The adventure ahead

Campaign Overview

The Partoon Figurine

The world has been overrun by dinosaurs. You wake in a cave with no memory of how you got there. A survivor tells you that the only way to save the world is to reach the dimension of Partoon and destroy Gambro's dinosaur figurine. But first, you must choose your path: the ruined city of Grambella or the magical forest witch. Your choices will shape the fate of the world.

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Player Handout

You wake in a cold, damp cave. The air smells of ash and blood. A stranger named Theron tells you that the world outside is destroyed, overrun by dinosaurs. He speaks of a dimension called Partoon and a villain named Gambro who controls the beasts with a figurine. To save the world, you must destroy it. As you step out of the cave, you see two paths: one leads to the ruined city of Grambella, the other to a magical forest witch. Which will you choose?

Free Act I Preview
Levels 1 9 Sessions 3-4 sessions of 3-4 hours each

The Partoon Figurine: Act I - The Awakening

Behind the screen

Act I of The Partoon Figurine. The party wakes in a cave, learns of the dinosaur apocalypse, and must find a way to Partoon. They travel through the Verdant Ruins, visiting a crossroads, the ruined city of Grambella, and the witch's glade. They face Gambro, a lieutenant of the greater evil, who wields a dinosaur figurine. The act ends with the party entering Partoon. Key themes: survival, choice, and the first hints of a larger conspiracy.

Adventure Hooks

Hook 01

The Survivor's Plea

Theron the Survivor finds the party in the Awakening Cave and begs them to carry word of the apocalypse to the last free settlements. He offers the only lead he has: a dimension called Partoon and the carved figurine that commands the beasts.

Hook 02

No Memory, No Mercy

The party wakes with no memory of the last month, only ash on their boots and a shared dream of a glowing figurine. Whatever brought them to the cave also bound them to the task of destroying it before the dinosaurs finish what they started.

Act Structure

Act I: The Awakening

Recommended level: 1-3

The party wakes in a cave, learns of the dinosaur apocalypse, and must find a way to Partoon. They travel through the Verdant Ruins, choosing between the city of Grambella and the witch's glade. They face Gambro's minions and learn of his figurine. The act ends with the party entering Partoon.

Objectives

  • Learn about the destruction of the world
  • Find a way to reach Partoon
  • Destroy Gambro's dinosaur figurine

The Awakening

Inside the Awakening Cave, near the pool.

Read aloud

You wake to the sound of dripping water. A gaunt man kneels by a small fire, his eyes wide with fear. 'You're awake,' he whispers. 'The world is gone. Dinosaurs rule everything. But there is hope. We must reach Partoon and destroy Gambro's figurine.'

Running this scene

Theron explains the apocalypse and the mission. He is desperate and will answer questions. He knows about Partoon and Gambro but not how to get there. He suggests seeking the witch or the city.

Checks
  • Insight DC 12: Theron is hiding something (he was Gambro's assistant).
  • Arcana DC 13: The carvings depict a portal to another dimension.
Clues
  • The name Partoon
  • Gambro controls the dinosaurs with a figurine
  • Two paths: Grambella and the witch
Where next
  • The party can leave the cave and head to the crossroads.

The Crossroads

At the signpost in the clearing.

Read aloud

The signpost creaks in the wind. East lies Grambella, a city of ruins. West lies the witch's glade, a place of magic. Theron says, 'The city may have answers, but the witch has power. Choose wisely.'

Running this scene

Theron advises going to Grambella first, as it is closer and may have resources. He will accompany the party if they wish, but his home is the cave. If they go to the witch first, adjust the story accordingly.

Checks
  • Survival DC 10: Find dinosaur tracks heading toward Grambella.
  • Perception DC 15: Find a buried cache with 2 healing potions.
Clues
  • The tracks show dinosaurs are moving toward the city.
  • The witch's glade is said to be protected by magic.
Where next
  • The party can travel to Grambella or the Witch's Glade.

The Fallen City

At the barricade before the city gate.

Read aloud

A grizzled guard points a spear at you. 'State your business,' he growls. Behind him, the city lies in ruins, but there is life here yet.

Running this scene

Captain Varro questions the party. If they mention Partoon or the witch, he becomes interested. He will let them in if they help with a problem (e.g., a dinosaur attack).

Checks
  • Persuasion DC 13: Convince the guard to let you in.
  • Investigation DC 12: Find a hidden entrance to the city.
Clues
  • The witch has a portal to Partoon.
  • Gambro was seen in the city before the apocalypse.
Where next
  • The party can explore the city, then head to the witch's glade.

