"The domains don't reveal their secrets willingly. You must earn every discovery through sweat, blood, and sacrifice. These adventures will test your travelers to their limits."
Using These Adventures
Adventure Structure
Each adventure below includes:
- • Overview: Premise, tone, and recommended party size
- • Map Overview: Key locations and navigation paths
- • Discovery Table: What travelers can find with exploration rolls
- • Encounter Breakdown: Combat, social, and environmental challenges
- • Climax: The adventure's resolution point
- • Rewards: What travelers gain from completion
Adventure 1: The Bleeding Forest
Party Size: 3-5 travelers
Duration: 2-3 sessions
Difficulty: Moderate
Tone: Gothic horror, survival
Domain: The Bleeding Forest (Cursed Wilderness)
Focus: Resource management, navigation
Premise
A domain where the trees bleed crimson sap that stains everything it touches. The forest is alive—not just sentient, but hungry. Travelers must cross it to reach a rumored portal home, but the forest resists all attempts at passage.
The Hook: A dying traveler staggers into camp, their skin streaked with red sap. They whisper of a "heart tree" at the forest's center—and a way out.
Map Overview
1. The Threshold Grove
Entry point. Trees here weep slowly. Safe to camp. Contains warning signs carved by previous travelers.
2. The Crimson Maze
Dense forest where sap flows freely. Navigation TN 14. Wrong turns lead to Sap Pools (trap).
3. The Hunters' Hollow
Camp of hostile natives who've adapted to the forest. Will trade or fight.
4. The Vein Rivers
Streams of pure crimson sap. Crossing requires bridges or Forma TN 12 to jump. Falling in causes 1 Wound + Bleeding Curse.
5. The Heart Tree
Massive tree at center. The Genius of the domain. Negotiate, fight, or sacrifice to pass.
6. The Exit Clearing
Beyond the Heart Tree. Contains the portal—but it's guarded by the Heart Tree's final test.
Discovery Table
Exploration Discoveries (d12)
| d12 | Discovery | Benefit/Danger |
|---|---|---|
| 1 | Previous Traveler's Corpse | Contains 2d6 supplies, journal with map hints |
| 2 | Sap-Free Clearing | Safe rest spot, +1 Wound recovery |
| 3 | Hunter's Cache | Hidden supplies, but trapped (TN 10 to disarm) |
| 4 | Sap Pool | Danger! TN 12 Forma or stuck (1 round to escape) |
| 5 | Carved Warning | Reveals Heart Tree's weakness or desire |
| 6 | Blood Berries | Edible, but cause visions (Reverie TN 10 or hallucinate) |
| 7 | Root Bridge | Shortcut, but collapses after 1d4+1 uses |
| 8 | Weeping Hollow | Hidden cave, safe but cold. Contains 1 Sap Crystal (valuable) |
| 9 | Hunter Patrol | 2d4 Hunters. Can be avoided, negotiated, or fought |
| 10 | Sap Fountain | Pure sap source. Heals 1 Wound but applies Minor Curse |
| 11 | Ghost Trail | Faint path through trees. Follow it for advantage on navigation |
| 12 | The Watcher | Eyes appear in the bark. The Heart Tree is watching—gain 1 Blessing or Curse |
Key Encounters
Encounter: The Hunters
Type: Social/Combat | Location: Hunters' Hollow
A tribe of travelers who've lived in the forest for generations. They've adapted—their skin is stained red, their blood runs with sap. They can help or hinder.
Peaceful Resolution:
- • Trade supplies (3+ rations = safe passage)
- • Offer service (hunt a specific creature)
- • Share Earth memories (they collect stories)
Combat Stats (per Hunter):
- • Forma 3, Umbra 3, Wounds 4
- • Sap Arrows: 2 Wounds + Bleeding
- • Group: 2d4 Hunters
Encounter: The Heart Tree
Type: Boss/Negotiation | Location: Forest Center
The Genius of the domain. A massive tree with a face of knotted bark. It speaks through rustling leaves and demands tribute before allowing passage.
