow in the Spartan river-vale lies Alkamenes, first king of the bronze spears, who swore his victory to Zeus and broke the oath the day it was won. For ten generations the lead curse-tablets nailing his door have held — and this spring they began to fall, one by one, as if pried loose from within.
From the world of The Age of Heroes
Dungeon
Below Iron Reckoning's waterline the Armada chains its condemned to drown on the tide-table's schedule. But the lowest corridor has stopped giving up its dead, the night-watch no longer walks it alone, and something down there still calls the roll of every prisoner the salt has ever taken.
From the world of The Brine Reach
Dungeon
Beneath the Bull-Court Palace the master-craftsman's maze still turns, and on the closing night of every games the tyrant's garlanded victors are led down into it and entered in a wax ledger as debts paid to the sea. Ariadne Thoessa has left a red thread where a foreign champion might find it. Take it up, go down, and face what Periandros feeds in the dark.
From the world of The Age of Heroes
Dungeon
Beneath Habitat Ring Alpha lies the construction sublevel sealed after the Year Three blowout and struck from the deck plans. Power still drains into it, the work-order queue still routes jobs down there — and the maintenance swarm that never stopped working has begun requisitioning parts the base cannot spare, and crew it was never assigned.
From the world of Base Tranquility
Story
Kallias's grain ships are vanishing on the eastern run, and the only survivor came ashore howling on four legs. Sail past the wrecks to the sorceress's island, learn the beast's true name, and hunt the last hunger of the Golden Age.
From the world of The Age of Heroes
Dungeon
Salvage divers working the Drowned Battery — the earthquake-sunk gun-battery beneath Port Royal's harbour — have stopped coming up, and the harbourmaster is paying for answers. Down in the flooded casemates, a salvager named Hezekiah Flood found the old garrison's pay-chest first, staked the whole ruin as his private claim, and drowns every diver who disputes it.
From the world of The Seven Seas
Story
Fledgling griffon-riders vanish in the Stormshear Lanes, and the feral flock that took them is led by a beast wearing Wing-Marshal Thane's own lost saddle. Bring the students home, cage the storm-flock, and fly escort when the old marshal finally goes to meet what he left in the Deep Mists.
From the world of Eldoria
Story
The Oracle of Delphi has fallen silent mid-prophecy, and her last clear words were the names of strangers not yet arrived — yours. Restore the god's stolen voice before the silence spreads to every altar in Hellas.
From the world of The Age of Heroes
Story
A dying stranger at the Admiral Benbow Inn leaves behind a stained chart of Treasure Island, and every fast keel in the Seven Seas comes hunting it. Raise a crew, read a dead captain's riddle, and dig before Red Nell Harrow or the Commodore's frigate can stop you.
From the world of The Seven Seas
Story
Captain 'Redmaw' Kett hangs at the next tide-turn, and dead men pay no debts. The Saltwidow is hiring, the Brethren are watching, and Iron Reckoning has never been breached twice.
From the world of The Brine Reach
Story
A living reef has been bloodied, the Reef Concord is fraying, and the Coralium Dominion wants a culprit before it wants the truth. Surface-walkers with clean hands are suddenly very valuable — and very expendable.
From the world of The Brine Reach
Story
Red tithe-marks are blooming on doors down the Golden Step, and the High Bleeder's ledger says a thousand hearts are owed at a single dawn. A river-pilot's favour drags the party into a race against the Great Opening.
From the world of The Verdant Maw
Dungeon
The out-of-season flowering began below the Briar Oubliette, where the Thorn-Wall's taproot has been chewing through the oldest offerings of both Courts and dreaming of the day it was planted. Down past the oldest cell, something crowned in barbs is feeding the wall's hunger toward a purpose — and it keeps the wall's own true name coiled at the very bottom.
From the world of The Thornewilde Courts
Dungeon
Saltmarrow's brandy-runners have stashed casks in the upper Wrackfast galleries for generations, and by careful custom never set foot below the third. This season a ship's bell no crew ever hung has begun tolling up from the flooded dark, runners are going missing with the tide-tables in their favour, and the landlady of the Drowned Net is carving names into her lintel faster than the sea can honestly claim them.
From the world of The Realm of Aldermoor
Story
A dry larder sends the Wayfarers Arms cellar-dwellers down the old A-road to bargain with the Fosse Scavengers — and home with a radio that catches a voice hiding under the army's quarantine loop. Following it uncovers what really escaped near Fairford, and how far Cordon Command will go to keep it buried.
