Elderbrain
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Modules

Warcamp of the Mind-Eaters (5-8) - A Mindscape One-Shot (D&D)
The characters are tasked by Sir Galwin Dorne to infiltrate a fortified orc warcamp hidden deep in Ashrift Vale and rescue the captured cleric Serida before she is consumed in a ritual that will share her knowledge across the enemy’s hive-mind.

Secrets Bound in Gold (9-12) - A Mindscape One-Shot (D&D)
The characters arrive at the villa under secret orders from Eldorn’s authorities to investigate Caldric Valorian’s suspected use of forbidden arcane practices. As performers distract the noble and guests above, the characters slip through side chambers, hidden doors, and arcane defenses to uncover what lies buried in the private chambers of the Valorian home.
Scepter of the Lightbringer
Scepter of the Lightbringer is a D&D 5e compatible urban adventure and campaign setting that takes characters from level 1 to 10, drawing them into a web of intrigue and action. They are caught between zealous cultists of light and the shadowy criminal underworld led by vampires as they explore the Drayl City-states under a supernatural heatwave that scorches the land.
Torrents of the Spellhoarder
A high-level DnD 5e adventure and setting in the underwater kingdom of A'rvanshy and the dragon Isles of Xantharos.

The Curator of Thallendar (9-12) - A Mindscape One-Shot (Pf2e)
The Scarab and its construct inhabitants are in a bind when their aberrant cargo escapes its prison and damages the engine on their underground journey from Vordan back to Thallendar. In need of more metal to create more golems to recapture the monster and fix the Scarab, the Curator sends out retrievants to acquire metal from the nearby village of Walsylor. The characters see these mechanical invaders and can follow their trail to an underground tunnel where they discover the hatch of a vehicle. As they make their way on the large ship, they will be contacted by the Curator, who will outline their mission. They must repair the Scarab and prevent the engine’s impending magical explosion, which will destroy everything in the area, including Walsylor. Entering the engine room to prevent the blast will likely attract the attention of the escaped corrosive devourer, which the Curator demands they capture alive. Time is of the essence. The Scarab’s engine will explode 2 hours after the init

The Devil's Brush (5-8) - A Mindscape One-Shot (Pf2e)
The characters begin their adventure at The Copper Kettle Inn. As they dine, the haunting painting above the hearth is unmistakable — a self-portrait of a pale, hollow-eyed man, signed Maervik Gharome. When they inquire about rooms for the night, the innkeeper offers them the only room still available — the very room where the painter once stayed, and where he was last seen.

Still It Rises (Tier 1) - A Mindscape One-Shot (DH)
A century after its construction, a forgotten lakeside hunting cabin is about to stir once more with life. Built near the hidden military research facility, the cabin had long been left to the elements — until it passed into the hands of the affable but foolhardy young noble, Lord Finio Drayl. Eager to host a gathering, Finio invites the characters to the old place, supplying them with tools and provisions for cleaning and fine picnic fare. The guests are to arrive the next day, with the characters invited to join the festivities.

The Curator of Thallendar (Tier 3) - A Mindscape One-Shot (DH)
The Scarab and its construct inhabitants are in a bind when their aberrant cargo escapes its prison and damages the engine on their underground journey from Vordan back to Thallendar. In need of more metal to create more golems to recapture the monster and fix the Scarab, the Curator sends out retrievants to acquire metal from the nearby village of Walsylor. The characters see these mechanical invaders and can follow their trail to an underground tunnel where they discover the hatch of a vehicle. As they make their way on the large ship, they will be contacted by the Curator, who will outline their mission. They must repair the Scarab and prevent the engine’s impending magical explosion, which will destroy everything in the area, including Walsylor. Entering the engine room to prevent the blast will likely attract the attention of the escaped corrosive devourer, which the Curator demands they capture alive. Time is of the essence. The Scarab’s engine will explode 2 hours after the init

Revelry at Lotus Island (1-4) - A Mindscape One-Shot (Pf2e)
Lotus Island is a vibrant, isolated location in the feyrealm. It is the stage for one last adventure as an unmarried man for Lord Tyverius Drayl, a noble groom hailing from Seven Gates, and his bachelor party that has vanished during their pre-wedding festivities. A secret open gateway inside The Vine & Vice tavern led them to the island, where they met the charming but cunning fey hedonism domain cleric, Gilderspun. Gilderspun seeks laughter and revelry as absolution after his centuries of fighting the former rulers of the Bleak Mire, and he plans to trap people who come to the island, never letting them go. The groom’s mother tasks the characters with locating each member of the bachelor party, now scattered across magical contests, an enchanted tavern, and mischief-warped landscapes. Challenges range from polymorphed duels in piggen pens to drinking games where each drink brings new surprises. The characters must compete, deceive, or charm their way through contests of strength, dex

Still It Rises (1-4) - A Mindscape One-Shot (Pf2e)
A century after its construction, a forgotten lakeside hunting cabin is about to stir once more with life. Built near the hidden military research facility, the cabin had long been left to the elements — until it passed into the hands of the affable but foolhardy young noble, Lord Finio Drayl. Eager to host a gathering, Finio invites the characters to the old place, supplying them with tools and provisions for cleaning and fine picnic fare. The guests are to arrive the next day, with the characters invited to join the festivities.

The Devil's Brush (Tier 2) - A Mindscape One-Shot (DH)
The characters begin their adventure at The Copper Kettle Inn. As they dine, the haunting painting above the hearth is unmistakable — a self-portrait of a pale, hollow-eyed man, signed Maervik Gharome. When they inquire about rooms for the night, the innkeeper offers them the only room still available — the very room where the painter once stayed, and where he was last seen.

