Tavern & Tome Press presents modular adventures for various levels and lengths.
Level: 7
Duration: 12-16 Hours
Difficulty: Hard
Enter the Silent Expanse—154 square miles of psion-scoured desert where a buried super-weapon still hums under gray sands. Hired by the silver-tongued Jaeson Strone and guided by his grim son Corinis, your party pushes through mounting psychic hazards toward a half-exposed pyramid whose crackling capstone anchors the storm above. Along the way, whispers and visions gnaw at resolve, scavengers and mind-born predators close in, and a “Blind Merchant” with suspiciously real protections returns again…and again.
At the threshold of Karak-Tor’s ruins, the Caretaker reveals himself—last sentinel of an order that would deny the unworthy. Defeat him and the Expanse shudders; shatter the capstone and descend into chambers sealed for millennia, where relics wait, leeches feed on power, and loyalties snap tight around the vault’s secrets. Corinis’s true orders will force a final choice: walk away with your lives—or with history in your hands.
What’s inside
Desert journey with a variety of environmental effects to keep your players on their toes
New foes including: Energy leech, Mind Wisp, Psionic Anomaly and Psionic Dust Devil
New magical items including: the legendary Psi-Armor, Mirror of Kalath-Sin and Orb of Eternity
6 maps
13 tokens
An introduction to the World of Tarron Psion class through the main antagonist.
Level: 7
Duration: 12-16 Hours
Difficulty: Hard
Enter the Silent Expanse—154 square miles of psion-scoured desert where a buried super-weapon still hums under gray sands. Hired by the silver-tongued Jaeson Strone and guided by his grim son Corinis, your party pushes through mounting psychic hazards toward a half-exposed pyramid whose crackling capstone anchors the storm above. Along the way, whispers and visions gnaw at resolve, scavengers and mind-born predators close in, and a “Blind Merchant” with suspiciously real protections returns again…and again.
At the threshold of Karak-Tor’s ruins, the Caretaker reveals himself—last sentinel of an order that would deny the unworthy. Defeat him and the Expanse shudders; shatter the capstone and descend into chambers sealed for millennia, where relics wait, leeches feed on power, and loyalties snap tight around the vault’s secrets. Corinis’s true orders will force a final choice: walk away with your lives—or with history in your hands.
What’s inside
Desert journey with a variety of environmental effects to keep your players on their toes
New foes including: Energy leech, Mind Wisp, Psionic Anomaly and Psionic Dust Devil
New magical items including: the legendary Psi-Armor, Mirror of Kalath-Sin and Orb of Eternity
6 maps
13 tokens
An introduction to the World of Tarron Psion class through the main antagonist.
Level: 7
Duration: 12-16 Hours
Difficulty: Hard
Enter the Silent Expanse—154 square miles of psion-scoured desert where a buried super-weapon still hums under gray sands. Hired by the silver-tongued Jaeson Strone and guided by his grim son Corinis, your party pushes through mounting psychic hazards toward a half-exposed pyramid whose crackling capstone anchors the storm above. Along the way, whispers and visions gnaw at resolve, scavengers and mind-born predators close in, and a “Blind Merchant” with suspiciously real protections returns again…and again.
At the threshold of Karak-Tor’s ruins, the Caretaker reveals himself—last sentinel of an order that would deny the unworthy. Defeat him and the Expanse shudders; shatter the capstone and descend into chambers sealed for millennia, where relics wait, leeches feed on power, and loyalties snap tight around the vault’s secrets. Corinis’s true orders will force a final choice: walk away with your lives—or with history in your hands.
What’s inside
Desert journey with a variety of environmental effects to keep your players on their toes
New foes including: Energy leech, Mind Wisp, Psionic Anomaly and Psionic Dust Devil
New magical items including: the legendary Psi-Armor, Mirror of Kalath-Sin and Orb of Eternity
6 maps
13 tokens
An introduction to the World of Tarron Psion class through the main antagonist.
