Shattered

Adventure Seeds

  1. The Foundry's Second Bell. In Pulse, a foundry whistle sounds twice for every shift change, though its mechanism has only one clapper. Workers following the second signal find an abandoned production line making replacement parts for machines no one remembers commissioning.

  2. The Iron Ring's Missing Minute. Minutes from a Pulse Iron Ring meeting contain a recorded vote taken during an hour when the chamber was empty. A clerk asks the characters to locate the missing delegates before the vote is enforced against an entire neighborhood.

  3. The Book That Burns Cold. A Lanis archive receives a pre-Reckoning manual that freezes each reader's fingertips instead of catching fire. Engineers want the plans within, while a survivor recognizes the illustrated machine as the cause of an old evacuation.

  4. The Duel Lake Depth Marker. Fisherfolk retrieve a war-era depth marker miles from its recorded position. Its scratched underside bears a message from a crew listed among the dead, and two cities each claim the right to recover their vessel.

  5. A Wellspring Without a Source. Lokoran's water engineers discover a new spring that runs uphill only at night. A settlement relying on it asks the characters to stop the inspection that may close its taps, even as the water begins changing local animals.

  6. The Price on the Warden's Door. An old Lokoran explosive storehouse is scheduled for demolition. Someone has posted accurate maps of nearby civilian shelters on its door, warning that a single buried charge could destroy both.

  7. Neroth's Honest Toll. A road crew in Neroth promises safe passage and actually delivers it, provided travelers let them copy one page from any written document. A caravan carrying confidential peace proposals needs the route before rival raiders arrive.

  8. The Mask Beneath Hel. Grave workers in Hel uncover a sealed room full of funerary masks, each bearing the face of someone still alive. One of those people asks the characters to retrieve a mask before the city decides what the discovery means.

  9. The Hollow's Youngest Tree. Sylvan Hollow's oldest caretakers insist a sapling grew overnight through a buried Old World support beam. Removing it may destabilize the shelter; leaving it promises to break the beam as it grows.

  10. The Glass Forest's Silent Path. A guide maps a safe route through the Glass Forest, but the trail reflects a different party behind every traveler. The guide begs the characters to locate a missing apprentice before competing map sellers publish the route.

  11. A Night of Ashfall. An Ashlands camp receives ash that forms legible warnings whenever it settles on skin. The warnings contradict one another, and the camp must choose an evacuation route before dawn.

  12. The Maw's Returned Rope. Surveyors lower a measuring rope into the Maw and haul up a longer rope knotted in a pattern used by a missing expedition. The new knots identify a safe descent but omit the point where the expedition stopped sending people back.

  13. The Alecian Field of Flags. Hundreds of tiny flags appear across a grazing tract on the Alecian Plains, each marking a future sinkhole. Herders want to move their animals; an arriving land agent claims the flags prove ownership instead.

  14. The Drone Who Bought a Name. A Drone in Pulse saves for years to purchase records establishing an independent identity. The records describe a different Drone whose unfinished obligations now follow the buyer.

  15. The Florvana Harvest Pact. A Florvana community offers a crop that thrives in poisoned soil, but neighboring farmers demand the seeds be shared immediately. The growers warn that the harvest can survive only if its root network remains unbroken.

  16. The Rekindled's Old Address. A Rekindled receives post-Reckoning letters addressed to the house they occupied before the cataclysm. Each letter includes a recent account of a family whose descendants deny ever living there.

  17. The Shade's Noon Bargain. A Shade merchant offers a vital shipment at a discount if the characters escort it across an exposed stretch at noon. The cargo includes a second passenger the merchant has been forbidden to name.

  18. The Wretched Census. A district quietly lists Wretched residents as absent to protect them from an official relocation. A relief convoy now refuses to deliver food to people its records say do not exist.

  19. The Vampire's Blood Ledger. A vampire coven's medical ledger shows years of voluntary donations, then a sudden change in handwriting. Its newest donor asks for help proving which entries represent genuine consent before reprisals begin.

  20. The Alypse Witness. An Alypse historian finds a survivor's account contradicting a revered telling of the Reckoning. Publishing it may help identify a dangerous old site, but local descendants fear being blamed for crimes they never committed.

  21. The Arkänik Drive's Spare Heart. An airship engineer buys an unusual backup component that keeps an arkänik drive running through impossible strain. Its maker says it was removed from a machine that still needs it to protect a settlement.

  22. The Mender's Broken Vow. A Menders Legion marshal refuses to destroy an apparently corrupted shrine because the villagers rely on its healing. Other marshals request an inspection, and the villagers conceal a mounting cost of every cure.

  23. The Chapel of Seven Avatars. A roadside chapel has begun receiving offerings intended for incompatible Avatars, and each priest reports a real answer. The caretakers ask the characters to protect the pilgrims while they determine what is responding.

  24. The Nameless Airship. Dock authorities in Lanis impound a dirigible whose registry appears in every port log under a different name. Its crew say they were hired to carry refugees; the sealed hold contains carefully preserved empty seats.

  25. The Coal That Remembers. Fuel delivered to Pulse burns with fragments of recorded conversation in the smoke. One fragment reveals a pending attack on a rail spur, while another implicates the worker who first reported the discovery.

  26. The Cartographer's Two Borders. A mapmaker plots a boundary between Lanis and Pulse that neither city recognizes, although patrols from both already obey it. A village on the line asks the characters to settle which taxes and protections actually apply.