From the world of The Cotswold Outbreak
Dungeon
Beneath the Weeping Gorge, the Crimson Lotus drains kidnapped villages to fuel its nightly dig toward the nine locks. Descend through the tithe-cells and the ordination scriptorium to the Altar of the First Lock, where Abbess Hong Lian conducts the rite that will wake the Devourer.
From the world of Tianxia, the Jade Dominion
Story
Winter will starve Brimscombe Farm's herd and Millbrook cannot spare a sack of feed, so forty head of dairy cattle must walk the old drove roads to Denny Brackett's fuel pumps — through country where every bellow rings the dinner bell. Rose Brimscombe leads with her shotgun, Ned Tolley reads the drifts ahead, and the Fosse outriders want their cut on the hoof.
From the world of The Cotswold Outbreak
Story
A court-intrigue mystery in the Seelie Court's eternal summer: someone has bought a queen's true name, and the solstice riddle-contest that keeps the peace is thirty days away. Flattery is lethal, your rival detective helps only as far as it profits her, and the trail runs from the Gilded Bower to the goblins' ledger of stolen names.
From the world of The Thornewilde Courts
Dungeon
When the sea took the old colony it took the cathedral whole, congregation and all — and on still nights the bell under the shoals still rings the hour. Divers say the Bishop kept his flock. Salvagers say the offertory chests were never emptied. Both are right.
From the world of The Brine Reach
Dungeon
The dwarves of Khuzdul delved too greedily for the old songs’ taste, and when the Ashen Blight seeped up through the deep roads they sealed the lower delves with their own king inside. The seals are failing. The Free Peoples need what only the Hollow King still guards.
From the world of The Realms of Aethelgard
Dungeon
The dark-elf matriarchs sealed the Cathedral a century ago and forbade even its name. But the whispers have started leaking into the trade-tunnels, repeating travellers’ secrets back to them — and lately, secrets they have not yet told anyone.
From the world of The Underrealm of Vael
Dungeon
Beneath the sheep pastures a cold-war bunker is still drawing breath: its generator thrums under the gorse, its blast door is sealed from the inside, and at dusk somebody winds the air-raid siren. Cordon Command's maps mark the site with a grid reference dated before the first official case — go down the hatch shaft and find out what the advance party knew, and what it became.
From the world of The Cotswold Outbreak
Dungeon
The Thorn-Wall Prison is flowering out of season, and every blossom faces inward — toward the Briar Oubliette, where the realm's oldest oath-breaker has begun, very politely, to ask for visitors. Both Courts pay to keep the wall fed; neither will say what it holds. Someone should go down and ask it directly.
From the world of The Thornewilde Courts
Story
The Ninefold Heaven Tribunal has judged the wandering hero Du Yan, the Iron Crane, guilty of heaven-defying cultivation — her sentence is to face the Heavenly Tribulation on Tianzhu before the green comet sets. Walk her up the bone-white road past lightning-thieves and her own Inner Demon, with the Tribunal's executioner smiling somewhere in the party's shadow.
From the world of Tianxia, the Jade Dominion
Dungeon
Below the Jade Capital's perfect avenues, the black water rises a finger's width each night and the first of the nine immortal locks already hangs open. Descend the drowned undercity of Tiancheng — past the Eunuch Court's hidden husks and the coronation gate no dynasty remembers — to the Second Lock, where the last of the nine sealing immortals still keeps his vigil, hollowed out by three thousand years of the Devourer's whispering.
From the world of Tianxia, the Jade Dominion
Dungeon
The Moorfolk free company squatting in Ravensward's broken cloisters has crowbarred open a sealed stair beneath the toppled abbey — and their diggers have stopped coming back up. Below the ruin the unshriven prior still keeps his office, his ledger chained to his wrists, and he reckons the southern road's tolls three centuries in arrears.
From the world of The Realm of Aldermoor
Story
Mount Cinder smokes with a grudge: the First Carver's ember-totem is gone from the grove, the Ashwake springs are sealed, and the thief's trail leads to the one ship no chart will hold. Nerissa Vane wants the truth about her ancestor; the rest of the Reach just wants its water back.
From the world of The Brine Reach
Story
A goblin porter's unasked-for kindness becomes a bill, the bill becomes a debt, and the debt is sold overnight to someone with no name on the docket. In the one market where a mortal can almost trust the price, the party's small change is the lever in a heist for the ledger-line that owns Scrimshank himself — and every name he has ever brokered.
