The Weir Count
One-Shot Adventures

The Weir Count

Once a year Marrowdown lays out everything the Weir has caught that year, and half the valley comes to look for something they lost.

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A traveller on the quay knows exactly which one. The chapel is eleven miles down the valley, the door was bought at auction an hour ago by a man who wants it for a pie counter, and he has the receipt.

BOTH FIGHTS CAN BE AVOIDED. THE DOOR CANNOT. Two encounters sit on the road and neither has to happen - carrying a seven-foot door eleven miles in bad spring weather is the actual adventure.

WHAT YOU GET - 41 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

- 3 battle maps in three versions each: DM, player, and no grid. 70 px per 5-foot square

- 4 ready-to-play 2nd-level characters

- Full stat blocks printed beside the scene that uses them

- 10 secrets, tables and handouts, and written help for when the party goes sideways

Nobody hires the party for this one. They are on the quay when a stranger says something out loud, and the whole evening is built on them choosing to care about somebody else’s door.

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 9 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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