Adventure List
Kobolds Stole My Baby! (lv 1-2) Stigimoloch
The blacksmith has been bringing dragonforged steel blades (made by Stigimoloch) in. They were 
(Map flair… Marble traps, plastic spoon catipults) 
Honey I Shrunk The Party! (lv 3-4) Maldred
Maldred shrinks the entire feast down, throws in a bag of rats? snakes? and steals the king, taking him up to the wizards tower. This is where maldred switches from being king Valorin's wizard to being the antagonist. 
(Map flair…. Play around the house, everything is at scale!)

Pirates (lv 3-4)  ??? (Both?)
I.M.R. The ship has been rammed by pirates. It's sinking and being boarded
(Map flair… moving Boats on dry ice)

Rescue From the Dragon Temple! (lv 5-6) Stigimoloch
A priest in the cult of Stigimoloch is about to toss a virgin into the pit of doom. I.M.R. open on party already dressed as cultists and in the audience. 
Maybe set in emberhome? 
(Map flair… none?)

The Haunted Castle at Midnight! (lv 5-6) Maldred
Maldred has teamed up with Noctar the vampire to cause a celestial alignment, and raise an army of the evil undead. Players must reach the center of the haunted castle in the ruins of Imperion to put the dead back to rest. 
I.M.R start… Skeletons rising everywhere during a solar eclipse, the players see that foul magic from Duskmourn Keep is whats doing it, and have battled their way to the front gate. 

(Map flair… candle and shadow puzzle)
 The Great Dragon Robbery (lv 7-8) Stigimoloch
Volcano Lair. I.M.R. start… robbing a sleeping Stigimoloch. If you wake the dragon your all gonna die. 
(Map flair: Has a really cool multi-level volcano board) 

Cleansing the Water Temple (lv 8-9) Maldred
Let's get an aboleth in here.
(Map flair: dry ice fog water… platforms above and bleow the “water”) 
Feywild Teaparty (Lv 9-10) 
The adventure starts with players already trapped in an eternal tea party hosted by Lady Moonglow. The spell is broken when Stigimoloch's Dragonbound Knights crash through, attempting to conquer the feywild. Players must joust with them, and then escape the feywild.
(Map flair:  A maze map that has cutout sections, so that it slides over another map, making shifting pathways) 
Orcs in the Crystal Caves (lv 9-10) Stigimoloch
I.M.R. Start: On a runaway minecart.  Dwarvish halls Includes the mirror world challenge

Time Travel Trouble (11-12) Maldred
Maldred travels back in time to a rome-grease hybrid. 
Battle in the colosseum
Greek classic monsters (chimera, hydra) 
Players win by trapping back in time…. Maldred turns himself into a lich and show's up in next adventures. 

I Object to this Wedding (lv 11-12) Stigimoloch
I.M.R. Prince Romencii of Dawnhaven is being married to Princess Vannessica of Al'Simerel. Freya of of emberhome bursts in with "I object", and the prince runs from the alter, leaps onto her horse and they try to escape, while Al'Simerel soldiers try to stop them. 
… I'm thinking Freya & Romencii flee into the lost ruins of Imperion where they encounter a beholder. Party needs to help them out.  
(Map flair… maybe we can swap this one out for a pirate adventure… ship decks & dry ice for water) 
 (The real question is how do I get a beholder into this adventure, and  Stigimoloch) 
The Clockwork Colossus (13-14) Maldred 
(includes a trip to mechanus, and the chessboard challenge)
The ancient lich Maldred has unearthed and is going to control Mecharon the giant robot. Players must chase him across the plains to mechanus to prevent him from retrieving the clockwork key. 
Probably happens in the ruins emberhome… so we get to see the desolation of Stigimoloch. 
(Map flair: we have a giant robot, so big it starts as terrain, and stands up to become a set piece) 

Invasion of the Flying Castle (lv 15-16) Stigimoloch
I.M.R Start: on flying pegasus, chased by wyvern riding orc champions. 
Stigimoloch's flying castle,  Crewed by evil giants, and with a phalanx of airships is pulling up to the royal city.  The party needs crash the castle. 
(Airships propped up on cups to make they fly.)
Maldred's Master Plan (Lv 18) Maldred
Set in Al' Simerel, Maldred is unearthing the final artifact from the pyramids that will allow him rule the world. 

Stigimoloch (Lv 20) Stigimoloch
Stigimoloch and his armies have arrived to destroy Dawnhaven. 
I.M.R. The city walls of have broken, orcs and giants are pouring thru. Stigi is raining fire and terrror from above.  

