Dungeon Masterpiece: The Art of Crafting a D&D Adventure
"A Tale of Two Timelines" is an adventure module designed for 5th edition Dungeons and Dragons. It takes its players on a paradoxical quest to return a lost holy relic to a time in the past before it was stolen, and then retrieve it in the present day.
This adventure is one of many stories that originally appeared in my own home games and is the first to be fully fleshed out as a stand-alone adventure module compatible with any 5th Edition campaign. For this project I assumed the responsibility for all writing, designing, and illustration. My goals were to present a professionally designed product consistent with the design principles found in other 5th edition modules and then offer it as a commercial product.
Adventure Concept and Structure
This adventure is designed to adapt into any 5th Edition campaign setting and is designed for player characters of 4th-level to 6th-level. It is a time-traveling, time-sensitive adventure that takes place in the past and present timelines of the Temple of Oscilax featuring a mix of combat, exploration, and puzzle-solving. Characters will have to traverse back and forth between the timelines in order to solve these encounters. Depending on how the characters choose to solve certain situations, different encounters can play out.
The party has been contacted by The Order of Oscilax, a group of historians and religious scholars bound by the desire to revive the worship of Oscilax, The Keeper of Time. They present the characters with an improbable proposition:
The Order has recently developed a theoretical means to return to the past via a connection to the Shrine of Oscilax outside of the original temple. Acting on this breakthrough, they have devised a plan to plant their relic in the original temple’s reliquary then retrieve it from the present-day ruins. This veneration and sanctification would not only demand respect and authority, but with this relic, they also believe they can re-establish communion with Oscilax and begin rebuilding the religion.
Synopsis
Editorial Structure
Inspired by franchises such as The Legend of Zelda, World of Warcraft, Pokémon, etc this adventure aims to strike a balance of action, exploration, and role-play. As both a game master and player I understand that narrative and lore-building can be areas of division at the table. With that in mind, I aimed to maintain player engagement by keeping the encounter pace at the forefront with as much exposition as to drive the adventure forward. More inquisitive groups should hopefully find plenty of optional lore on the back end to satisfy any curiosity.
Layout Design
In my research it became apparent that the more successful third party publishers shared a similar design layout to that of official Dungeons & Dragons releases. This familiarity creates a sense of authenticity and builds trust with the potential buyer.
Typeface Selection
For header typefaces I chose to use Playfair Display SC for its transitional display design and similarity to Baskerville.
For paragraphical typefaces I chose to use Merriweather as it was designed to be a text face that is pleasant to read on screens. This is an important consideration given that the module will also live on PDF and other digital formats.
I used Edo for illustration labels. The hand-brushed style contrasts from the rest of the layout, almost as if it were written by the player characters interacting with it.
Digital Illustrations
In the fantasy genre, illustrations are an invaluable asset that bring the imaginative world to life. For these I turn to my preferred tool, Photoshop. Many assets began as either found images or hand-drawn sketches that I would then digitally retouch.
Maps and Handouts
Maps have been an integral part of Dungeons & Dragons' history. In this adventure, I designed the non-hand-out maps to be used both in print or as part of a digital asset pack for the tech-savvy D&D groups that might enjoy this module.
Homebrewed Magic
Magic is a core feature of Dungeons & Dragons' and requires a delicate balance in order to maximize player engagement. For this adventure I created several unique magic items. The 5th edition System Reference Document provides several magical treasures for which to reward the player characters with, but few that I felt fit thematically with the story I set out to tell.
Cover Artwork
Though no physical printing of this module have been made to this date, I did create a hardback cover for this adventure. It is loosely inspired by Dungeons & Dragons' 3rd edition series of books that feature covers that imitate ornate grimoires of old.
Final Product
For my first ever attempt to write, design, and publish a book, it was an overwhelming learning experience. While I'm no stranger to conducting and administrating the game of D&D, this project tested my ability to design with an end-user other than myself in mind. I was fortunate to have a handful of friends to help play-test certain aspects of the adventure and I feel confident in the functionality of the finished product.
If you would like, I'm happy to provide a copy of this adventure module for you to review in full. Just click the button below.
Lastly, please feel free to reach out if you would like to explore the possibility of working together.