Scene structure
Purpose, timing, player choices, checks, consequences and what to cut when time runs short.
A better night for busy Game Masters
Give the goblins your table details. We return with a complete 5E one-shot: scenes, clues, characters, encounters and notes you can run tonight.

The Bell Beneath Briar Hill
Paper lanterns sway above a hundred stalls. Under the cobbles, a bell rings for the twelfth time.
Essential clue
Silver wire hums near the sealed well. No roll needed.
If they fail
A lantern seller brings the clue, asking for protection.
New to the table?
A whole adventure built for one sitting. No campaign binder, no week of homework, no frantic scribbling behind the screen.
Read the beginner guideChoose how long you have, how many heroes are coming and how experienced they are.
We write the plot, scenes, people, clues, battles and endings as one connected adventure.
Read the boxed text, follow the GM notes, or change anything before the dice hit the table.
The forge
Four choices are enough. Leave the fiddly bits to our goblins, or open Custom Forge when you already know the shape of your tale.
01
Complete core adventure, one signature creature stat block, SRD references for ordinary creatures, compact NPC profiles. Optional scenes on demand.
Quick Forge chooses the genre, tone, setting and challenge. Good defaults, no homework. Clever little goblins, eh?
A short trip through the forge
Set the table, then wander off. The forge keeps working even if you close the page.
Give us the rules, hours, level and number of heroes.
The story and game material are written and saved in the cloud.
Open the finished adventure, edit any part, or rewrite one section.
Keep it open at the table, print it, or copy the pieces you need.
Inside the finished adventure
Every module has a job at the table. No pile of pretty prose to dig through while your players set fire to the inn.
Purpose, timing, player choices, checks, consequences and what to cut when time runs short.
Role, motive, secret, voice cue and exactly what they know.
Where each clue sits, what it means and how it still appears after a failed roll.
Objective, foes, terrain, tactics, scaling and a way out besides bloodshed.
Names, difficulties, initiative notes and the whole night's flow on one page.
Open the table copy
The goblins give you direct answers: what happens now, which clue matters, what to roll and how the story moves forward.
Read aloud
A brass bell rings below the stones. Every lantern turns toward the sealed well.
GM note
The market crowd will not fight. If threatened, they scatter and reveal the silver trail.
Ability check
DC 13 Investigation. Success finds the false cobble. Failure costs ten minutes, then the clockmaker's raven scratches at it.
Lantern Wisp · CR 1/2
AC 13 · HP 11 · Speed 0 ft., fly 30 ft.
Flicker. Teleports 15 ft. to a lit lantern it can see.
First game or fiftieth
New GM? Underlined terms explain things like DC and Party level. Old hand? Skip the lesson and shape the premise, pacing, threats and final confrontation yourself.