Revelry at Lotus Island (1-4) - A Mindscape One-Shot (D&D)
Lotus Island is a vibrant, isolated location in the feyrealm. It is the stage for one last adventure as an unmarried man for Lord Tyverius Drayl, a noble groom hailing from Seven Gates, and his bachelor party that has vanished during their pre-wedding festivities. A secret open gateway inside The Vine & Vice tavern led them to the island, where they met the charming but cunning fey hedonism domain cleric, Gilderspun. Gilderspun seeks laughter and revelry as absolution after his centuries of fighting the former rulers of the Bleak Mire, and he plans to trap people who come to the island, never letting them go. The groom’s mother tasks the characters with locating each member of the bachelor party, now scattered across magical contests, an enchanted tavern, and mischief-warped landscapes. Challenges range from polymorphed duels in piggen pens to drinking games where each drink brings new surprises. The characters must compete, deceive, or charm their way through contests of strength, dex

Revelry at Lotus Island (Tier 1) - A Mindscape One-Shot (DH)
Lotus Island is a vibrant, isolated location in the feyrealm. It is the stage for one last adventure as an unmarried man for Lord Tyverius Drayl, a noble groom hailing from Seven Gates, and his bachelor party that has vanished during their pre-wedding festivities. A secret open gateway inside The Vine & Vice tavern led them to the island, where they met the charming but cunning fey hedonism domain cleric, Gilderspun. Gilderspun seeks laughter and revelry as absolution after his centuries of fighting the former rulers of the Bleak Mire, and he plans to trap people who come to the island, never letting them go. The groom’s mother tasks the characters with locating each member of the bachelor party, now scattered across magical contests, an enchanted tavern, and mischief-warped landscapes. Challenges range from polymorphed duels in piggen pens to drinking games where each drink brings new surprises. The characters must compete, deceive, or charm their way through contests of strength, dex

The Curator of Thallendar (9-12) - A Mindscape One-Shot (D&D)
The Scarab and its construct inhabitants are in a bind when their aberrant cargo escapes its prison and damages the engine on their underground journey from Vordan back to Thallendar. In need of more metal to create more golems to recapture the monster and fix the Scarab, the Curator sends out retrievants to acquire metal from the nearby village of Walsylor. The characters see these mechanical invaders and can follow their trail to an underground tunnel where they discover the hatch of a vehicle. As they make their way on the large ship, they will be contacted by the Curator, who will outline their mission. They must repair the Scarab and prevent the engine’s impending magical explosion, which will destroy everything in the area, including Walsylor. Entering the engine room to prevent the blast will likely attract the attention of the escaped corrosive devourer, which the Curator demands they capture alive. Time is of the essence. The Scarab’s engine will explode 2 hours after the init

The Devil's Brush (5-8) - A Mindscape One-Shot (D&D)
The characters begin their adventure at The Copper Kettle Inn. As they dine, the haunting painting above the hearth is unmistakable — a self-portrait of a pale, hollow-eyed man, signed Maervik Gharome. When they inquire about rooms for the night, the innkeeper offers them the only room still available — the very room where the painter once stayed, and where he was last seen.

Still It Rises (1-4) - A Mindscape One-Shot (D&D)
A century after its construction, a forgotten lakeside hunting cabin is about to stir once more with life. Built near the hidden military research facility, the cabin had long been left to the elements — until it passed into the hands of the affable but foolhardy young noble, Lord Finio Drayl. Eager to host a gathering, Finio invites the characters to the old place, supplying them with tools and provisions for cleaning and fine picnic fare. The guests are to arrive the next day, with the characters invited to join the festivities.

Veils of Lavender (Tier 2) - A Mindscape One-Shot (DH)
A secretive Veiled Merchant hires the characters to bid on a priceless artifact — the Gilded Egg of Shurraad — at an illegal auction of cursed items deep within an abandoned dwarven workshop. Unbeknownst to their employer, a traitorous doppelganger reveals their mission to a rival, triggering a chain of betrayal and disaster.

Veils of Lavender (5-8) - A Mindscape One-Shot (D&D)
A secretive Veiled Merchant hires the characters to bid on a priceless artifact — the Gilded Egg of Shurraad — at an illegal auction of cursed items deep within an abandoned dwarven workshop. Unbeknownst to their employer, a traitorous doppelganger reveals their mission to a rival, triggering a chain of betrayal and disaster.

At the Twelfth Bell (1-4) - A Mindscape One-Shot (D&D)
The characters get incarcerated on purpose to deliver a message to a prisoner in the Brinecoast constabulary. But a powerful crime organization will attack the constabulary tonight. How will the characters survive ?

Salt in the Wound (9-12) - A Mindscape One-Shot (D&D)
Departing from Brinecoast aboard a schooner, the characters sail toward the remote isle last seen by the crew of the Wavebourne Grace. The ship’s wreckage soon appears in the shallows, and the crew is missing. The young brine dragon Iskavira watches from hiding, following them from the cliffs and brush. In her human guise, she introduces herself later as Kara, a hermit who used to be the lover of Brinecoast’s lord. She claims to have fled to the isle seeking peace and isolation after their breakup and being falsely accused of witchcraft. She follows the group, offers help in navigating the isle, and subtly misleads their search. She claims the kobolds are hostile and dangerous, but fails to mention that they serve Vhalzarkon. She pretends to investigate the wreck and suggests the crew was likely dragged out to sea. In truth, some of the crew are still alive — chained within the flooded lair, kept for when Vhalzarkon gets hungry. If the characters confront or threaten Iskavira—or attemp