NPCs, Locations, World building
BBEG(s) 
Stigimoloch the Ancient Dragon
Stigi is pretty straightforward. He's a big mean dragon. He has moved into a lair on top of skyhorn mountain, and is displacing or enslaving the Dwarves, Orcs, and Giants.  
	•	●	Pyrogloss the fire giant general
	•	●	Magmoth the demon prince general

	•	Maldred the Magician
	•	Maldred starts out as the royal magician, but craves greater power. He initially works with a lot of abstract stuff (Time, Size, Royalty, etc) but after getting trapped in the past he re-appears as a lich, and does a lot more necromancy.   

	•	Complicated alliances with:   Noctar the vampire  

	•	Locations
	•	 Dawnhaven (Home City)

	•	  King Valorin the good and just
	•	  Emberhome (Dwarven city) 
	•	In the foothills of Mt. Aetherhorn a hearty population of dwarves, halflings, gnomes, and humans make a humble but prosperous life. 
	•	Princess Freya is a delightful presence.   
	•	The ruins of Impirion (fallen roman empire) 
	•	  *Duskmourn Keep is ruled by the vampire Nocturn

	•	Al' Simerel (Elvish Arabian city) 
	•	  Princess Vannessica 
	•	  Sultan il'Varin 

	•	Skyhorn Mountain
	•	Now the layer of Stigimoloch. Formerly home to kingdoms of Dwarves, Giants, and Orcs 

	•	Spells, Rewards and Items
	•	These Are all designed to build up the BBEGs and do some world-building work. 
	•	Spells
	•	Stigimoloch’s Binding Chains (1st level, Enchantment) Magical chains erupt from the ground, restraining a creature until it makes a Strength save or the spell ends.
	•	Stigimoloch’s Imperious Word (2nd level, Enchantment) Command a creature to kneel, causing it to fall prone and be unable to stand until the end of its next turn.
	•	Stigimoloch’s Lash (2nd level, Evocation) Summon a spectral whip that deals psychic damage and forces the target to obey your next verbal order if they fail a Wisdom save.
	•	Stigimoloch’s Brand (3rd level, Necromancy) Mark a creature with a glowing rune of servitude; while branded, they take psychic damage for disobedience and have disadvantage on saves against your spells.
	•	Stigimoloch’s Commanding Presence (3rd level, Enchantment) Exude an aura of dominance, granting allies within 30 feet advantage on attacks and forcing enemies to save or be frightened.
	•	Stigimoloch’s Shackles of Dominion (4th level, Conjuration) Conjure fiery shackles that bind a creature, causing damage if it resists and preventing teleportation or plane-shifting.
	•	Stigimoloch’s Siege (5th level, Evocation) Unleash a wave of destructive force, toppling structures and dealing double damage to objects and constructs.
	•	Stigimoloch’s Vassal Pact (5th level, Enchantment) Forge a magical contract with a willing creature, granting it power at the cost of servitude and vulnerability to your commands.
	•	Stigimoloch’s Oath of Fealty (6th level, Enchantment) Target a group of creatures within 30 feet, forcing them to swear loyalty or take psychic damage and be paralyzed until the oath is sworn.
	•	Stigimoloch’s Tyrant Form (7th level, Transmutation) Transform into a massive, domineering figure radiating an aura that weakens enemies’ saving throws and bolsters allies’ attacks.
	•	Stigimoloch’s Crown of Dominion (8th level, Enchantment) Place a magical crown on a creature’s head, making it your thrall until the crown is removed or dispelled.
	•	Stigimoloch’s Iron Will (9th level, Abjuration) Gain immunity to charm, fear, and mind-altering effects, and project an aura that forces all enemies within range to kneel in submission if they fail a Wisdom save.

