An old gnome brewmaster has lost the only thing he has left of his late wife: a silver locket, snatched from him weeks ago by a thief who vanished into the cemetery outside town. He has no gold to offer. Only a year's free ale, and the hope that someone will finally listen.
The Magic Thief is a complete investigation and dungeon one-shot that runs in a single session. The party arrives in Willowmere to find a town quietly unravelling. Magical items are disappearing from market stalls and temples alike while coin and silver are left untouched, and shadowy figures have been seen slipping between the graves at night. The locals blame ghouls. They are wrong, but they are pointing in the right direction.
The trail leads beneath the cemetery, into a labyrinth of catacombs older than Willowmere itself. What the party finds down there is not what the townsfolk fear, and not what the party expects.
Every encounter has a way through that does not involve a sword. Gather rumours in the marketplace, press a nervous cleric on what he is too embarrassed to admit, bribe a child who lives among the tombs, then choose whether to sneak, bluff, or fight your way through the dark. The finale can be resolved five different ways, and the module rewards all of them equally.
Runs 3 to 4 hours. Ideal for four 4th-level characters. No prior session required.
What's included:
- Full module text with read-aloud descriptions for every location
- 2 battle maps and 1 backdrop, with more maps planned for future updates
- 8 statted NPC and creature tokens
- 3 combat encounters with scaling guidance
- GM notes throughout, covering DCs, fallbacks for missed clues, consequences for raising the alarm, and treasure allocation
- A multi-step puzzle with two independent solutions so the dungeon cannot dead-end
- Hooks left open for a sequel
dungeon crawlfantasyheistmodulelevel 4adventure…