# Dungeon Master Chronicles

> Original one-shot adventures for fifth edition tabletop roleplaying games, built for groups whose players change from week to week. Published by Ember Digital LLC.

Canonical page: https://dungeonmasterchronicles.com/

Every adventure is a contract for the Dustcloaks, a guild of explorers based at Ruinwatch Keep in the island city of Maneth, in the kingdom of Vildenlund. Each opens with a Guild Contract and closes with a Guild Debrief, so any mix of players can join any session, and regular players earn renown across sessions.

## Adventures

- [Gnolls… Still?: The Boneweaver of Hima](https://dungeonmasterchronicles.com/adventures/gnolls-still.md): 5E Compatible (2014 rules) one-shot, levels 1–2, 4–5 players, 3–4 hours. $3.99.
- [Trouble in Falkhallow: The Smiling Smith](https://dungeonmasterchronicles.com/adventures/trouble-in-falkhallow.md): 5E Compatible (2014 rules) one-shot, levels 5, 3–5 players, 4 hours. $3.99.
- [Desert Tomb: The Sleep of the Storm Sovereign](https://dungeonmasterchronicles.com/adventures/desert-tomb.md): 5E Compatible (2014 rules) one-shot, levels 5–6, 4–5 players, 3–4 hours. $3.99.

## Start here

- [Guild Primer](https://dungeonmasterchronicles.com/primer.md): free 13-page PDF. The guild behind every Dungeon Master Chronicles adventure. Learn the Code, the ranks and their clasps, the halls of Ruinwatch Keep, the people you'll meet there, and the kingdom of Vildenlund. A short guide for game masters explains how to run Chronicles for a table whose players change from week to week.

## Frequently asked questions

### What is Dungeon Master Chronicles?

Dungeon Master Chronicles publishes original one-shot adventures for fifth edition tabletop roleplaying games. Every adventure is a contract for the Dustcloaks, a guild of explorers based at Ruinwatch Keep in the kingdom of Vildenlund. It is a brand of Ember Digital LLC.

### Are these adventures compatible with fifth edition (5E)?

Yes. Every adventure is written for fifth edition rules and uses material from the System Reference Document 5.1 under the Creative Commons Attribution 4.0 license. Each product page lists its edition.

### How do these one-shots work for a group whose players change every week?

Every character is a member of the same guild, so any mix of players makes sense together. Each adventure starts with a Guild Contract read at the keep and ends with a Guild Debrief, so a session never leaves a story hanging for players who might not return. Regular players earn renown and climb the guild's ranks across sessions.

### What is the free Guild Primer?

The Guild Primer is a free 13-page PDF that introduces the Dustcloaks: their Code, ranks and clasps, Ruinwatch Keep, notable members, traveling merchants, a map of Vildenlund, and a game master's guide to running one-shots for a changing table, including how to pay off characters' backstories.

### What levels and play time are the adventures for?

Each contract names a minimum guild rank that maps to a level range: Initiate (levels 1–2), Explorer (levels 3–4), or Wayfinder (levels 5–8). Most adventures run in a single session of three to four hours for four or five players.

### How much do the adventures cost, and what format are they?

Adventures are digital PDFs in US Letter size. Gnolls… Still? is $3.99. Trouble in Falkhallow is $3.99. Desert Tomb is $3.99. The Guild Primer is free.

### Is the artwork AI-generated?

Yes. The illustrations are created with AI image tools in a consistent ink-and-watercolor field-journal style, and every product's credits page says so. The adventures, maps, and layout are original work.

Compatible with fifth edition. Dungeon Master Chronicles is an independent publisher and is not affiliated with Wizards of the Coast.
