#66 : Ironroot Mine | A 5e Horror One-Shot Adventure for Small Groups | Zero Prep, Ready to Run for 2–3 Players
The mine went quiet. The dead did not.
Three days ago, the Ironroot silver mine fell silent. The rescue team sent to find out why never came back. Now the company is hiring anyone with a lantern and a strong stomach to climb down, learn what happened, and return with answers. What waits below is far worse than a cave-in — and it has been waiting a very long time.
Ironroot Mine is a complete, ready-to-run horror one-shot for the fifth edition of the world's most popular roleplaying game. Built for small groups of 2–3 players at levels 2–3, it plays in a single 2–3 hour session with zero prep. Everything you need to run the entire night is inside, fully scripted and in order.
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This is quiet, creeping horror — the kind that begins with a sweet smell on the air and ends with a choice your table will argue about long after the session is over. The deeper your players descend, the worse the air grows, and the harder it becomes to tell the rescuers from the rescued. There are no monsters here that simply need killing. There are only people who needed saving — and the thing in the dark that reached them first.
A Descent in Four Acts
It begins at a silenced mine head and a shaft that has collapsed from the inside, as if the mountain were trying to keep something in. From there the only way is down. Your players break into the dark, pick a path through corrupted galleries where the missing miners still stand — and still breathe — and cross a roaring ore floor that no living hand has tended in days. Each act brings a fight, a discovery, and a fresh reason to dread the next, until the deepest chamber, where the threat finally has a face and a voice, and where surviving and winning turn out to be very different things.
The air itself is the enemy: the longer your players stay below, the more the mine works its way into their lungs, and the harder their final decision becomes. There is no tidy victory here — only the ending your table can live with. Three are written and waiting, and which one your players reach is entirely up to them.
Along the way they'll meet the people the mine has already claimed — a foreman who kept the machines running long after he should have stopped, a dying man with one last request, and a voice in the deep that greets your players by the names of the dead. None of them are simply monsters. That is what makes them so hard to face.
What's Inside:
- A complete four-act adventure plus epilogue, fully scripted with read-aloud text (73 pages)
- 5 original creature stat blocks, balanced for low-level play
- 4 ready-to-play characters, so anyone can sit down and jump in
- 5 battle maps covering every scene
- Named NPCs with dialogue, branching investigation paths, and an escalating tension mechanic that tightens as you descend
- Three distinct endings — and not one of them is clean
- Scaling notes for 2 to 4 players
Perfect For:
- Busy Game Masters who want a complete, atmospheric session without the prep grind
- Duos and small groups — designed from the ground up for 2–3 players
- A one-night scare, a Halloween session, or a dark detour dropped into any 5e campaign
- Tables who love dread, hard choices, and horror that lingers over hack-and-slash
Light the lantern. Keep your mask on. And whatever you do — don't breathe deep.
A 5e-compatible one-shot built on the System Reference Document. No prep required. Ready to run tonight.