I finished up a new adventure over the weekend and submitted a story to an open call anthology. I’ve been on a bit of a folk horror kick lately, so there will probably be a few more in me over the next few months.
Anyway, this new adventure is called the Temple of the Shrike. Shrikes, as you may know are little birds with an awesome tendency to impale their food on thorns so they can save it for later. Butcherbirds. There was a time in my life when I didn’t know these birds existed, and my world was poorer for it. Slowly, from that seed, grew a story idea.
I’ll try to explain some of this without spoiling it, in case you want to hop over to DMs Guild and grab a copy for yourself. My adventures are cheap – I’d rather people were playing them than make money off them.
So let’s start with a village on the edge of a large forest. And the village is really just a group of homesteaders whose ancestors threw their lots in together and made a go of things. Hundreds of years ago. And things were good, for most of those years. But now, things are not going so well.
The crops are spoiling, animals are being dragged off in the night, and thorny vines have begun taking over the old outbuildings on the edge of town. Everything is pointing to the woods just outside the village.
This is where the adventurers come in. It’s a straight forward mystery/save the village/go fight a big bad and collect some treasure.
At least, it seems like that at first. As they poke about, things start to look a little slanted. after a while, the players may start to wonder what side of this they are actually on.
I’m happy with how this adventure turned out because it highlights two things I love to do in D&D. First, I am a huge fan of turning things that shouldn’t be monsters into monsters, and finding good reasons for them to do so. A lot of my horror fiction deals with good people suffering under the yoke of whatever bullshit the universe throws at them. This bleeds into my D&D adventures as well. I think the world not giving a damn about you is kind of a universal feeling. especially in these dark times. But I’m rambling now.
The other thing I love in D&D is trying to come up with new ways to do things. So I can tell you this adventure has a labyrinth in it – a notoriously difficult thing to run and keep interesting. We’ve all been in games where the maze went something like, “You walk ahead 10 feet and come to an intersection where you can go left or right.”
the party, as one: “Always go right!”
“You go right. You walk ahead 10 feet and come to an intersection where you can go left or right.”
Etc.
So this adventure has something different. I gave DMs the option of running it the usual way, or running it cinematically. The form it takes is kind of a mini-point crawl in the middle of the story. Does it work? I think so. I’ve done similar things in my games, and thought they turned out well. Hopefully someone will let me know how it goes for them. Hopefully, they’ll enjoy it.
Anyway, here is the adventure link, and I’ll post the cover on this entry, up at the top, where they always are.
And we’ll se you back here soon. Same bat time. Same bat channel.
Deep in the wilds, the Temple of the Shrike lies in ruin, overgrown and haunted by vengeance. Once a druidic sanctuary, it became a grave when settlers slaughtered its guardians, impaling their bodies and burning their children alive.
A single child, horribly disfigured, survived. Now, she has returned, her wrath woven into a labyrinth of thorns and the unfinished Wicker Behemoth.
The land does not weep. It does not mourn.
It simply waits.
Before you go any further, read this!!!
This story contains themes of vengeance, destruction, and generational guilt. Readers may also encounter unsettling depictions of massacres, human sacrifice, impalement, and the haunting weight of past atrocities. Please proceed with caution if you are sensitive to these themes. For some of you, this is exactly why you have purchased this adventure. For others…
YOU HAVE BEEN WARNED.




