We're Fredrick's Fortunes
We're a group of friends who have been playing dungeons and dragons for years. Every scene in this one-shot was built for our own table first. We really hope it gives yours a night worth arguing about.
Ashmere's wells are nearly dry. Half a day across the wasteland, three glass domes hold the last living garden for a hundred miles, kept by an old gnome who has spent centuries trying to heal the land. He has helped a dying town once before. Your players have to decide who gets a future.
"This place isn't a storehouse. It isn't a treasure vault. It's an unfinished cure."
Old Bram, keeper of the Vault
A roleplay one-shot built around one choice. A puzzle and a little combat keep it moving, but the night belongs to the conversations: a steward digging graves, a lonely gnome who names his seedlings, and a bitter old tree with an opinion on everyone. Your players will be arguing about what they should have done long after the session ends.
Nobody in this adventure is a villain. Everyone your players meet has a good reason for what they want. Tap a name to meet them.
WhoAshmere’s elected steward. The party finds her at the edge of town, digging a grave.
Says“If you can look her in the eye and tell her saving him isn’t worth trying… then perhaps you’re right.”
Balanced and tested at our home table
A look inside the Vault, real pages from the adventure. Tap any page to look closer.
We're a group of friends who have been playing dungeons and dragons for years. Every scene in this one-shot was built for our own table first. We really hope it gives yours a night worth arguing about.
Tragic one-shot · 3–5 characters · Levels 4–6
Instant PDF delivery. Use it in your next session.
Everything here is built for the same game. Add any of them to this order.
Dark. There's no clean resolution, every ending costs something, and the book asks you to keep that weight in play. It's essentially a trolley problem with faces on it. Bram and Grum bring real moments of humour, but they're there to make the stakes land harder. If your table wants a light evening, pick something lighter for that night.
That's where it's strongest. Ashmere fits any land suffering drought, blight or collapse, and there are five hooks to bring the party in. Whatever they choose can echo for sessions afterwards: a grateful town, a ruined sanctuary, or a friend in Bram who'd like them to visit. It works as a standalone one-shot too, for 3–5 characters at levels 4–6.
They'll try. Charm Bram, steal while he's distracted, cast create food and water, move the whole town inside: the book has a Quick Answers table for the solutions players reach for most, so you're never improvising a ruling under pressure.
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