The Last Light of Veyrhold - D&D Oneshot Adventure

£10.99

A dying dragon. A stolen promise. A city waiting for your decision.

For nine centuries, the silver dragon Auraleth has protected Veyrhold. Its magic lifts the city’s markets and holds danger beyond its walls. Now that magic is failing, and the people who depend on it may have taken far more than they were ever given.

Summoned by the Celestial Order, your players must uncover an ancient covenant, recover a stolen relic and reach the dragon before Veyrhold’s protective light goes out. Along the way, they will face puzzles, rival interests and a dangerous ritual already in motion. Saving the city is possible. Deciding what the city has the right to ask of its protector is harder.

The Last Light of Veyrhold is a complete, 5e-compatible one-shot for 4–5 level-5 characters, designed for 4–5 hours of play. Its 30-page adventure guide includes read-aloud passages, three puzzles, an objective-driven finale, complete adversary statistics, printable handouts, a one-page DM reference and guidance for different party sizes and player choices. A separate player brief and maps help you get the adventure to the table.

A high-fantasy story of discovery, civic intrigue and bittersweet heroism, with a final choice your players will remember.

A dying dragon. A stolen promise. A city waiting for your decision.

For nine centuries, the silver dragon Auraleth has protected Veyrhold. Its magic lifts the city’s markets and holds danger beyond its walls. Now that magic is failing, and the people who depend on it may have taken far more than they were ever given.

Summoned by the Celestial Order, your players must uncover an ancient covenant, recover a stolen relic and reach the dragon before Veyrhold’s protective light goes out. Along the way, they will face puzzles, rival interests and a dangerous ritual already in motion. Saving the city is possible. Deciding what the city has the right to ask of its protector is harder.

The Last Light of Veyrhold is a complete, 5e-compatible one-shot for 4–5 level-5 characters, designed for 4–5 hours of play. Its 30-page adventure guide includes read-aloud passages, three puzzles, an objective-driven finale, complete adversary statistics, printable handouts, a one-page DM reference and guidance for different party sizes and player choices. A separate player brief and maps help you get the adventure to the table.

A high-fantasy story of discovery, civic intrigue and bittersweet heroism, with a final choice your players will remember.

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.

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.

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