Tavern & Tome Press presents modular adventures for various levels and lengths.
Level: 3
Duration: 6–8 Hours
Difficulty: Hard
Cragtooth Mine is a hard-difficulty dungeon crawl for four 3rd-level characters set beneath the frontier town of Beran’s Claim. Hired to clear dangerous threats from an active mining operation, the party must confront spider-infested caverns, volatile iron mephits, and a deadly breach into ancient dwarven catacombs.
As the investigation deepens, players uncover a vampire necromancer raising long-dead dwarves from their crypts, guarded by bone golems and sealed tombs heavy with treasure. The adventure features multiple branching objectives, meaningful rewards, and a fully mapped mine complex that supports exploration, negotiation, or all-out combat.
Perfect for groups that enjoy classic dungeon delves with modern encounter design, Cragtooth Mine can stand alone or serve as a major chapter in a campaign set in or around Beran’s Claim.
What’s inside
Explore another part of the northern trade hub of Beran’s Claim
New foes: Iron Mephits and a Bone Golem
New magical items: Staff of the Grave Husk and Spider Fang Dagger
6 maps
12 tokens that can be printed & cut or screenshot out
Level: 3
Duration: 6–8 Hours
Difficulty: Hard
Cragtooth Mine is a hard-difficulty dungeon crawl for four 3rd-level characters set beneath the frontier town of Beran’s Claim. Hired to clear dangerous threats from an active mining operation, the party must confront spider-infested caverns, volatile iron mephits, and a deadly breach into ancient dwarven catacombs.
As the investigation deepens, players uncover a vampire necromancer raising long-dead dwarves from their crypts, guarded by bone golems and sealed tombs heavy with treasure. The adventure features multiple branching objectives, meaningful rewards, and a fully mapped mine complex that supports exploration, negotiation, or all-out combat.
Perfect for groups that enjoy classic dungeon delves with modern encounter design, Cragtooth Mine can stand alone or serve as a major chapter in a campaign set in or around Beran’s Claim.
What’s inside
Explore another part of the northern trade hub of Beran’s Claim
New foes: Iron Mephits and a Bone Golem
New magical items: Staff of the Grave Husk and Spider Fang Dagger
6 maps
12 tokens that can be printed & cut or screenshot out
Level: 3
Duration: 6–8 Hours
Difficulty: Hard
Cragtooth Mine is a hard-difficulty dungeon crawl for four 3rd-level characters set beneath the frontier town of Beran’s Claim. Hired to clear dangerous threats from an active mining operation, the party must confront spider-infested caverns, volatile iron mephits, and a deadly breach into ancient dwarven catacombs.
As the investigation deepens, players uncover a vampire necromancer raising long-dead dwarves from their crypts, guarded by bone golems and sealed tombs heavy with treasure. The adventure features multiple branching objectives, meaningful rewards, and a fully mapped mine complex that supports exploration, negotiation, or all-out combat.
Perfect for groups that enjoy classic dungeon delves with modern encounter design, Cragtooth Mine can stand alone or serve as a major chapter in a campaign set in or around Beran’s Claim.
What’s inside
Explore another part of the northern trade hub of Beran’s Claim
New foes: Iron Mephits and a Bone Golem
New magical items: Staff of the Grave Husk and Spider Fang Dagger
6 maps
12 VTT-ready tokens
Level: 1
Duration: 3–4 Hours
Difficulty: Challenging
Six rooms. Eleven minutes. No second chances.
Your players awaken inside a sealed arcane chamber with only minutes of air remaining. To escape, they must push through six deadly puzzle rooms crafted by the mad archmage Vandrex—a mirror trial of alignment, elemental riddles, living memories, a suffocating study, a talking statue that remembers too much, and a final escape core that demands spellcasting and wit.
This one-shot delivers:
Fast, high-tension escape-room gameplay
Puzzles and riddles with meaningful consequences
Encounters triggered by mistakes—not just monsters
A ticking air timer that keeps the party moving
Clues woven into every room for a satisfying mystery
Perfect for groups who love puzzles, pressure, and story-driven danger.
