Missing Quarry Hands
A local employer offers payment to find vanished workers and recover the quarry ledger before the road is closed permanently.
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A sinkhole has swallowed part of a humble trade road, exposing an old quarry and the sealed tunnels beneath it. Locals insist the newcomers camped there are friendly, helpful, and always smiling — but livestock vanish, lantern light turns green underground, and the stone itself begins to sweat a bitter, acidic dew.
The party is drawn into a small but dangerous mystery rooted in an abandoned worksite, a frightened settlement, and a hidden ritual chamber below the quarry. Act I focuses on investigation, tense social encounters, and one dangerous descent into the dark.
You arrive in a small roadside settlement after a collapse cut the trade route in half. The locals are anxious, but a cheerful group of newcomers has offered food, medicine, and repairs. They seem helpful. Too helpful.
A foreman, a reeve, or a worried relative asks you to find missing workers and determine why the quarry has started producing a strange acidic runoff. Follow the lanterns. Trust no one who is smiling too widely.
Act I introduces the quarry town, the missing-workers problem, and the hidden enemy operating beneath the surface. The party learns that the quarry is not simply abandoned: a cultish leader is using the site to harvest corrosive residue from a buried hazard and mold locals through charm, fear, and false hospitality. The act should feel like a slow reveal from cozy unease into underground danger. End Act I with the villain exposed and the lower tunnels discovered.
A local employer offers payment to find vanished workers and recover the quarry ledger before the road is closed permanently.
A suspiciously cheerful traveling group has settled near the quarry, and a relative or friend begs the party to discover what they are hiding.
The party arrives at a quarry settlement troubled by missing workers, strange generosity, and acidic seepage. Investigation leads from a friendly camp to a dangerous underground ritual site where the central villain is exposed. This act should end with the party understanding that the quarry is only the first wound in a broader buried threat.
The road breaks around a fresh collapse, leaving a scar of mud, stone, and wet timber. Beyond it, lanterns glow beside a quarry cut, and several smiling strangers wave you closer as if expecting you.
Open with a practical problem: the road is blocked, workers are missing, and the quarry camp is either helpful or suspicious. Let the party question townsfolk before they choose an approach.
Soup simmers over a clean fire. Blankets are folded with care. Every question is answered too quickly, every smile held too long, and no one seems willing to stand near the open shaft.
Run this as a social pressure scene with the option of stealthy observation. The camp is not full of true believers; some are frightened laborers or manipulated helpers.
The air grows cold and metallic as you descend. Water gleams green in cracks along the walls, and every step echoes a little too long, as if the stone is listening.
This is the exploration beat and the lead-in to the final confrontation. Use cramped tunnels, leaking water, and signs of labor converted into ritual space.
The basin at the room's center bubbles with green light. The smiling man turns, his calm expression cracking at last into impatience as the chamber shudders around you.
This is the climax of Act I. Let the players feel pressure from the ticking ritual, collapsing stone, and enemies trying to stall them. End with proof that the quarry horror is deliberate and connected to something larger.
Milestone: The party reaches level 2 after surviving the hidden ritual chamber or resolving the quarry mystery and securing proof of Brother Vale's scheme.
Brother Vale
Completed
Brother Vale is the kind of man people trust before they understand they have been measured. He speaks softly, offers food before questions…
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Subscribe NowBrother Vale wants to awaken and control the buried corrosive force beneath the quarry, believing it will cleanse the region and elevate the worthy. He recruits the desperate with kindness, then binds them through fear, secrecy, and ritual obligation.
Soft-spoken, hospitable, and unnervingly calm. He smiles often, never raises his voice, and treats cruelty like practical mercy.
Vale begins behind followers and hazards, trying to complete the rite rather than win a fair fight. He uses terrain, retreats through narrow passages, and orders allies to stall intruders. If pressed, he abandons minions and escapes via the maintenance route.
If defeated, his notes reveal a larger network of quarry sites and ritual markers. If captured, he can become a useful but bitter source of clues, though he remains convinced his plan was necessary.
Recommended party: 3-5 characters
Use a simple safety check-in before play: ask about gore, body horror, coercion, and subterranean claustrophobia. This preview features manipulation, hidden cult activity, and corrosive hazards, so establish lines and veils around torture, helpless prisoners, and body transformation. Keep the tone uneasy rather than hopeless; the camp's friendliness should feel strange, not cruel for its own sake.
For 3 PCs, reduce one creature from each combat encounter and make checks DC 1 lower. For 5 PCs, add one Bandit to the camp and final chamber, or increase the rat encounter by one Giant Rat. If the party is very strong, let the villain spend actions on the ritual rather than pure offense, adding tension without raising lethality too sharply.
Keep the mystery readable: every scene should point toward the quarry below. Let social play matter, but make the lower tunnels unavoidable once the clues are found. Brother Vale works best as calm, frustrating, and just barely out of reach. End Act I with a clear victory, a clear clue, or both.
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Suggested Level: 1
- Canvas tents and stacked tool crates
- Lantern posts with partial cover
- Narrow path beside a slag pit
15 gp, a flask of alchemist's fire, and a hand-drawn tunnel scrap
Use this as an early test of social approach. If the party talks well, the guards can be frightened rather than hostile. Add 1 Bandit for 5+ PCs.
Suggested Level: 1-2
- Waist-high runoff channels
- Slippery stone ledges
- A leaking crack that counts as difficult terrain
A buried pouch with 20 gp and a rusted silver charm
Keep the space tight and mobile. If the party is struggling, let the swarm be distracted by spilled rations or lantern light.
Suggested Level: 2
- Circular chamber with ankle-deep acidic runoff
- Broken stone pillars for cover
- A ritual basin that can be disrupted
A sealed key, a ritual focus, and 35 gp in mixed coin
This is the Act I climax. If needed, reduce the bandits to 1 or let the ritual fail after 3 rounds when the basin is damaged.
Lantern of Clear Steps
Completed
Act I, lower quarry tunnels
False
Quarrywarden's Chalk
Completed
Act I, foreman's office or supply shed
False
Vial of Bitter Nettle Tonic
Completed
Act I, ritual chamber or camp stores
False
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