What It Wants:
- • A memory of home (costs 1 skill point)
- • A pint of blood (costs 2 Wounds)
- • A promise to return with seeds from another domain
- • A traveler to stay forever (sacrifice or volunteer)
Combat Stats (if fought):
- • Willpower 6, Wounds 35
- • Root Grasp: 3 Wounds, grappled
- • Sap Spray: Area, 2 Wounds + Blinded
- • Weakness: Fire (double damage)
Rewards
Completion Rewards
- • All Travelers: +1 Survival skill (forest navigation)
- • Negotiated Passage: Blessing of Sap (regenerate 1 Wound per long rest in any forest domain)
- • Fought the Heart Tree: Sap Heart Artifact (can store 5 Wounds of healing, recharges in forests)
- • Sacrificed Something: The Heart Tree remembers—can request aid once in future
Adventure 2: The Sunken Archive
Party Size: 3-5 travelers
Duration: 2-3 sessions
Difficulty: Hard
Tone: Mystery, underwater exploration
Domain: The Drowned Quarter (Flooded Library)
Focus: Puzzle-solving, time pressure
Premise
A legendary archive once held knowledge of every portal ever opened. Now it lies beneath the waters of the Drowned Quarter. Travelers must dive into the flooded halls to recover a specific tome—the Index of Passages—that could map a route home.
The Complication: The archive is protected by a Genius called the Librarian, who drowned with the collection. They'll only share knowledge with those who pass their tests.
Map Overview
1. The Surface Plaza
Ruins above water. Contains diving equipment (if searched) and warnings about "the Librarian's trials."
2. The Entry Hall (Flooded)
First underwater section. Air pockets exist. Contains the First Trial: Sorting.
3. The Reading Rooms (Deep)
No air here. Pressure increases. Contains the Second Trial: Memory. Requires breath-holding.
4. The Forbidden Section
Guarded by Ink Wraiths. Contains dangerous knowledge. Optional exploration.
5. The Librarian's Chamber
Deepest point. The Librarian waits here with the Index. Final Trial: Worth.
The Three Trials
Trial 1: Sorting
Three bookshelves, each labeled with a symbol. Scattered books float in the water. Travelers must sort 12 books into correct shelves based on clues in their titles.
- • Shelf A (Star): Books about portals, travel, stars
- • Shelf B (Eye): Books about knowledge, secrets, sight
- • Shelf C (Heart): Books about emotion, love, sacrifice
- • Success: Door to Reading Rooms opens
- • Failure (3+ wrong): Ink Wraith attacks
Trial 2: Memory
A wall of portraits. Each traveler must find the portrait that matches a specific description read aloud. But they must hold their breath—speaking underwater is impossible.
- • Mechanic: Forma TN 10 to hold breath for trial duration
- • Puzzle: Descriptions are abstract ("find the one who forgot their name")
- • Success: Each correct answer opens a small air pocket
- • Failure: Drowning begins (1 Wound per round until surface)
Trial 3: Worth
The Librarian asks each traveler: "What knowledge would you trade for the way home?" They must offer something genuine—a skill, a memory, a secret.
- • Acceptable: Real sacrifice (lose 1 skill rank, or reveal a character secret to the group)
- • Unacceptable: Lies, trivial offers
- • Success: Gain the Index of Passages
- • Failure: Ejected from archive, cannot return for 1 year
Underwater Mechanics
Rewards
Completion Rewards
- • The Index of Passages: Contains locations of 3 portals the party can reach (Trickster's choice)
- • Librarian's Favor: Can return to ask one question per month (the Librarian knows much)
- • Forbidden Section Loot: Tome of Ink (can write messages that appear in other books across domains)
Adventure 3: The Clockwork Caravan
Party Size: 4-6 travelers
Duration: 3-4 sessions
Difficulty: Moderate
Tone: Adventure, heist, social
Domain: The Clockwork Citadel (Moving City)
Focus: Social maneuvering, timed objectives
Premise
The Clockwork Caravan is a mobile city—a train of connected vehicles that never stops moving across the Citadel's brass plains. It contains everything: markets, homes, temples, and, rumor has it, a portal that activates only when the Caravan reaches a specific point in its eternal circuit.