Level: 5
Duration: 5-6 Hours
Difficulty: Medium
Summoned by strange visions and marked by the Echo of the Dreamroot, four adventurers awaken in the Grove of Withering Roots, an ancient druidic sanctuary sealed away by grief, memory, and forgotten magic. Once a sacred place of moonlight, song, and living roots, the Grove now withers beneath a sorrow too long buried. To escape, the characters must journey through mist-shrouded glades, moon-carved stone circles, corrupted roots, and whispering remnants of old oaths as they solve druidic puzzles, uncover the truth of Thessala, the Grove’s fallen Guardian, and face the Witherkin, grief given monstrous form. But the Grove is more than a dungeon to survive—it is a wound waiting to be healed, and the party must decide whether to restore what was broken, release what remains, or claim the last spark of its fading power.
Level: 5
Duration: 5-6 Hours
Difficulty: Medium
Summoned by strange visions and marked by the Echo of the Dreamroot, four adventurers awaken in the Grove of Withering Roots, an ancient druidic sanctuary sealed away by grief, memory, and forgotten magic. Once a sacred place of moonlight, song, and living roots, the Grove now withers beneath a sorrow too long buried. To escape, the characters must journey through mist-shrouded glades, moon-carved stone circles, corrupted roots, and whispering remnants of old oaths as they solve druidic puzzles, uncover the truth of Thessala, the Grove’s fallen Guardian, and face the Witherkin, grief given monstrous form. But the Grove is more than a dungeon to survive—it is a wound waiting to be healed, and the party must decide whether to restore what was broken, release what remains, or claim the last spark of its fading power.
The forest is calling in dreams.
Summoned by strange visions and marked by the Echo of the Dreamroot, four adventurers awaken in the Grove of Withering Roots, an ancient druidic sanctuary sealed away from the world by grief, memory, and forgotten magic. Once a sacred place of moonlight, song, and living roots, the Grove now decays beneath the weight of a sorrow too long buried.
To escape, the characters must follow a path through mist-shrouded glades, moon-carved stone circles, corrupted roots, and the hollow places where old oaths still whisper. Along the way, they will solve druidic puzzles, uncover the truth of Thessala—the Grove’s fallen Guardian—and face the Witherkin, a manifestation of grief given form.
But the Grove is not merely a dungeon to survive. It is a wound waiting to be healed.
Will the party restore what was broken, release what remains, or claim the last spark of the Grove’s fading power for themselves?
What’s inside:
A medium-difficulty 5e one-shot for 4 characters of 5th level (5–6 hours).
An escape-room like adventure where characters are brought to an environment against their will and have to find their way out
New foes: Blight-touched dire wolf, rootling, and rootwraith
New themed magical items: Memory-touched charm, Thessala's flute of blessing, Thessala's staff of the wilds
2 maps, one with labels and one without
7 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 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.
The Haggard Inn is a cozy roadside stop in the small town of Media—good beds, hot meat pies, and a warm fire after a long day on the road. But when the characters arrive, the inn’s reputation for hospitality collides with something far darker. The butcher’s wife claims she was attacked behind her shop by Old Man Zachariah, a respected town elder who has been dead for five years. That same night, screams echo through the halls and corpses begin clawing their way out of the graveyard.
As undead stalk the inn and bloody drag marks lead toward the old cemetery, the party must uncover who—or what—is behind the rising dead. In the shadows among the gravestones, a coven of green hags works a vile necromantic ritual using three cursed demon bone amulets bound to an infernal patron. The heroes must choose: destroy the amulets and risk unleashing their power, or claim them and invite a much greater doom.
The Haggard Inn is a hard-hitting one-shot designed for 4–5 characters of 3rd level. It features a fully detailed inn and town, memorable NPCs, tense indoor and outdoor encounters, and multiple possible outcomes—perfect for a spooky game night, a convention slot, or the opening chapter of a longer campaign that follows the amulets’ infernal legacy.