  27. The Dells That Returned. A herd of domesticated dells comes back from the wilds wearing identical harnesses of unknown manufacture. Their handlers can save the animals from quarantine only by identifying who fitted them and why.

  28. The Unclaimed Salvage. Wreckage from an Old World facility surfaces after a storm, and three crews claim to have discovered it first. A fourth claimant arrives with a maintenance key that still opens the intact lower levels.

  29. The Ember Broker. A traveling dealer sells heat from a compact, inexplicable furnace to an Ashlands camp. The camp's warmth has caused dangerous cold in a nearby enclave that no one told the dealer existed.

  30. The Trial of a Miracle. A marshal appears to restore a dying child and faces accusations of forbidden practice. The child survives, but remembers a place beneath Hel that the marshal insists they have never seen.

  31. The Wall's Forgotten Door. Pulse repair teams uncover a concealed gate in a section of wall rebuilt after the war. Records call it an emergency exit; nearby residents remember being promised it would never open again.

  32. The Lantern Fleet. Fishing boats on Duel Lake follow distant lights and return with full nets and unfamiliar markings on their hulls. Each captain remembers a different shore, and one insists they left a crewmate there.

  33. The Feast of Spare Parts. A Neroth mechanic invites rivals to a public exchange of salvaged parts, then discovers one item is essential to a hospital air system. The item has already been traded three times, and its current holder refuses payment.

  34. The Unfinished Memorial. A sculpture in Lanis changes overnight to include faces of people who died in a disaster that has not occurred. Its maker asks the characters to stop the anticipated event without destroying the only evidence of its location.

  35. The Greenhouse's Locked Winter. A hydroponic farm keeps producing food despite a total power failure. The farm workers ask for guards when its owners insist on sealing the greenhouse and recording the people inside as losses.

  36. The Forest's Borrowed Voice. A Glass Forest hunting party hears familiar voices calling from reflections several paces ahead. The voices know safe passage through the trees but demand an heirloom be left behind at each turn.

  37. The Maw Survey's Third Copy. Two official copies of an old Maw survey agree; a third, hidden among a family's effects, maps a populated cavern. Explorers want to go down while the family insists its residents were deliberately left alone.

  38. The Dead Letter Truce. A courier uncovers messages proving two war veterans negotiated peace before a notorious massacre. Their descendants ask the characters to authenticate the letters, while the original courier's surviving partner demands their destruction.

  39. The Market Under Curfew. A Pulse night market keeps opening despite an enforced curfew because its sellers feed families during factory shutdowns. A patrol commander offers to look away if the market hands over one refugee hiding among its stalls.

  40. The Singing Reservoir. A Lokoran reservoir hums loudly whenever its level falls below a marked line. Engineers want to drain it for repairs; residents fear the sound is keeping a buried thing asleep.

  41. The Wretched Physician. A Wretched doctor is welcomed in several isolated towns until patients begin displaying the doctor's distinctive scars. The doctor asks the characters to trace a counterfeit treatment before the towns turn on every Wretched visitor.

  42. The Bridge of Unspent Ammunition. A caravan bridge is paved with cartridges from the War of Duel Lake, all somehow still live. Two cities offer competing repair crews, while locals demand the bridge stay open long enough to deliver medicine.

  43. The Pilgrim's False Relic. A pilgrim confesses that a widely revered artifact is a manufactured substitute, then demonstrates that it still answers prayers. A priest hires the characters to locate the maker before worshipers or rivals seize the object.

  44. The Airship's Quiet Deck. Airship passengers avoid a cargo deck where footsteps can be heard during flight, though no one is there. The captain suspects a stowaway; the engineer says the sound matches a vessel lost decades earlier.

  45. The Farm at the Edge of the Ashlands. Farmers harvest a crop from land recently thought sterile. Each yield is smaller, yet the next season's seeds germinate farther toward a settlement that never agreed to plant them.

  46. The Last Bellmaker. A Hel artisan makes bells that warn when nearby remains have been disturbed. Orders surge after one bell rings through an entire funeral, and the artisan refuses to reveal which coffin set it off.

  47. The Reckoning's Smallest Machine. An Old World device no bigger than a coin displays the exact amount of food needed by anyone who touches it. A relief organizer wants it shared; a collector claims the estimates conceal an imminent famine.

  48. The Legion's Empty Standard. A Menders Legion banner arrives at an outpost without its patrol. The trail shows the marshal diverted to protect someone the Legion had ordered arrested.

  49. The City Below the Scaffolds. Builders extending a Lanis platform find a lived-in neighborhood hidden among its supporting structures. City planners call it unsafe and order evacuation; its residents say the platform will fail if they stop maintaining it.

  50. The Surveyor's Final Horizon. An Alecian Plains surveyor has drawn a new line across several maps and vanished. Every settlement on the line reports the same unusual tremor, and local leaders disagree whether to evacuate or fortify their homes.

Notice

These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own Shattered campaign.

This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by It’s Never Dark Enough.

The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.

Notice

Currently, these are nothing more than conceived thoughts on exploring the world of Shattered. As I consider them further, they will be expanded with more detail.

Notice

Original adventure hooks for Feneryss, drawing on the supplied Shattered rulebook, its errata, and Vanquishing Darkness. Each seed gives the characters a situation, a complication, and a decision. These are new adventure seeds, not continuations of the published campaign.