The Witch's Glade

In the clearing before Mira's hut.

Read aloud

The witch's hut creaks as it turns to face you. Mira steps out, her green eyes piercing. 'You seek Partoon,' she says. 'Many have tried. Few have returned. What makes you worthy?'

Running this scene

Mira tests the party with a riddle or a task. If they succeed, she opens the portal. She warns them of Gambro's power.

Checks
  • Arcana DC 14: Understand the portal's magic.
  • Persuasion DC 15: Convince Mira to help without a task.
Clues
  • The figurine is in Partoon, guarded by Gambro.
  • Gambro is a servant of a greater evil.
Where next
  • Mira opens a portal to Partoon, leading to Act II.

Milestone: The party reaches level 3 when they enter Partoon.

Villain Character Sheets

Gambro, the Figurine Keeper Gambro, the Figurine Keeper

Gambro is a gaunt young man in his early twenties, all sharp elbows and wild energy, wrapped in crude robes stitched from dinosaur hide and…

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Monsters & Enemies

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Villain Plans

Gambro, the Figurine Keeper Character Sheet

Act I villain, a lieutenant of the greater evil

Motivation

Gambro wants to reshape the world into a prehistoric paradise, serving a master who gave him the dinosaur figurine. He believes dinosaurs are the rightful rulers.

Personality

Cruel, childish, obsessed with dinosaurs. He speaks to his figurine as if it were alive and throws tantrums when thwarted.

Resources

  • The dinosaur figurine
  • A pack of trained dinosaurs
  • A hidden lair in Partoon
  • Knowledge of portal magic

Battle Plan

Gambro uses the figurine to summon dinosaurs to fight for him. He stays at range, using spells and the figurine's power. If cornered, he becomes desperate and reckless.

Defeat or Redemption

Gambro can be defeated and the figurine destroyed, breaking his control over the dinosaurs. He might be redeemed if shown that his master is using him, but he is likely to flee to warn his master.

Running Notes

Recommended party: 4-5 characters

Session Zero

Before play, agree on tone: this is a survival adventure with apocalyptic imagery, dead settlements, and children in danger. Use the safety tools your table prefers, such as lines and veils, the X-card, or an open-door policy, and name them out loud. Confirm that dinosaur horror, mass destruction, and cult sacrifice are acceptable, and offer to soften the chapel scene if needed. Build characters together and explain that the party begins with a shared gap in memory; let each player decide one false memory their character clings to. Establish that the party already trusts one another enough to travel together, and that fleeing a fight is always a valid choice.

Scaling Guidance

Act I is built for four to five characters of levels 1-3. For a party of three, drop one Velociraptor from the Crossroads ambush, use three Cultists in the chapel, and remove the Pteranodon from the glade fight. For a party of six, add one Velociraptor to each dinosaur group, add two Cultists in Grambella, and let Gambro fight until 25 percent hit points before fleeing. If the party skips Grambella and goes straight to Mira, run the chapel encounter as a roadside ambush on the way back and keep the glade fight as the act finale. Never let Gambro die in Act I; he is the hook for the greater villain, so have him escape through a rift whenever the fight turns against him.

DM Advice

Keep Act I tight and propulsive: the cave teaches the mission, the crossroads forces a choice, and the city or the glade delivers the route to Partoon. Play Theron as frightened but useful, and let his evasions about his past surface naturally rather than through exposition. Use the bone charms, the wax-sealed letter, and the coded map fragment to drip-feed the greater villain without naming it. Dinosaurs should feel like weapons, not wildlife: they flank, they withdraw, and they answer to the figurine. End the act on the portal's light and the first glimpse of Partoon, with Gambro's master still unseen.

Secrets & Clues

  • The bone charms and wax-sealed letters carried by Gambro's followers all bear the same sigil: a figurine inside a clawed hand.
  • Theron was Gambro's assistant and helped carve the first figurine; he will admit it only under pressure.
  • Mira's portal is powered by a captive dinosaur chained beneath her hut, and freeing it dims the portal for a day.
  • Gambro speaks of a master who gave him the figurine, and the coded map fragment names six more figurines.

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Villain Character Sheets

Gambro, the Figurine Keeper Gambro, the Figurine Keeper

Gambro is a gaunt young man in his early twenties, all sharp elbows and wild energy, wrapped in crude robes stitched from dinosaur hide and…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Gambro, the Figurine Keeper Character Sheet

Act I villain, a lieutenant of the greater evil

Motivation

Gambro wants to reshape the world into a prehistoric paradise, serving a master who gave him the dinosaur figurine. He believes dinosaurs are the rightful rulers.

