Campaigns & One Shots

Into the Black Labyrinth

Shadowdark | One Shot | 1 - 3 Sessions | Level 0 - 2

Castle of the Timeless Sun

Starfinder 2e | One Shot | 1 - 3 Sessions | Level 5

Kingdom Lords

D&D 5e | Episodic Campaign | Levels 10 - 16

The Cost of Hope

Star Wars RPG | One Shot | 500xp | 1 - 2 Sessions

The Frontier Inn

D&D 5e | Episodic Campaign | Levels 5 - 12

Relics of Home

D&D 5e | Campaign | Levels 5 - 18

The Red Horde

D&D 5e | Hexcrawl Few Shot | Levels 5 - 10* | 4 - 12 Sessions

The Lost Forest

D&D 5e or Shadowdark | Few Shot

Lost and Found

Pokemon 5e | Few Shot | 3 - 5 Sessions | Levels 8 - 13

Homebrew content created by Jacob. Some of it is content inspired by other adventure books or journeys, others are adventures I've had in the tank, stuck in an overly complicated Google Doc.

This page is a way for me to get these stories out of the Google Doc that nobody will see, and into a format that my players can consume. I have no need to run these any time soon, but I did want  to get them into a more creative format.

Castle of the Timeless Sun

For centuries, the Castle of the Timeless Sun has orbited a star unlike any other, serving as a research fortress for scientists studying its impossible properties and strange anomalies. Recently, a series of violent solar storms have crippled the station. The structural integrity of the base has been compromised, and it is beyond repair. The scientists have requested evacuation while they still have time. Generations of priceless research remain inside.

A team of retired adventurers have been called upon as a curtain call. One last adventure before they close the doors on their adventuring years. They are tasked with entering the failing fortress, and assisting the remaining personnel off the station.

The mission should be straightforward. But the timeless sun has never behaved the way science says it should. One last adventure awaits among the stars.

Starfinder 2e | One Shot | 1 - 3 Sessions | Level 5

Into the Black Labyrinth

The world beyond civilization has been consumed by darkness. Outside the safety of torchlit settlements lies the Shadowdark, a realm of endless night where monsters roam and ancient evils lurk beneath forgotten ruins. Hope is rare, survival is never guaranteed, and a single torch may be all that stands between you and the darkness.

You are not heroes. You are common folk, driven by desperation, greed, curiosity, or courage. Rumors have spread of a vast maze hidden deep within the Shadowdark. At its center lies an artifact of immense power, a treasure said to bring wealth, glory, or perhaps even a chance to reclaim a fragment of the world lost to darkness. Many folks have sought out the maze, few have returned, and none have found where it ends.

Beginning at level 0, you must brave the darkness, manage limited supplies, and survive the horrors within the labyrinth. Every torch matters, every decision matters, and every step may be your last. Become heroes, or be forgotten.

Shadowdark | One Shot | 1 - 3 Sessions | Level 0 - 2

The Cost of Hope

Following the destruction of the original Death Star, the Empire has intensified its hunt for Rebel bases across the galaxy. A rebel spy deep undercover has transmitted a coded message indicating their next search and destroy targets. They have indicated that Boz Pity, a large rebel base, is scheduled to be attacked.

The evacuation efforts have begun, but the rebels need more time to evacuate the base, and send out emergency signals to keep their field operatives from returning to Boz Pity. Time is running out.

A small team of volunteers has been given an impossible mission. They must infiltrate an Imperial command facility, and alter the Empire’s attack orders before the fleet departs.

You are this group of rebels. If you are succeed, the Rebellion gains the time it needs. If you fail, Boz Pity will burn. There is no extraction plan, there are no reinforcements. There is only a chance to buy the Rebellion time.

Star Wars RPG | One Shot | 500xp | 1 - 2 Sessions

Kingdom Lords

For generations, the Kings of New Olympus have ruled through fear and strength. The people within the Kingdom’s borders have lived without fear of invasion, but only because they were the invaders. Neighboring lands have been conquered, forests burned, and freedoms sacrificed in the name of security and prosperity.

The King and his firstborn son have been killed while leading a campaign against the Wood Elves. Back in the capital, the Prince Regent has fallen victim to a mysterious poison, and lies unconscious. In the span of a single night, the kingdom’s line of succession has been shattered.

The crown now falls to the third son, a young man who was never expected to rule. Shortly after taking power, the new king calls a private meeting. Present are only himself, two of his most trusted advisors, and each of you.

You are former adventurers, and now representatives of the territories conquered and controlled by the kingdom. Over the years, each of you has met this young prince, and left enough of an impression that he now places his trust in you. He looks to you not only for advice, but for guidance. He needs help ruling the kingdom, navigating its politics, and deciding what kind of king he will become.

In the Kingdom Lords Campaign, you will help shape the future of the realm. Do you continue the policies of the old kings, ruling through fear and conquest? Do you seek peace with old enemies and build alliances instead? Can you mend generations of hatred, or will the kingdom double down on its wars?

At the same time, each of you has your own people to represent. You must convince the king to support your territory, protect your interests, and strengthen your position within the kingdom.

The future of the realm rests in the hands of a king who was never meant to rule, and the advisors he trusts most.

D&D 5e | Campaign | Levels 10 - 16

The Frontier Inn

Far from the safety of major cities, a small tavern and restaurant sits along a lonely road. Merchants, adventurers, hunters, and travelers pass through its doors looking for a warm meal, a strong drink, and a safe place to spend the night.

You are the owners of this establishment. Keeping the business alive is harder than it sounds. Rent is due, supplies are expensive, and competition is fierce. To stay afloat, you’ll need to venture into the wilderness to hunt dangerous monsters, gather rare ingredients, recover lost treasures, and find valuable magic items to sell. Every creature is a potential meal, and every expedition is a potential profit.

