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Dangers in the Kingdoms



An area ruled by a royal sovereign is one of order and civility. Keeping it that way falls to the champions of society, the knights, dukes, sheriffs, and mayors, for outside of the cities, lawlessness and chaos are only a few actions away. But is order always a good thing? Is the societal hierarchy working or does the kingdom need to change?

Five compelling kingdom-themed stories.Each one-page module tells a unique story, carefully crafted and crammed with all the information needed to run the adventure.

Difficulty rating: Easy

The town of Thatchum has reached a critical point. Food stocks are low, and they rely on their food to pay the crown every year. The harvest should be a time of toil and reward, but workers are too afraid to return to the fields after they were spooked by horrifying creatures. The mayor wants the problem sorted immediately and is offering a substantial reward.

Difficulty rating: Easy

The inhabitants of Gilders Town have much to be proud of. Their blacksmiths are celebrated throughout kingdom, and they have good trading routes thanks its location on the river. Unfortunately, a murder and an increase in local thefts has everyone on edge, especially the Baron of Gilderland.


Difficulty rating: Moderate

The Duke of Adleshire is infamous, having pinched almost every penny from his people to pay for his debaucheries. The atmosphere in the town of Adlesford has become toxic, and the party won’t need to go far before hearing his name cursed or see guards arresting protesters. Something has to give, and for the town’s sake, the sooner the better. 


Difficulty rating: Moderate

The Prince of Garviere has been kidnapped. Could it be that the dreaded Sorn the Scarred; a merciless pirate captain, was behind it? Some suspect that the royal family assemble a task force, while others take their silence to mean they will deliver gold. A séance is being held for the prince outside the castle entrance this evening. Will hope return to Garviere again? 


Difficulty rating: Hard

The mage, Ozmas the Red, was tired of the constant strife between two kingdoms and took their crown jewels to his tower. Both rulers received a message by crow, taunting to try and retrieve what they hold dear.

Module example DM NotesTreasure Tables

Each module provides…

  • 3-4 hours of interactive entertainment & action.
  • Background to each adventure scenario.
  • Environment and Locations to visit within the area.
  • NPCs to interact with.
  • Stat blocks and abilities for the creature encounters featured in the adventure.
  • Encounters suitable for low (1-4), mid (5-8), High (9-12) and Epic (13+) level parties.
  • Rewards specific to the module for successfully completing the scenario.


Bonus Material:


  • DM Notes providing further information on the background and the outcome of each adventure
  • Tables for a 20 additional Magical Items, and 20 Treasures, that can be used by the DM as needed.



This set of modules contain:


  • 18 unique encounters.
  • 25 locations to explore.
  • 8 module-specific reward.
  • 40 kingdom-themed treasures.
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File Last Updated:
November 08, 2022
This title was added to our catalog on October 02, 2022.