Can your party uncover Vandrex’s secrets and reignite the escape core before the air runs out—
or will they become one more echo in his eternal experiment?
What's inside:
New foes: Lesser Elementals and a Necromancer Initiate
New magical items including: Vandrex's Chrono-Locked Cube, Pouch of Holding, and Wand of Echoes
1 map
8 tokens that can be printed & cut or screenshot out
9 alignment tiles that can be printed & cut or screenshot out
Level: 1
Duration: 3–4 Hours
Difficulty: Challenging
Six rooms. Eleven minutes. No second chances.
Your players awaken inside a sealed arcane chamber with only minutes of air remaining. To escape, they must push through six deadly puzzle rooms crafted by the mad archmage Vandrex—a mirror trial of alignment, elemental riddles, living memories, a suffocating study, a talking statue that remembers too much, and a final escape core that demands spellcasting and wit.
This one-shot delivers:
Fast, high-tension escape-room gameplay
Puzzles and riddles with meaningful consequences
Encounters triggered by mistakes—not just monsters
A ticking air timer that keeps the party moving
Clues woven into every room for a satisfying mystery
Perfect for groups who love puzzles, pressure, and story-driven danger.
Can your party uncover Vandrex’s secrets and reignite the escape core before the air runs out—
or will they become one more echo in his eternal experiment?
What's inside:
New foes: Lesser Elementals and a Necromancer Initiate
New magical items including: Vandrex's Chrono-Locked Cube, Pouch of Holding, and Wand of Echoes
1 map
8 tokens that can be printed & cut or screenshot out
9 alignment tiles that can be printed & cut or screenshot out
Level: 1
Duration: 3–4 Hours
Difficulty: Challenging
Six rooms. Eleven minutes. No second chances.
Your players awaken inside a sealed arcane chamber with only minutes of air remaining. To escape, they must push through six deadly puzzle rooms crafted by the mad archmage Vandrex—a mirror trial of alignment, elemental riddles, living memories, a suffocating study, a talking statue that remembers too much, and a final escape core that demands spellcasting and wit.
This one-shot delivers:
Fast, high-tension escape-room gameplay
Puzzles and riddles with meaningful consequences
Encounters triggered by mistakes—not just monsters
A ticking air timer that keeps the party moving
Clues woven into every room for a satisfying mystery
Perfect for groups who love puzzles, pressure, and story-driven danger.
Can your party uncover Vandrex’s secrets and reignite the escape core before the air runs out—
or will they become one more echo in his eternal experiment?
What's inside:
New foes: Lesser Elementals and a Necromancer Initiate
New magical items including: Vandrex's Chrono-Locked Cube, Pouch of Holding, and Wand of Echoes
1 map
8 VTT-ready tokens
9 VTT-ready alignment tiles
Level: 5
Duration: 6–8 Hours
Difficulty: Medium
A ruined spire gnaws at the sky where the archmage Vandrex vanished a century ago. Now a nest of vampires feasts in the cracks. At the threshold, a lone knight of Arkan begs your aid. Inside: a whispering magic mouth, a wind-scoured study haunted by a wrathful spirit, shattered labs that birthed twisted homunculi, and a dining hall set for a sanguine feast. In the depths waits Nissafar—the master vampire who offers you a terrible bargain: serve her goddess, or be bled dry. Will your party purge the ruin… or join the Children of Umbryl?
What’s inside
A playable World of Tarron Vampire race (fledgling & vampire levels, does not include master or archon levels)
Modular tower crawl with multiple entry points and a major join-or-fight decision.
New foes: Greater Homunculus and custom vampire variants (fledgling to archon).
Ally option: Sir Walter Chivan, Knight of Arkan, with full stat block.
Ready-to-run treasure, hooks, and 5 tower floor maps, a vampiric court, a regional map, and a map of the tower environment.
9 maps, including a regional map of the Beran’s Claim area
22 tokens that can be printed & cut or screenshot out
Optional tie-ins to The Escape Room one-shot and future Beran’s Claim adventures.
Delve the wreckage, weigh temptation against duty, and decide who rules the night.