The Catch: Travelers must board the Caravan, locate the portal, and time their escape perfectly. The Caravan's rulers don't allow passengers to leave.
Caravan Sections
1. The Coupling Deck
Entry point. Heavily guarded. Must sneak, bribe, or earn passage aboard.
2. The Commons
Passenger cars. Cramped but social. Good for gathering information and making contacts.
3. The Market Cars
Trade hub. Can buy equipment, sell loot, or find leads. The Timekeeper's Guild operates here.
4. The Engine Cathedral
Heart of the Caravan. The Grand Conductor rules here. Forbidden to passengers.
5. The Observation Tower
Highest point. Contains the portal—but it only activates at the "Conjunction Point."
Key NPCs
The Grand Conductor
Type: Elite | Essences: +1/+5/+4/+2
Ruler of the Caravan. Part human, part clockwork. Obsessed with keeping the Caravan running forever. Will negotiate if offered valuable maintenance materials.
Cog
Type: Standard | Essences: +3/+2/+3/+1
A passenger who's been aboard for 50 years. Knows every secret. Will help if travelers can steal something from the Market Cars for them.
The Timekeeper
Type: Standard | Essences: +0/+4/+3/+3
Knows when the Conjunction Point will occur. Sells this information for memories of Earth time (clocks, calendars, schedules).
The Stoker Collective
Type: Minions (group) | Essences: +4/+1/+1/+0
Workers who feed the engine. Can be bribed to cause distractions or provide access to restricted areas.
The Conjunction Countdown
Timed Event
The adventure operates on a countdown. The Conjunction Point—when the portal activates—occurs in 72 hours from when travelers board. Track time in 4-hour blocks.
- • Major Actions: 4 hours (sneaking into restricted areas, completing a heist, major negotiations)
- • Minor Actions: 1 hour (gathering information, shopping, resting)
- • Sleeping: 8 hours required per 24-hour period or take 1 Wound fatigue
Rewards
Completion Rewards
- • Portal Access: The portal leads to a domain of the Trickster's choice (closer to home)
- • Timekeeper's Gift: Pocket watch that shows time remaining until important domain events
- • Cog's Map: Detailed schedule of Caravan movements for future reference
Adventure 4: The Memory Auction
Party Size: 3-5 travelers
Duration: 1-2 sessions
Difficulty: Moderate
Tone: Social intrigue, horror
Domain: The Salt Flats of Memory
Focus: Social exchange, sacrifice
Premise
Every month, the Collectors of the Salt Flats hold an auction. They sell memories—extracted from willing (and unwilling) travelers. The auction includes memories of portal locations, domain secrets, and sometimes even memories of home.
The Goal: A memory is being auctioned that contains the exact location of a stable portal. Travelers must win the auction, steal the memory, or find another way to obtain this knowledge.
Venue Map
Auction Mechanics
Bidding System
The auction uses a unique currency: memories. Travelers can bid with:
| Memory Type | Value | Mechanical Cost |
|---|---|---|
| Recent trivial memory | 1 point | None (flavor only) |
| Skill memory | 3 points per rank | Lose 1 skill rank |
| Person memory | 5 points | Forget one NPC/relationship |
| Home memory | 10 points | Lose connection to origin; -1 to all "going home" attempts |
| Identity memory | 20 points | Forget name; must choose new identity |
Other Bidders
The Hollow Man
A traveler who's sold so many memories he's nearly empty. Desperate to buy memories of being someone. Will bid 15 points. Can be convinced to ally if offered his own memories back.
Lady Saltcrystal
A Collector herself. Wants the portal memory to expand her collection. Will bid 25 points. Can be negotiated with if travelers offer services (retrieve other memories for her).
