A better night for busy Game Masters

Less prep.
More tale to tell.

Give the goblins your table details. We return with a complete 5E one-shot: scenes, clues, characters, encounters and notes you can run tonight.

  • 4, 6 or 8 hours
  • 2014 or 2024 rules
  • Print and table ready
A clever goblin archivist points to adventure notes across a candlelit writing desk
The night clerk is preparing your table copy
Ready to run · Scene 0345 min

The Bell Beneath Briar Hill

The Lantern Market

Party
4 at level 3
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?

What is a one-shot?

A whole adventure built for one sitting. No campaign binder, no week of homework, no frantic scribbling behind the screen.

Read the beginner guide
  1. 01

    Set the table

    Choose how long you have, how many heroes are coming and how experienced they are.

  2. 02

    Get the whole tale

    We write the plot, scenes, people, clues, battles and endings as one connected adventure.

  3. 03

    Run it your way

    Read the boxed text, follow the GM notes, or change anything before the dice hit the table.

The forge

Tell us who is at the table

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

Table basics

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

From blank page to game night

Set the table, then wander off. The forge keeps working even if you close the page.

  1. 01 · Choose

    Give us the rules, hours, level and number of heroes.

  2. 02 · Forge

    The story and game material are written and saved in the cloud.

  3. 03 · Review

    Open the finished adventure, edit any part, or rewrite one section.

  4. 04 · Play

    Keep it open at the table, print it, or copy the pieces you need.

Inside the finished adventure

Useful at a glance, sturdy under pressure

Every module has a job at the table. No pile of pretty prose to dig through while your players set fire to the inn.

Scene structure

Purpose, timing, player choices, checks, consequences and what to cut when time runs short.

NPC card

Role, motive, secret, voice cue and exactly what they know.

Clue trail

Where each clue sits, what it means and how it still appears after a failed roll.

Encounter brief

Objective, foes, terrain, tactics, scaling and a way out besides bloodshed.

Quick reference

Names, difficulties, initiative notes and the whole night's flow on one page.

Open the table copy

Built for the moment players go off-script

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

Plain help when you need it. Serious tools when you do not.

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.

Open the beginner handbook