Personality

Cruel, childish, obsessed with dinosaurs. He speaks to his figurine as if it were alive and throws tantrums when thwarted.

Resources

  • The dinosaur figurine
  • A pack of trained dinosaurs
  • A hidden lair in Partoon
  • Knowledge of portal magic

Battle Plan

Gambro uses the figurine to summon dinosaurs to fight for him. He stays at range, using spells and the figurine's power. If cornered, he becomes desperate and reckless.

Defeat or Redemption

Gambro can be defeated and the figurine destroyed, breaking his control over the dinosaurs. He might be redeemed if shown that his master is using him, but he is likely to flee to warn his master.

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Encounters

The Cult Beneath Grambella

Suggested Level: 2-3

Lina the Orphan leads the party to a chapel where her siblings were last seen. Inside, four cultists of Gambro are chanting over a chained deinonychus, preparing a sacrifice.

Creatures

Terrain Features

Fallen pews give half cover, the altar is difficult terrain, and a cracked stained-glass window can be shattered for a distraction. The chained deinonychus has 10 feet of slack until someone breaks the chain (AC 15, 10 hp).

Treasure

A locked strongbox (DC 13 Thieves' Tools) holds 75 gp, a Potion of Healing, and a wax-sealed letter naming the Keeper and the dimension of Partoon.

DM Notes

For a stronger party, add 2 Cultist or free the deinonychus at the start. For a weaker party, use 3 Cultist and have the deinonychus break free only on round three.

Gambro at the Glade

Suggested Level: 3

As Mira begins the portal ritual, Gambro arrives with two velociraptors and a pteranodon, demanding the witch hand over the party. He wants the portal closed and the witnesses silenced.

Creatures

Terrain Features

Glowing mushrooms provide dim light, Mira's hut on chicken legs can be circled for cover, and the cauldron is a hazard (DC 12 Dexterity save or 1d6 fire damage). The portal frame is fragile; a stray area effect may destabilize it.

Treasure

Gambro drops a cracked figurine shard, a Potion of Invisibility, and a coded map fragment pointing to Partoon. Mira grants the party her Portal Compass if the portal survives.

DM Notes

For a stronger party, add 1 Velociraptor and let Gambro stay until 25 percent hit points. For a weaker party, remove the pteranodon and have Gambro flee at half hit points.

Ambush at the Crossroads

Suggested Level: 1-2

As the party studies the signpost, three velociraptors circle out of the treeline, drawn by the smell of fresh blood. They hunt as a pack and cut off the road east.

Creatures

Terrain Features

Open clearing with a wooden signpost (half cover), knee-high ferns (lightly obscured), and a fallen log that can be climbed. A shallow ditch on the east side counts as difficult terrain.

Treasure

A buried cache under the signpost (DC 15 Perception) holds 2 Potions of Healing and 50 gp in old coin. One raptor wears a crude bone charm marked with a figurine sigil.

DM Notes

For a stronger party, add 1 Velociraptor or upgrade one to a Deinonychus. For a weaker party, use 2 Velociraptor and let the third flee at half hit points.

Magic Items

Theron's Memory Shard Theron's Memory Shard Completed

Theron's Memory Shard

Uncommon
A palm-sized shard of cloudy crystal that Theron pressed into your hand. Once per long rest it replays a five-second vision of Partoon's carvings, granting advantage on one Intelligence check about the dimension.

Location

Found in the Awakening Cave (loc-awakening-cave) during Act I.

Attunement

True — by a spellcaster

Figurine Shard Figurine Shard Completed

Figurine Shard

Uncommon
A jagged fragment of Gambro's dinosaur figurine, still warm to the touch. While carried, beasts that can see it hesitate: you have advantage on Charisma checks against dinosaurs, but they target you first.

Location

Dropped by Gambro in the Witch's Glade (loc-witch-glade) during Act I.

Attunement

False

Mira's Portal Compass Mira's Portal Compass Completed

Mira's Portal Compass

Rare
A brass compass whose needle points not north but toward the nearest open portal. Mira lends it to those who free her captive dinosaur, and it hums faintly whenever Partoon is near.

Location

Given by Mira in the Witch's Glade (loc-witch-glade) at the end of Act I.

Attunement

True — by a creature who can cast a spell