Fantasy adventures
Print it. Play it. Walk the lamps.
Party Grit writes original tabletop fantasy adventures you can print and run at your own table. Each one is compatible with fifth edition. Begin a long campaign as the Lamplighters of Sootmere, start on the lamp-lit road, sit down to a supper that will not start, and decide whether an unstruck hour is allowed to end.
Featured campaign
The Lamplighters of Sootmere
Book One: The First Flames. Chapters 1 and 2 of a campaign in four books, from 1st level to 10th. It is written so a new group can begin at the village fair.
Somebody has to carry a flame into the dark.
For three hundred years someone in the Sootmere Vale has lit the lamps, and nobody remembers why. Tonight every light in Tallowcross goes out at once. This is Book One of a long campaign — the first new Lamplighters in eighty years, starting at 1st level.
Campaign — Coming soonPeek inside
A look at the cover, a first-time game-master page, the opening of Chapter 1, and a ready-made character. Maps, later scenes, and campaign secrets stay out of sight until you play.
Featured adventure
The Lamps of Tallowcross
A starter adventure on the lamp-lit road to Sootmere Manor. Fresh 1st-level characters finish at 3rd level, just in time for supper — and for the next sitting, The Last Carriage In.
The road is going dark.
A black-wax letter waits at the inn, addressed to the persons who keep the road. The lamps that climb the hill are failing, and dusk is already on its way. Walk the posts, find what went wrong, and arrive in time for supper at the manor.
Coming soonPeek inside
A look at the cover, a first-time game-master page, a scene opener, and a blank character record. Maps, puzzles, and later scenes stay out of sight until you play.
Next sitting
Nine Empty Chairs
A two-hour adventure at Sootmere Manor for 3rd-level characters, who finish at 5th. It follows The Last Carriage In and leads into The Unstruck Hour, and it is written to stand alone.
A supper that will not start.
Nine chairs are laid, the soup is already on the table, and the guests have not arrived. Sit if you like, walk the house, and find out why the courses keep coming — and why a west door will not open until the last candle is kind.
Coming soonPeek inside
A look at the cover, a first-time game-master page, a scene opener, and a ready-made character. Maps, later scenes, and puzzle pages stay out of sight until you play.
A four-hour sitting
The Unstruck Hour
A four-hour adventure west of the door that waited, for 4th-level characters who may already be 5th. It follows Nine Empty Chairs, and it is written to stand alone.
The clocks will not strike.
No clock in this wing will finish a phrase. Find Professor Silas Sootmere, seat what was missing, and decide whether to let the hour end — and whether the house will give the morning back.
Coming soonPeek inside
A look at the cover, a first-time game-master page, a scene opener, and a ready-made character. Maps, later scenes, and puzzle pages stay out of sight until you play.