Adventures

Ready-to-run adventures for Openheim. Each one is split into scenes with read-aloud text, GM notes, encounters and a one-page player aid.

4 adventures
  • The Tower of Magnatious Tarbell

    7 scenes4 encountersPlayer aid

    A forgotten reliquary still holds its last warden. Magnatious Tarbell, once sworn to the Eternal Flame, bound himself to the Starlight Reliquary, a relic that grants glimpses of what may come. Sustained by its visions and burdened by what he has seen, he endures in isolation. To free him is to return a living witness of the past… and a man who may yet guide those willing to bear the weight of foresight. Built for players who like the mechanics and like to play out what the dice say: every chapter asks for named checks (skills, opposed checks, raw attribute and sense rolls), and the adventure walks a party through traps, imbuements and attunement, consequences and fatigue, combat, and the money system. Four Level 1 characters; one long session or two short ones.

  • Murder at the Rumour Mill

    7 scenes5 encountersPlayer aid

    Harvest is in, the Rumour Mill's common room is full, and a stranger lies dead in the mill's northern wheat. Harford wants a hanging. The trail leads into Thornskull Forest, to hungry people who did something terrible, and past them to something worse that has been feeding on the forest's edge all autumn. An investigation that turns into a rescue. The party reads a crime scene, tracks the thieves, decides what justice means for them, and then goes after the men who drove them out. Four Level 1 characters; two sessions.

  • The Rumour Mill: A Comedy of Errors

    7 scenes5 encountersPlayer aid

    Three days before Harford's Loaf Fair, the Rumour Mill's best flour has vanished, and Saraj Rumour's famous Singing Loaves will not sing without it. There is a ghost in the barn, a goose with a grudge, a gentleman from Witonbury who has opinions about scones, and a turnip that will not stop running. A farce. Nobody is quite who they seem, everybody blames somebody else, and the party has three days to find the flour, win the bake, and stay on the right side of the goose, who is one of the judges. Light on combat, heavy on social skills, chases and ridiculous checks. Four Level 1 characters; one long session.

  • The Rumour Mill: Shadows of the Scorching Wars

    7 scenes6 encountersPlayer aid

    A wagon of grain vanishes between the Rumour Mill's northern field and its silos, and nobody saw a thing. Strangers in Harford are asking about old Gasgoine Rumour and the war he never talks about. Someone wants something buried under the mill, and they are willing to burn the mill to get it. A mystery that becomes a game of spies. The party follows a cold trail, finds a secret that could ruin the family that hired them, and has to decide who gets to hold it. Mostly investigation and talk, with one hard night of fighting. Four Level 1 characters; two sessions.

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