Level: 5
Duration: 6–8 Hours
Difficulty: Medium
A ruined spire gnaws at the sky where the archmage Vandrex vanished a century ago. Now a nest of vampires feasts in the cracks. At the threshold, a lone knight of Arkan begs your aid. Inside: a whispering magic mouth, a wind-scoured study haunted by a wrathful spirit, shattered labs that birthed twisted homunculi, and a dining hall set for a sanguine feast. In the depths waits Nissafar—the master vampire who offers you a terrible bargain: serve her goddess, or be bled dry. Will your party purge the ruin… or join the Children of Umbryl?
What’s inside
A playable World of Tarron Vampire race (fledgling & vampire levels, does not include master or archon levels)
Modular tower crawl with multiple entry points and a major join-or-fight decision.
New foes: Greater Homunculus and custom vampire variants (fledgling to archon).
Ally option: Sir Walter Chivan, Knight of Arkan, with full stat block.
Ready-to-run treasure, hooks, and 5 tower floor maps, a vampiric court, a regional map, and a map of the tower environment.
9 maps, including a regional map of the Beran’s Claim area
22 tokens that can be printed & cut or screenshot out
Optional tie-ins to The Escape Room one-shot and future Beran’s Claim adventures.
Delve the wreckage, weigh temptation against duty, and decide who rules the night.
Level: 5
Duration: 6–8 Hours
Difficulty: Medium
A ruined spire gnaws at the sky where the archmage Vandrex vanished a century ago. Now a nest of vampires feasts in the cracks. At the threshold, a lone knight of Arkan begs your aid. Inside: a whispering magic mouth, a wind-scoured study haunted by a wrathful spirit, shattered labs that birthed twisted homunculi, and a dining hall set for a sanguine feast. In the depths waits Nissafar—the master vampire who offers you a terrible bargain: serve her goddess, or be bled dry. Will your party purge the ruin… or join the Children of Umbryl?
What’s inside
A playable World of Tarron Vampire race (fledgling & vampire levels, does not include master or archon levels)
Modular tower crawl with multiple entry points and a major join-or-fight decision.
New foes: Greater Homunculus and custom vampire variants (fledgling to archon).
Ally option: Sir Walter Chivan, Knight of Arkan, with full stat block.
Ready-to-run treasure, hooks, and 5 tower floor maps, a vampiric court, a regional map, and a map of the tower environment.
9 maps, including a regional map of the Beran’s Claim area
22 VTT-ready tokens
Optional tie-ins to The Escape Room one-shot and future Beran’s Claim adventures.
Delve the wreckage, weigh temptation against duty, and decide who rules the night.
Level: 3
Length: 3–4 Hours
Difficulty: Hard
An eerie coastal inn becomes the center of terror when a long-dead villager rises from the grave. Unravel the town’s buried history and break the curse before the dead take the streets.
Level: 3
Length: 3–4 Hours
Difficulty: Hard
An eerie coastal inn becomes the center of terror when a long-dead villager rises from the grave. Unravel the town’s buried history and break the curse before the dead take the streets.
Level 3 • 3–4 Hours • Difficulty: Hard • 5E-Compatible One-Shot
An eerie coastal inn becomes the center of terror when a long-dead villager rises from the grave. Unravel the town’s buried history and break the curse before the dead take the streets.
Level: 5
Length: 6–8 Hours
Difficulty: Challenging
A coastal town reels as hags breed an undead host through infernal amulets. Race to sever the pact and seal a tearing planar wound before the Hells spill onto the shore.
Level: 5
Length: 6–8 Hours
Difficulty: Challenging
A coastal town reels as hags breed an undead host through infernal amulets. Race to sever the pact and seal a tearing planar wound before the Hells spill onto the shore.
A town reels as hags breed an undead host through infernal amulets. Race to sever the pact and seal a tearing planar wound before the Hells spill onto the shore.
Level: 5-7
Duration: 10-12 Hours
Difficulty: Hard-Deadly
A village silenced. A hive awakened. A choice that reshapes the soul.