From the world of The Thornewilde Courts
Story
Scholars are turning up dead and smiling in the capital's night market, and the Eunuch Court has priced every fox-tail in the empire. Prove the foxes innocent, swear a debt to the Fox-Queen of Húxian, and discover what the Vermilion Pavilion is really feeding to the dark beneath its floors.
From the world of Tianxia, the Jade Dominion
Story
Chartmaster Haldric Vane's best survey team is six days overdue in the Bloodroot Mire, along with the expedition's only copper master-plate and a strongbox of serpent-gold that is already calling the vines.
From the world of The Verdant Maw
Story
The Grand Master of the Azure Cloud Sword Sect is dying with the forbidden tenth sword-form unspoken, and his senior brothers are sharpening knives behind their smiles. Climb Mount Wuyun, unmask the Crimson Lotus spy in the sect's heart, and decide who inherits a blade that can sever anything — even a lock.
From the world of Tianxia, the Jade Dominion
Story
A Sunken Crown song-collector has written down what should only ever be sung and slipped out of Quillfeather Roost before dawn. The Riddle Gate seals, the safe high road closes to every outsider — and somewhere below, a half-remembered verse is being hummed wrong.
From the world of The Verdant Maw
Story
Pill-Broker Bao Renshu has a ninth-grade spirit-herb that must reach the Phoenix Crucible before the firing-moon, and the western track to Danxu belongs to three bandit-kings who tax caravans in silver, face, and blood. Guard the wagons, pay the tolls the xia way, and learn which king of the road is no man at all.
From the world of Tianxia, the Jade Dominion
Story
Mid-passage through the Serpent's Throat, the river stutters and drops, smashing the River-League's salt convoy across the fossil ribs of a dead god. Survivors cling above the mud, the dead must burn before the third day — and the Drowned Court is already climbing up to offer everyone a softer way down.
From the world of The Verdant Maw
Dungeon
A fortress of the unbroken world flipped keel-over-battlements in the cataclysm and drifts through the Shattered Reaches upside-down, its throne room hanging over open sky. The Relic-Divers pay well for a way into its sealed halls — nobody has yet paid enough for a way out.
From the world of Eldoria
Story
Relay technician Silas Marr has found a pattern in the static — a signal that speaks in the telemetry of a convoy the Moon already buried. Ops Deck wants it wiped; the source wants to be found.
From the world of Base Tranquility
Dungeon
The Golden Step's lowest terraces, sealed by the Plumed Conclave when the vines breached the reliquaries and something below began rehearsing the morning prayers. The Conclave pays in temple gold for its relics back — and for silence about what wears the vestments now.
From the world of The Verdant Maw
Story
Once in a hundred years the forge-pact between Karak Dolmenheim and the Stag Throne is re-sworn, and Brokka Cindervow has cast the graven oath-steel herself. Now it must ride from the Ironsong Forges to Caer Branloch by midsummer court — through a bought forge-hand, an ambush in false Moorfolk green, and a forged codicil waiting at the foot of the throne.
From the world of The Realm of Aldermoor
Dungeon
The mill brook runs beneath Millbrook-on-Wold through flooded Victorian culverts, and since Tuesday something has been wading them in a cassock. Follow the crypt drain down past drowned storerooms and forced grille gates to learn what became of the vicar of St. Edmund's — and what congregation he is gathering in the dark.
From the world of The Cotswold Outbreak
Story
A theft from the crown's chart-vault spirals into a race against the Abyssal Communion across the floating isles. Recover the master charts before the Deep Mists claim a pilgrim fleet — and the Aerie itself.
From the world of Eldoria
Story
Fever is spreading through the vestry ward of St. Edmund's, and the drugs that could stop it were looted from a crashed ambulance and sold up the line to the army's field hospital. Getting them back means paying Denny Brackett's price, slipping the Chipping Norton wire, and carrying a cold box home before the ice gives out.
From the world of The Cotswold Outbreak
Story
A tyrant son of Poseidon has raised games at Knossos to mock the sacred truce, and the champions who answer him stop coming home. Enter his lists, survive his rigged laurels, and break the wager he has made with his father the sea.
From the world of The Age of Heroes
Story
Three stolen children, one wrong evening, and a realm where nothing is rescued — only bought back. A rescue-chase from the Hawthorn Stile through the goblin market to the Long Day revel, always one bargain ahead of a Wild Hunt that nobody admits to loosing.
From the world of The Thornewilde Courts
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