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.
The Haggard Inn is a cozy roadside stop in the small town of Media—good beds, hot meat pies, and a warm fire after a long day on the road. But when the characters arrive, the inn’s reputation for hospitality collides with something far darker. The butcher’s wife claims she was attacked behind her shop by Old Man Zachariah, a respected town elder who has been dead for five years. That same night, screams echo through the halls and corpses begin clawing their way out of the graveyard.
As undead stalk the inn and bloody drag marks lead toward the old cemetery, the party must uncover who—or what—is behind the rising dead. In the shadows among the gravestones, a coven of green hags works a vile necromantic ritual using three cursed demon bone amulets bound to an infernal patron. The heroes must choose: destroy the amulets and risk unleashing their power, or claim them and invite a much greater doom.
The Haggard Inn is a hard-hitting one-shot designed for 4–5 characters of 3rd level. It features a fully detailed inn and town, memorable NPCs, tense indoor and outdoor encounters, and multiple possible outcomes—perfect for a spooky game night, a convention slot, or the opening chapter of a longer campaign that follows the amulets’ infernal legacy.
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.
The Haggard Inn is a cozy roadside stop in the small town of Media—good beds, hot meat pies, and a warm fire after a long day on the road. But when the characters arrive, the inn’s reputation for hospitality collides with something far darker. The butcher’s wife claims she was attacked behind her shop by Old Man Zachariah, a respected town elder who has been dead for five years. That same night, screams echo through the halls and corpses begin clawing their way out of the graveyard.
As undead stalk the inn and bloody drag marks lead toward the old cemetery, the party must uncover who—or what—is behind the rising dead. In the shadows among the gravestones, a coven of green hags works a vile necromantic ritual using three cursed demon bone amulets bound to an infernal patron. The heroes must choose: destroy the amulets and risk unleashing their power, or claim them and invite a much greater doom.
The Haggard Inn is a hard-hitting one-shot designed for 4–5 characters of 3rd level. It features a fully detailed inn and town, memorable NPCs, tense indoor and outdoor encounters, and multiple possible outcomes—perfect for a spooky game night, a convention slot, or the opening chapter of a longer campaign that follows the amulets’ infernal legacy.
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.
The dead will not stay buried—and Hell demands its due.
Bound by infernal bargains and the shattered shards of a demon bone amulet, innocent souls have been dragged into Cinerath, the Furnace of Souls. To save the town, the adventurers must follow them into the Nine Hells, where survival depends on stealth, sacrifice, and impossible choices.
Into the Nine Hells is a dark, narrative-driven 5E-compatible adventure for four 5th-level characters, featuring infernal landscapes, dangerous artifacts, and consequences that reach far beyond combat.
Getting into Hell is easy.
Getting out may cost everything.
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.
The dead will not stay buried—and Hell demands its due.
Bound by infernal bargains and the shattered shards of a demon bone amulet, innocent souls have been dragged into Cinerath, the Furnace of Souls. To save the town, the adventurers must follow them into the Nine Hells, where survival depends on stealth, sacrifice, and impossible choices.
Into the Nine Hells is a dark, narrative-driven 5E-compatible adventure for four 5th-level characters, featuring infernal landscapes, dangerous artifacts, and consequences that reach far beyond combat.
Getting into Hell is easy.
Getting out may cost everything.
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.
The dead will not stay buried—and Hell demands its due.
Bound by infernal bargains and the shattered shards of a demon bone amulet, innocent souls have been dragged into Cinerath, the Furnace of Souls. To save the town, the adventurers must follow them into the Nine Hells, where survival depends on stealth, sacrifice, and impossible choices.
Into the Nine Hells is a dark, narrative-driven 5E-compatible adventure for four 5th-level characters, featuring infernal landscapes, dangerous artifacts, and consequences that reach far beyond combat.
Getting into Hell is easy.
Getting out may cost everything.
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.