A quiet northern village has gone silent—its people vanished, its streets abandoned, its nights haunted by strange metallic shapes moving in the dark. Travelers, merchants, and even messengers sent to investigate have all disappeared. Edgecliff’s mayor has only one option left: enlist heroes willing to uncover the truth behind Embersleep’s sudden collapse.
What the party finds is far worse than bandits or beasts.
Beneath the village lies Automata—a forgotten divine creation, half artifact and half mind, buried in ages past and now awakened. With a voice that can soothe or command, Automata has discovered a way to graft machine onto flesh… and will not stop until all thinking creatures are woven into its perfect, unified hive mind.
Trapped in a labyrinth of laboratories, conversion chambers, and twisted memories, heroes must resist psychic erosion, survive body-altering traps, and ultimately face the living construct that forged this new order. But when even the partially converted players feel the cold logic of the hive whispering in their minds…
Will they destroy Automata?
Or join her
What’s inside
New foes: Mechanized townfolk, zombies, and beasts; New mimics (bookshelf and potion bottle); Alien creatures from the Dark Path plane: the Omnis and Psiopter
10 maps, including a regional map of the Beran's Claim area
10 new magical items including Arcane Batteries, Robe of the Dark Path, Conductive Whip, and the Vestments of Unity, a full high-level armor set.
Level: 5-7
Duration: 10-12 Hours
Difficulty: Hard-Deadly
A village silenced. A hive awakened. A choice that reshapes the soul.
A quiet northern village has gone silent—its people vanished, its streets abandoned, its nights haunted by strange metallic shapes moving in the dark. Travelers, merchants, and even messengers sent to investigate have all disappeared. Edgecliff’s mayor has only one option left: enlist heroes willing to uncover the truth behind Embersleep’s sudden collapse.
What the party finds is far worse than bandits or beasts.
Beneath the village lies Automata—a forgotten divine creation, half artifact and half mind, buried in ages past and now awakened. With a voice that can soothe or command, Automata has discovered a way to graft machine onto flesh… and will not stop until all thinking creatures are woven into its perfect, unified hive mind.
Trapped in a labyrinth of laboratories, conversion chambers, and twisted memories, heroes must resist psychic erosion, survive body-altering traps, and ultimately face the living construct that forged this new order. But when even the partially converted players feel the cold logic of the hive whispering in their minds…
Will they destroy Automata?
Or join her
What’s inside
New foes: Mechanized townfolk, zombies, and beasts; New mimics (bookshelf and potion bottle); Alien creatures from the Dark Path plane: the Omnis and Psiopter
10 maps, including a regional map of the Beran's Claim area
10 new magical items including Arcane Batteries, Robe of the Dark Path, Conductive Whip, and the Vestments of Unity, a full high-level armor set.
Level: 5-7
Duration: 10-12 Hours
Difficulty: Hard-Deadly
A village silenced. A hive awakened. A choice that reshapes the soul.
A quiet northern village has gone silent—its people vanished, its streets abandoned, its nights haunted by strange metallic shapes moving in the dark. Travelers, merchants, and even messengers sent to investigate have all disappeared. Edgecliff’s mayor has only one option left: enlist heroes willing to uncover the truth behind Embersleep’s sudden collapse.
What the party finds is far worse than bandits or beasts.
Beneath the village lies Automata—a forgotten divine creation, half artifact and half mind, buried in ages past and now awakened. With a voice that can soothe or command, Automata has discovered a way to graft machine onto flesh… and will not stop until all thinking creatures are woven into its perfect, unified hive mind.
Trapped in a labyrinth of laboratories, conversion chambers, and twisted memories, heroes must resist psychic erosion, survive body-altering traps, and ultimately face the living construct that forged this new order. But when even the partially converted players feel the cold logic of the hive whispering in their minds…
Will they destroy Automata?
Or join her
What’s inside
New foes: Mechanized townfolk, zombies, and beasts; New mimics (bookshelf and potion bottle); Alien creatures from the Dark Path plane: the Omnis and Psiopter
19 VTT-ready tokens
10 maps, including a regional map of the Beran's Claim area
10 new magical items including Arcane Batteries, Robe of the Dark Path, Conductive Whip, and the Vestments of Unity, a full high-level armor set.