The Hollow Bell - D&D Beginner Oneshot

£10.99

Four missing children. A silent copper mine. A town about to put its trust in the wrong man.

Briarford is struggling. Its mine has closed, a mysterious fire has shaken the town, and four children have vanished. When a stranger arrives promising protection, the people are ready to listen. Your players have until sunset to discover what happened, venture into the occupied mine and bring the children home.

The Hollow Bell is a complete, beginner-friendly D&D one-shot that gives new heroes a town worth caring about and new Dungeon Masters the guidance to run it with confidence. Expect investigation, memorable characters, puzzles, traps and encounters that leave room for negotiation, clever plans and combat.

The 39-page adventure includes read-aloud text, clear DM guidance, complete enemy profiles, printable clues and puzzles, seven maps, a one-page running sheet and a separate spoiler-free player brief. The core adventure takes approximately 4–5 hours, with optional scenes if your group wants a longer session.

For 4–5 level-2 characters. Fifth edition compatible. Easy to place in your own campaign world, and a strong first adventure for players and DMs alike.

Four missing children. A silent copper mine. A town about to put its trust in the wrong man.

Briarford is struggling. Its mine has closed, a mysterious fire has shaken the town, and four children have vanished. When a stranger arrives promising protection, the people are ready to listen. Your players have until sunset to discover what happened, venture into the occupied mine and bring the children home.

The Hollow Bell is a complete, beginner-friendly D&D one-shot that gives new heroes a town worth caring about and new Dungeon Masters the guidance to run it with confidence. Expect investigation, memorable characters, puzzles, traps and encounters that leave room for negotiation, clever plans and combat.

The 39-page adventure includes read-aloud text, clear DM guidance, complete enemy profiles, printable clues and puzzles, seven maps, a one-page running sheet and a separate spoiler-free player brief. The core adventure takes approximately 4–5 hours, with optional scenes if your group wants a longer session.

For 4–5 level-2 characters. Fifth edition compatible. Easy to place in your own campaign world, and a strong first adventure for players and DMs alike.

Clear guidance on how to use each title.

Rolldark Press titles feature a unquie system that simplifies the flow of every book. You do not need to know the D&D rules inside and out to pick one up and run with it.

Our biggest and best tip of all is to read it once and take notes…

then you will be able to approuch the title confidently in any game you run.

The Rolldark Press approach

Good games begin before the dice roll.

We bring the care we put into running games to every adventure, guide and map: useful at the table, rich in possibility and ready to become part of your story.

01 / THE PEOPLE

Made by people who run games

Rolldark lives at the table. We think about what players will ask, where a story might turn and what a GM needs in the moment.

02 / THE CRAFT

Details with a purpose

Places to explore, characters to remember and useful touches that give you something to work with when the players surprise you.

03 / THE EXPERIENCE

Clear when it counts

Ideas are easier to run when you can find what you need. Our resources aim to keep the story moving, even when plans change.

04 / YOUR TABLE

Yours to make your own

Run the whole adventure or borrow a scene, a map or an idea. Take what works for your group and shape the rest around them.

Fully active PDFs with clickable links making it easy to find the information you need fast.