	•	  Maldred’s Temporal Snare (1st level, Transmutation) A creature’s movement is halved for 1 minute, and if they move, they take necrotic damage as time gnaws at their flesh.
	•	Maldred’s Glimpse of Eternity (2nd level, Divination) Force a creature to see its countless deaths across timelines, dealing psychic damage and imposing disadvantage on Wisdom saves.
	•	Maldred’s Recursive Strike (2nd level, Evocation) When you or an ally hits a creature, echo the strike across time, repeating the attack for half damage as necrotic energy.
	•	Maldred’s Withering Echo (3rd level, Necromancy) Create a lingering time ripple around a creature that deals necrotic damage to nearby creatures whenever the target takes damage.
	•	Maldred’s Rewound Step (3rd level, Transmutation) Instantly return a creature to the space it occupied at the start of its last turn, undoing movement and resetting its condition.
	•	Maldred’s Hourglass Prison (4th level, Conjuration) Trap a creature in a shimmering hourglass, incapacitating it for 1 minute or until it succeeds on a Wisdom save.
	•	Maldred’s Ageless Husk (4th level, Necromancy) Drain the vitality of a creature, reducing its maximum hit points for 24 hours and halting its natural aging.
	•	Maldred’s Temporal Rift (5th level, Transmutation) Tear a hole in time, creating a 20-foot radius area where creatures are either hastened or slowed at random each turn.
	•	Maldred’s Lament of the Forgotten (5th level, Necromancy) Call forth spectral echoes of those the target has forgotten, dealing necrotic damage and forcing Charisma saves to avoid frightened status.
	•	Maldred’s Eternal Return (6th level, Transmutation) Bind a creature to time itself; if it dies within the spell’s duration, it reappears alive at its starting location with one hit point.
	•	Maldred’s Chronophage (7th level, Necromancy) Summon a spectral time-eater to drain time from all creatures in a 30-foot radius, reducing their lifespans and granting you temporary hit points.
	•	Maldred’s Paradox Undone (9th level, Transmutation) Reverse the last minute of reality, undoing all actions, spells, and damage during that time, but leaving memories intact for you and your allies.

	•	1. Maldred’s Lifeblood Drain (1st-level, Necromancy)
	•	●	Casting Time: 1 action
	•	●	Range: 30 feet
	•	●	Duration: Instantaneous
	•	●	Effect: Target must make a Constitution saving throw or lose 1d4 years of their lifespan. For each year drained, the caster regains 1 hit die, which may be used immediately.
	•	●	Upcast: For every level above 1st, add 1d4 years drained.

	•	2. Suspend Concentration (3rd-level, Transmutation, Ritual)
	•	●	Casting Time: 1 minute
	•	●	Range: Self
	•	●	Duration: 1 hour
	•	●	Effect: Temporarily suspend an ongoing concentration spell for 1 hour. The spell's effects pause and resume as though no time passed.
	•	●	Ritual Effect: Adds 1 additional hour of suspension but requires rare time-infused materials worth 100 gp.

	•	3. Maldred’s Future Portal (4th-level, Conjuration)
	•	●	Casting Time: 1 action
	•	●	Range: 60 feet
	•	●	Duration: Concentration, up to 3 rounds
	•	●	Effect: Opens a shimmering 10x10 foot portal. Creatures stepping through are removed from combat and reappear in the same space at the end of the duration. They are unaware of the time passed.
	•	●	Upcast: Add 1 round to the duration for every level above 4th.

	•	4. Exhaustion Siphon (5th-level, Necromancy)
	•	●	Casting Time: 1 action
	•	●	Range: 30 feet
	•	●	Duration: Instantaneous
	•	●	Effect: Target must make a Constitution saving throw or lose 3d4 years of their lifespan. On a failure, they gain 1 level of exhaustion, and the caster recovers 1 level of exhaustion.
	•	●	Upcast: Add 1d4 years drained for every level above 5th.

	•	5. Refreshing Break (3rd-level, Necromancy)
	•	●	Casting Time: 1 action
	•	●	Range: Touch
	•	●	Duration: Instantaneous
	•	●	Effect: Willing target ages 1 year, recovers 1 level of exhaustion, and gains the benefits of a short rest.
	•	●	Upcast: May target one additional willing creature for each level above 3rd.

	•	6. Flash-Cast (4th-level, Transmutation, Concentration)
	•	●	Casting Time: 1 action
	•	●	Range: Self
	•	●	Duration: Concentration, up to 1 minute
	•	●	Effect: While concentrating on this spell, you may cast any spell with a casting time of 1 action or less as a bonus action. Doing so ends this spell.

	•	7. Maldred’s Chronivory (5th-level, Necromancy)
	•	●	Casting Time: 1 action
	•	●	Range: 30 feet
	•	●	Duration: Instantaneous
	•	●	Effect: Target must lose 2d4 years of lifespan and must make a Constitution saving throw or take a level of exhaustion. For each year of lifespan drained, the caster steals 1 hit die from the target. These hit dice, as well as any the caster currently has may be used immediately or stored up to the caster’s maximum hit dice.
	•	●	Upcast: Drain an additional 1d4 years per level above 5th.