As your reputation grows, so does the attention you attract. Travelers bring stories of strange happenings, local mysteries, and opportunities for profit. Bandits, monsters, rival businesses, and other unwanted guests may come looking for what you’ve built.

In the Frontier Inn, success isn’t measured by saving the world. It’s measured by keeping the doors open, protecting your name, and serving the best monster stew on the frontier.

D&D 5e | Episodic Campaign

Relics of Home

The world is ending. You are legendary heroes, level 18 adventurers who have spent a lifetime fighting monsters, building a kingdom, forging alliances, and creating a home worth protecting. You have families, friends, children, rivals, and memories stretching back decades.

Together, you helped build something worth saving. But while you lived your lives, a great evil was growing in the shadows. Now, in the final battle against an ancient lich, you discover a terrible truth. You cannot win.

Your strongest weapons shatter against its defenses. Your magic fails to reach it. Every plan, every artifact, every advantage proves meaningless. One by one, the greatest heroes in the world fall. Faced with certain defeat, a final desperate gamble is made. A relic of immense power is shattered, sending the party twenty years into the past.

You awaken in younger bodies, stripped of your power and returned to the beginning of your journey. You are level 5 once more. Armed with memories of a future that no longer exists, you must prepare for a war decades away. You must rebuild old friendships, prevent past mistakes, reclaim lost knowledge, and confront a darkness long before it reaches its full strength.

But every change to the timeline comes with consequences. The future you remember is not guaranteed to survive. The people you loved may become strangers. The lives you built may never come to pass.

Can you stop the lich and save the world? What parts of your old life are you willing to sacrifice to do it?

D&D 5e | Campaign | Levels 5 - 18

The Red Horde

The Highland Realm is at war. A war band of Red Orcs has descended from the north, burning farms, raiding villages, and laying waste to everything in their path. Town after town has fallen, and every day the horde pushes deeper into the realm.

The Lord City of Avalon has called upon its noble protectors to end the invasion, but they are trapped beyond a military blockade. Help is coming, but many settlements will fall before it arrives.

Far from home, a group of adventurers finds themselves stranded in the small town of Saint Parlou. With no army to rely on and no heroes coming to save them, they may be the only people capable of slowing the advance of the Red Orcs.

In this D&D 5e hexcrawl campaign, the world does not wait for the party. The war continues whether you act or not. Villages may fall, allies may die, and opportunities may be lost while you pursue other goals.

To survive, you must explore the Highland Realm, uncover its secrets, learn the strengths and weaknesses of its people, and forge alliances with those willing to stand against the coming storm. Every choice matters, and every day spent traveling may change the fate of the realm.

The Red Orcs are coming. How much of the realm can you save?

D&D 5e | Few Shot | Levels 5 - 10* | 4 - 12 Sessions

The Lost Forest

Long ago, the critter folk of Terre Forest lived in peace. Trade flowed between towns, food was plentiful, and the forest provided for all who called it home. Then the dry season came.

The rivers shrank. Crops failed. Forests withered. What was once a thriving woodland slowly became a barren wasteland. As resources grew scarce, towns turned inward, caring only for their own survival. Generations later, only the elders remember a time when the critter folk stood together. Terre Forest has become little more than a painful name for a land that no longer exists.

With age catching up to them and hope fading fast, the wisest and strongest elders from the remaining settlements have come together for one final effort. They speak of an ancient legend: a Fountain of Youth hidden somewhere within the barrens. A fountain capable of restoring a person's youth. But if used correctly it may have the power to restore life itself to the land itself.

You are the champions chosen to find it. This hexcrawl journey will take you across the ruins of a forgotten homeland, through hostile settlements, ancient secrets, and dangers that have thrived in the wasteland for too long. Along the way, you may uncover the truth behind the drought that shattered Terre Forest in the first place.

Success means the forest may bloom again, allowing its people to rebuild and prosper. Failure means the last elders will die waiting for a miracle that never came, and the remaining critter folk will be forced to abandon their ancestral homeland forever. The future of Terre Forest rests in your paws.

D&D 5e / Humblewood or Shadowdark | Few Shot

Lost and Found

Over the past several weeks, towns, travelers, and Pokemon have been attacked throughout the region. Witnesses can't seem to agree on what they're seeing. Some swear a powerful Fire type Pokemon is rampaging through the countryside before vanishing without a trace. Others insist Team Rocket is responsible, striking quickly before disappearing into the wilderness. Regardless, neither the Pokemon Rangers or the authorities have not been able to put a stop to the threat.

With rumors spreading and danger around every corner, many trainers have put a pause in their Pokemon journey, staying at home with their Pokemon and loved ones until the danger passes. Others have started traveling in larger groups for safety. Whether longtime companions or familiar faces met on the road, you have formed a trusted group capable of handling anything that lies ahead.

While traveling, you come across a group of Team Rocket grunts surrounding a frightened young Pokemon unlike anything you've ever seen. Whatever it is, they are determined to capture it. After driving the grunts away, you quickly realize this is no ordinary Pokemon.

As you begin to uncover the truth, you find yourselves caught between a relentless Team Rocket operation, and a furious Pokemon searching for its missing child. Returning the young Pokemon safely means discovering the location of its parent's hidden den before Team Rocket can capture it first.

In this Pokemon 5e few shot, you'll track an ancient legend, explore the untamed wilderness, battle Team Rocket, and help uncover the truth behind this mysterious Pokemon. Sometimes you don't have to defeat an evil organization, sometimes you just have to help a lost child find its way home.

Pokemon 5e | Few Shot | 3 - 5 Sessions | Levels 8 - 13

mmmm cider