Adventures on Eamon

Adventures abound in the world of Eamon, with chilling dangers and enticing rewards waiting to be uncovered around every dark corner. The bold members of the Guild of Free Adventurers wouldn't have it any other way and are always eager to seize their chance for fame and fortune.

The adventures listed on this page are stories or scenarios designed to be played by a tabletop roleplaying group. Each adventure gives detailed background and setting information for the story, a thorough description of the plot, its hooks, its progression, and its resolution, along with other helpful instructions, stats, and tips for DMs. The Guide assumes fifth edition Dungeons & Dragons as the default rules set, but the stories are easily adaptable to any fantasy RPG environment.

Ultimately the adventures offered here will be a mix of stories adapted from classic Eamon adventures and original, newly-written stories. The stories will cater to a mix of player levels, from beginners to more experienced parties.


The Beginners Cave
The Beginners Cave cover artwork by Huw Williams, October 2026

The Beginners Cave

An adventure for Level 1 characters

Adapted by Huw Williams from a classic adventure by Donald Brown

What starts off as a routine training exercise becomes a more dangerous mission when the fledgling party suspects that mysterious figures have entered the guild's training area. Clues point to something dangerously amiss in the cave, and by the time the party grasps the true situation they will have left the expected training course and entered their first real adventure.

Approximate playing time: 4–6 hours across one or two sessions

Number of players: 3–5

Published: October 2026


Creating an adventure

If you'd like to create your own RPG Eamon adventure, or adapt an existing adventure, please do! Below are some tips for how to write an RPG scenario for Eamon and how to submit it for inclusion on this page.

Key considerations

Whether you're adapting an existing adventure or writing an entirely new one, here are some things to keep in mind:

  • Adapt for a party instead of a lone adventurer.This is far and away the biggest difference between a classic Eamon adventure and an RPG scenario, and it's vital to bear it in mind when doing an adaptation. Enemies may need to increase in strength or number; challenges may need to be added or expanded in order for all the characters to play a useful role; and treasures should reflect the fact that they'll be shared among several individuals. At the same time, helpful NPCs that previously joined forces with the adventurer may need to be scaled back. Remember, the party starts off with as many as five characters, so adding even more on top can quickly turn it into a crowd.
  • Give characters a purpose beyond just fighting. Many classic Eamon adventures were hack-and-slash affairs that exercised the character's sword arm but not much else. In modern RPG scenarios characters can do a lot more, and not every encounter has to lead to combat, so allow players paths for caution, observation, negotiation, and creative work-arounds.
  • Make motives clear. Classic adventures tend to leave the motivations of NPCs vague, poorly defined, or up to players' imaginations. It's helpful for the DM of a tabletop RPG session to know why characters and even monsters appear in a story and act the way they do. Knowing what an NPC knows, wants, fears, and is willing to do really helps the DM bring them to life.
  • Avoid instant-death traps. Even back in the days of classic Eamon, traps that suddenly kill off a character with little warning were unpopular. There can still be danger, but lethal effects are best made avoidable or reversible.
  • Write for the DM. It's the DM who'll read your instructions, so always tell them exactly what's going on, even if the players and their characters aren't supposed to know. Give the DM simple summaries, clear instructions, stat blocks, maps, read-aloud text (where helpful), and enough background that they can answer the questions players are likely to ask.

For adaptations, the big thing to remember is that you aren't obligated to make it exactly like the original. The goal is to make a scenario that works smoothly and naturally for a tabletop RPG party, and that will almost certainly require changes.

Submitting to the Guide

Once you've built your RPG adventure, please consider submitting it to the Guide so others can enjoy your creation! Just contact Huw Williams (huwmanbeing@gmail.com) for details.

Please note that adventures published here must not have not been published elsewhere. They must also be your own work and should not be AI-generated. (AI is fine for supporting roles like reference, proofing, etc.)

Submitting artwork isn't required. (However, human-made artwork is always very welcome.) Depending on the adventure, Huw may be able to create some hand-drawn artwork to accompany it!

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