	•	8. Delay Spell (3rd-level, Transmutation)
	•	●	Casting Time: Reaction (when a creature you see casts a spell)
	•	●	Range: 60 feet
	•	●	Duration: 1d4 rounds
	•	●	Effect: Target spell’s effect is delayed by 1d4 rounds.
	•	●	Upcast: Add 1 round of delay for every level above 3rd.

	•	9. Maldred’s Foresee (2nd-level, Divination)
	•	●	Casting Time: Reaction (after dice are rolled but before effects are applied)
	•	●	Range: 60 feet
	•	●	Duration: Instantaneous
	•	●	Effect: An ally may choose to alter their declared action in response to the result, gaining a new roll. If attacking, they must choose a new target.
	•	●	Upcast: Add 1 additional creature who may use this effect for every level above 2nd.

	•	10. Time-Locked Bastion (6th-level, Abjuration, Ritual)
	•	●	Casting Time: 1 hour
	•	●	Range: 30 feet
	•	●	Duration: 24 hours
	•	●	Effect: Designate a 30-foot radius as a time-locked zone. Within the zone, time slows, and creatures inside cannot age, rest, or regenerate resources. The zone is visible as a faint temporal distortion.
	•	●	Ritual Effect: Reduces casting time to 10 minutes and doubles the duration.

	•	11. Accelerated Decay (7th-level, Necromancy)
	•	●	Casting Time: 1 action
	•	●	Range: 60 feet
	•	●	Duration: Concentration, up to 1 minute
	•	●	Effect: Target must make a Constitution saving throw or lose 10 years of lifespan every round. On each failed save, they also gain 1 level of exhaustion. If the target reaches level 6 exhaustion, they die instantly.
	•	●	Upcast: Add 5 years drained per level above 7th.

	•	12. Maldred’s Temporal Nexus (9th-level, Transmutation, Ritual)
	•	●	Casting Time: 1 hour
	•	●	Range: Self
	•	●	Duration: 1 day
	•	●	Effect: Tap into a celestial alignment or significant bloodline event to bend time across the battlefield. During the next day, you may cast Time Stop once without expending a spell slot and alter any dice roll you make once per round.
	•	●	Ritual Effect: Requires rare astronomical tools worth 1,000 gp.

	•	Items 
	•	Dragon-Forged Steel Weapons: Weapons forged in the heat of Stigimoloch's fire breath, glowing faintly with draconic runes and dealing extra fire damage.
	•	Molted Dragon-Scale Armor: Armor crafted from the ancient scales shed by Stigimoloch, granting resistance to fire and a bonus to intimidation checks.
	•	Stigimoloch's Hoard Coins: Rare coins bearing the dragon's likeness, infused with minor magic that makes them warm to the touch and valuable to collectors or enchanters.
	•	Stigimoloch’s Grimoire: A spellbook containing unique spells created by the dragon, such as Stigimoloch's Draconic Maw (a devastating breath weapon-like cone of force).
	•	Dragon Claw Dagger: A dagger carved from a claw shed by Stigimoloch, dealing extra slashing damage and causing fear on a critical hit.
	•	Molten Heart Amulet: A necklace with a fragment of Stigimoloch's shed tooth, allowing the wearer to cast Fire Shield once per long rest.
	•	Scaled Cloak of Protection: A shimmering cloak made of scales that provides advantage on saving throws against fire damage.
	•	Dragon's Mark Arrows: Arrows tipped with fragments of Stigimoloch’s horn, leaving a faint, glowing draconic mark on hit targets that prevents invisibility.
	•	Eye of the Wyrm: A crystal orb enchanted with the essence of Stigimoloch's gaze, allowing scrying once per day.
	•	Hoardsong Lyre: A gilded lyre from Stigimoloch’s collection, which can charm creatures when played.
	•	Draconic Map: A magical map depicting the world from Stigimoloch’s perspective, highlighting treasure hoards and dragon lairs.
	•	Breath-Forged Shield: A shield bathed in Stigimoloch’s flames, granting resistance to fire damage and the ability to reflect a fire spell once per long rest.
	•	Art of Stigimoloch: A priceless gilded painting from the dragon’s hoard, enchanted to shift its scene to reflect the viewer’s desires.
	•	Molten Fang Bow: A longbow infused with a tooth fragment, creating fiery arrows that explode on impact.
	•	Ashen Wyrmsilk Robe: A robe woven with silk from wyrmlings raised under Stigimoloch’s influence, granting advantage on Charisma-based checks with dragons.
	•	 Maldred’s Hourglass Amulet A small, magical hourglass on a chain; once per day, you can turn it to re-roll a failed saving throw, but you take necrotic damage equal to the roll’s result.
	•	Potion of Temporal Flux This shimmering liquid lets the drinker briefly move through time, allowing them to take two turns in the same round. Afterward, they gain one level of exhaustion.
	•	Chronomancer’s Grimoire A dark tome with shifting pages; it grants access to one Maldred spell and allows the user to cast Haste or Slow once per long rest without expending a spell slot.
	•	Maldred’s Timeglass Blade This short sword appears fractured by time, dealing an additional 2d6 necrotic damage and forcing the target to skip its next turn on a critical hit.
	•	Ring of Eternal Recurrence Once per long rest, if the wearer drops to 0 hit points, the ring rewinds time to the start of their turn, restoring them to full hit points. The ring crumbles to dust after three uses.
	•	Potion of Ageless Vitality This black and silver elixir halts aging for 24 hours and cures all levels of exhaustion, but drinking it more than once per week causes permanent necrotic scarring.
	•	Maldred’s Skeletal Hourglass This magical hourglass summons 1d4 skeletons from its sands when flipped, which remain loyal for one hour or until destroyed.
	•	Chronophage Pendant This cursed necklace devours time from others, allowing the wearer to extend spell durations or increase their own age by 1 year to restore lost spell slots.
	•	Cloak of Frayed Time A tattered cloak that bends time around the wearer, granting advantage on Dexterity saving throws and allowing them to cast Blur once per long rest.
	•	Maldred’s Phylactery Shard A fragment of Maldred's phylactery; while carrying it, you gain resistance to necrotic damage but are vulnerable to radiant damage and experience disturbing visions of the lich’s past.
	•	Potion of Paradox This swirling, multicolored potion allows the drinker to exist in two places simultaneously for one minute. At the end of the effect, they must succeed on a Constitution save or suffer 4d10 necrotic damage.
	•	Maldred’s Scepter of Withering Time A dark staff crowned with an obsidian hourglass, this weapon deals necrotic damage and allows the wielder to cast Dispel Magic as a reaction to a spell being cast, as though rewinding time itself.

