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#96: The Tournament of Ashes | A Gothic Ghost Story: A 5e One-Shot Adventure for Small Groups

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The banners are made of light. The crowd has been dead for a hundred years. And the tournament will not end until someone wins.


Once a year, on the anniversary of their murder, the ghosts of the Order of the Ember Lance wake and relive the last tournament they ever fought. This year, your players stumble through the mist into the stands — and the mist closes behind them. Bound by cursed grey tabards they cannot remove and entered as the "Mystery Team" that tradition demands, they are made to compete: to fight in the opening melee, to ride in the haunted lists, and to charm a hall of the dead who will turn on them the instant the magic sours.


It begins as a festival — trumpets, banners, a feast that tastes of honey — and curdles, scene by scene, into gothic horror. The only way out is to win the tournament. The only way to win it for good is to go down beneath the arena, find the mass grave and the silver cup at the heart of it, uncover who poisoned the Order at their own victory feast, and make the dead remember it — before the Ember Oath burns the Lancefield, and your heroes, to ash.


The Tournament of Ashes is a complete, ready-to-run gothic horror one-shot for fifth edition, built for a single 2–3 hour session with 2–3 players at levels 2–3 and zero prep required. Everything a Game Master needs is printed in these pages. Hand out the ready-made characters and start.


What sets it apart is the spectacle at its heart: a horror story that opens in wonder and asks your players to fall a little in love with the doomed, charming dead before they understand what the tournament truly is. The tension is physical — the players feel their tabards grow warm, then hot, as the curse tightens — and the finale is not a victory lap but a quiet, earned catharsis your table will remember long after the session ends.


What's Inside:

  • Four acts and seventeen named scenes — an opening feast that doubles as a social gauntlet, a joust that branches into open combat or quiet infiltration, a descent into the crypts, and a three-phase duel with the hollow Grandmaster himself.
  • The Ember Oath — a single visible tension clock the whole table watches tighten as the cursed tabards smolder, smoke, and burn. Player choices push it up and down, and the arena grows more dangerous no matter how well they play.
  • A robust mystery built on the Three-Clue Rule, so a single bad roll never hides the truth — plus a genuine moral choice at the climax that splits the dead into factions and decides who fights at your players' side.
  • Five original creatures with full stat blocks and four fully-voiced ghost NPCs, from a bombastic herald to a lonely child-squire who does not know that he has died.
  • A three-phase boss fight tuned so no single hit can drop a level-2 hero — dangerous, fair, and winnable by any two characters, with a stated weak point the players have to earn.
  • Four ready-made characters — balanced so ANY two of them can finish the adventure. Built for duets and small groups.
  • Battle maps for every encounter, six ready opening hooks, a full contingency guide for when players go off the rails, and three distinct endings your table chooses for itself.


Perfect For:

• Busy Game Masters who want a complete, high-quality session without the prep grind

• Small groups and two-player duets — balanced from the ground up for just two heroes at the table

• A one-night gothic ghost story, a convention slot, a Halloween session, or a haunting one-shot between longer campaigns

• New Game Masters who want a whole adventure — maps, monsters, characters, and contingencies — printed and ready in one book


Ready to run tonight. No prep required. Open the book, hand out the characters, and light the banners — the dead are waiting, and the tournament has already begun.

You will get the following files:
  • EPUB (4MB)
  • PDF (33MB)
  • ZIP (48MB)
  • ZIP (54MB)