The Drovers’ Camp
One-Shot Adventures

The Drovers’ Camp

Forty drovers, a hundred head of stock, and a ring of stones with a fire in it that has not been out in living memory.

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On Tuesday it was cold. Not kicked apart, not rained on, not neglected - banked the night before by a man who has banked it for eleven years, and cold by morning with the wood still stacked in it.

Lift the stones and there is a shaft under them, and a draught coming up it that stopped three days ago.

THE CAMP HAS BEEN STANDING ON A CHIMNEY FOR TWO HUNDRED YEARS AND CALLING IT A HEARTH. Everything above ground in this adventure was true for two centuries and stops being true in the first ten minutes.

A REAL DELVE, ON A ROAD THAT MOSTLY STAYS ABOVE GROUND. If your table wants a dungeon rather than a conversation, this is the stop for it.

WHAT YOU GET - 39 pages, and nothing left for you to invent

- 5 scenes, every one written out in full: read-aloud text, what happens if they fail, what to do if they skip it

- 2 battle maps in three versions each - DM, player, and no grid, 70 px per 5-foot square, aligned for Roll20 and Foundry

- 4 ready-to-play 4th-level characters. No session zero

- 11 secrets, tables and printable handouts, plus written help for when players go sideways

PART OF THE SALT ROAD. Sixty miles, sixteen stops, each a day apart. Every one of them has noticed the same thing and not one of them has said so out loud. This adventure stands completely alone - it needs nothing from any other - but a table that plays four of them starts comparing notes without being prompted.

THE FILES - four PDFs: A4 and US Letter, each in colour and in a printer-friendly build. The printer-friendly version is the same book in pure white, nothing removed. Plus 6 map images.

Compatible with Fifth Edition. Instant digital download - nothing is posted.

Made with AI assistance: the text and maps of this adventure were written and generated with AI, then edited, checked and laid out by hand.

Ready to print tonight.

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