The Agent
Works for an unknown faction. Unlimited budget (essentially). Will win unless stopped through sabotage, theft, or exposing their illegal methods.
Alternative Solutions
Non-Bidding Options
- • Steal the Memory: Heist during the auction. TN 16 Stealth, TN 14 Security. Failure means combat with Collectors.
- • Expose The Agent: Prove they're using stolen memories. The Collectors hate rule-breakers.
- • Trade with Lady Saltcrystal: Complete a favor for her in exchange for the memory.
- • Free the Hollow Man: If restored, he remembers portal locations from his past.
Rewards
Completion Rewards
- • Portal Memory: Location of a stable portal (Trickster's choice of destination)
- • Collector's Token: Can attend future auctions without invitation
- • Memory Vial: Empty. Can store one memory for later use or trade
Adventure 5: The Fever Dream Expedition
Party Size: 4-5 travelers
Duration: 2-3 sessions
Difficulty: Hard
Tone: Surreal horror, psychological
Domain: The Fever Dream
Focus: Survival, sanity, reality questioning
Premise
The Fever Dream is a domain born from collective nightmares. Reality here is unreliable—what travelers see may not exist, and what doesn't exist may kill them. An expedition team went missing here, carrying valuable artifacts. Travelers are hired to find them.
The Truth: The expedition team found what they sought—and became part of the dream. Travelers must navigate shifting reality to rescue them (or what's left of them).
Dream Map
Fever Dream Mechanics
Reality Instability
Every hour in the Fever Dream, roll on the Reality Shift table:
| d8 | Reality Shift |
|---|---|
| 1 | Gravity reverses. Reverie TN 10 or take 1 Wound from "falling up." |
| 2 | One traveler becomes invisible to others for 10 minutes. |
| 3 | All weapons become something else (roll d6: 1-flowers, 2-snakes, 3-children's toys, 4-crystal, 5-shadows, 6-nothing). |
| 4 | Travelers see themselves from behind. Disadvantage on all actions for 1 hour. |
| 5 | A door appears. It leads somewhere important (Trickster's choice). |
| 6 | One traveler's reflection steps out and attacks. Use traveler's stats. |
| 7 | Time skips forward 1d6 hours. Resources consumed accordingly. |
| 8 | Reality stabilizes. Clear visibility for 1 hour. Find a useful landmark. |
The Lost Expedition
Dr. Helena Cross - The Leader (Lost)
Found merged with a nightmare beast. Still conscious, still her—but her body is monster now. Can be separated with the Severance Ritual (requires 3 hours and Reverie TN 16). If separated, she dies within 24 hours unless brought to a healing domain.
Marcus Cole - The Scout (Fractured)
Split into 7 versions of himself, each representing a different emotion. Must be recombined by getting all 7 to agree on one thing. The version representing "Fear" is hostile.
Sister Alma - The Healer (Transcended)
Became the Fever Dream's Genius. She doesn't want to leave. She IS the domain now. Travelers can negotiate safe passage through her, but she cannot be "rescued."
The Artifacts
The expedition was carrying: the Dreamer's Crown (controls nightmare creatures), the Waking Bell (forces reality to stabilize for 1 hour), and the Map of Impossible Places (shows all portal locations in current domain). All are scattered.
Rewards
Completion Rewards
- • Dreamer's Crown: +2 to all Reverie rolls in dream-based domains
- • Waking Bell: Once per session, force reality to behave normally for 1 hour
- • Map of Impossible Places: Reveals 1 hidden portal per domain visited
- • Sister Alma's Blessing: Safe passage through the Fever Dream forever
Adventure Creation Tips
"The best exploration adventures have clear goals but flexible paths. Let travelers choose how to reach the destination."
"Every domain should have at least one thing that can't be solved with violence. Force creativity."
"Rewards should change the travelers. Not just give them items—give them connections, knowledge, scars."
"The return journey should be different from the approach. Domains change when you're not looking."
