Framed and Forgotten
The party has each been arrested for separate crimes, but all evidence points to a shared lie. They awaken in adjacent cells and must uncover why the lord wanted them removed.
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The characters begin chained in a filthy dungeon beneath a local lord’s keep. Each has been arrested for crimes they did not commit, and the only certainty is that the cells are weakening, the guard is careless, and the city above is dangerous.
This free preview covers the opening act of a larger intrigue campaign: escape the prison, recover confiscated gear, and vanish into the streets before the lord’s agents can erase the evidence.
You wake in damp stone cells beneath a lord’s keep. Your possessions are gone, your names are mud, and the last thing you remember is a false accusation and iron shackles. Somewhere above, a corrupt ruler sleeps comfortably behind lawful lies.
Your first challenge is simple to say and hard to do: escape quietly.
If you can silence the guard, open the old locks, and reclaim your gear, you may yet clear your names. But once you reach the city streets, you will need more than steel. You will need caution, allies, and proof.
Act I is a tightly scoped prison escape. Start with the party already imprisoned and under-equipped. Let them solve the cell escape through stealth, tools, or improvised coordination rather than combat. The lone guard should feel vulnerable, but not foolish; his whistle, keys, and patrol route matter. The armory offers both temptation and risk. End the act when the party reaches the city streets with proof that their arrest was fabricated or at least suspicious, setting up the larger campaign.
The party has each been arrested for separate crimes, but all evidence points to a shared lie. They awaken in adjacent cells and must uncover why the lord wanted them removed.
One character recognizes the prison as a place where inconvenient witnesses disappear. The only way to survive is to escape before the lord’s enforcers come below.
The party begins imprisoned beneath a corrupt lord’s keep and must escape without raising an alarm. This act centers on quiet teamwork, recovering confiscated gear, and slipping into the city before the hunt fully begins.
Water drips in the dark, iron bites your wrists, and the keep above you feels heavy enough to crush hope.
Open with no combat and limited gear. Let the players compare notes, test bars, whisper to each other, and plan. Reward patience and table talk.
A lantern gutters beside a desk, and the guard’s breathing is slow enough to count.
Use this scene to decide whether the party sneaks, distracts, or attacks. The guard should feel beatable, but his whistle and keys matter more than his statistics.
Steel gleams in rows, and your own belongings sit on a shelf like evidence waiting to be reclaimed.
Let the party retrieve gear, search ledgers, and choose between the obvious exit and a hidden drainage route. This is the act’s payoff scene.
Milestone: The party reaches level 2 after escaping the dungeon and securing proof of corruption.
Lord Caldor Vane
Completed
Lord Caldor Vane is the sort of villain who makes oppression sound like housekeeping. He speaks politely, dresses impeccably, and delivers …
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Subscribe NowCaldor wants to keep his unlawful control over the city, erase witnesses, and maintain the illusion that his justice is clean. The party was imprisoned because they became inconvenient to his schemes.
Polite in public, cold in private, and always speaking as if his cruelty is simply administration. He never raises his voice unless he is losing control.
Caldor avoids direct conflict early. He uses arrest warrants, patrols, and hired enforcers to isolate the party. If forced into a fight later, he relies on bodyguards, terrain, and escape routes rather than personal bravery.
He can be exposed, arrested, or forced to flee once the party reveals his record tampering and false imprisonment. Redemption is only possible if he fully confesses and relinquishes power, which should be rare and difficult.
Recommended party: 3-5 players
Establish that the campaign begins in captivity, so confirm player comfort with confinement, false accusation, and prison imagery. Use lines and veils for abuse, torture, and coercive interrogation. Tell players ahead of time that the opening rewards stealth, cooperation, and escape planning, not an unwinnable fight. Make sure each character has a reason to survive together.
For a smaller or newer party, remove one enemy from each encounter and emphasize stealth over combat. For a stronger group, add an extra Guard only after an alarm or in the street pursuit. Keep the prison guard alone until the party proves it needs to be harder. The goal is tension, not attrition.
Keep scenes short and pressured. Offer multiple solutions for every obstacle. Track noise and suspicion as a simple clock if helpful. The act works best when the players feel clever for outthinking the prison, not lucky for surviving it.
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Suggested Level: 1
- Narrow cell corridor
- Iron bars and locked doors
- Torch alcove with poor cover
- Key ring on the guard belt
Keys to the cells, a whistle, and a clue scratched on a duty slate.
If the party is smart, this should be a stealth scene first and a fight second. Increase pressure with sound, timing, and the risk of an alarm rather than extra enemies.
Suggested Level: 1
- Weapon racks
- Locked storeroom
- Bales of old cloth for hiding
- Kennel chain and water bucket
Recovered gear, 2 potions of healing, and a sealed inventory slip naming the lord’s clerk.
The mastiff can be distracted, calmed, or avoided. Use this encounter to reward creative planning and to reveal the corruption trail through confiscation records.
Suggested Level: 1-2
- Narrow alleys
- Rain-slick cobblestones
- Rooftops and low ledges
- Closed shutters and market carts
A dropped badge from a pursuer and a whispered rumor about who issued the arrests.
Run as a chase or skill challenge with a brief combat only if the party is cornered. Reduce difficulty by removing the mastiff; increase it by adding another guard patrol.
Rustwarden Key
Completed
Act I, dungeon cell block
False
Ledger-Seal Ring
Completed
Act I, prison armory
False
Boots of Quiet Steps
Completed
Act I, armory or city escape
False
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