	•	Starting Item Table (low Lvl)
	•	So players are going to get to roll 3D10 and pick there favorite item. 
	•	At higher levels we can use a higher table, or let them keep more stuff. 

	•	Dragon-Forged Steel Weapon: Weapons forged in the heat of Stigimoloch's fire breath by the enslaved dwarves of skyhorn mountain. These weapons are +1

	•	Molted Dragon-Scale Armor: Armor crafted from the ancient scales shed by the ancient wyrm Stigimoloch, granting +1 AC, resistance to fire, and +1 to intimidation checks.  Dragonscale Cloak: A shimmering cloak made of scales that provides +1 to all saving throws.

	•	Adamantium Arrow: An arrow made of invincible metal, and blessed by the Sultin il'Varin it is +2, and indestructible (can be retrieved after combat)

	•	King's Tears: This potion is brewed by the court wizard from the tears of king Valorin. It casts greater restoration, and resorts 4D4 HP

	•	Maldred's Brew of Borrowed Time: Drinking this potion, which requires a bonus action, dilates time allowing you to take an additional action, and an additional bonus action on your turn. It also immediately causes you to age one year. 

	•	Maldred's Timeglass blade: This blade retrieved from Maldreds tower appears to be a shard of a broken mirror. Once per long rest, when it deals damage to a target it may inflict "slow" on the target, and the first saving throw is automatically failed. Further saves are at DC 14. 

	•	Scroll of Maldred's Chronivory: This Dark magic steals years from the target's life to restore the casters health. 

	•	Immovable Rod: as per PHB

	•	Ring of Invisibility:  as per PHB

	•	 

	•	Exciting Starts
	•	These are some great ways to start as session, many are "in media res" 
	•	Disasters
	•	Sinking Boat
	•	House fire
	•	Flood
	•	On a runaway minecart / train

	•	Violence
	•	Zombie Swarm
	•	Assassins
	•	Fleeing / chasing 
	•	Mid-Rescue (of ritual sacrifice by cultists) 
	•	"That kobold stole my baby! 👉"
	•	Nonstandard / social 
	•	Wedding… "I Object"
	•	Church: Divine appearance
	•	Drunk and mid bet (gambling)
	•	Aces up their sleeves (gambling & cheating discovered) 

	•	Shrinking spell! 

	•	The lights just went out 

	•	Returning home drunk and someone is in the house

	•	Something broke into the vault