A Learn-As-You-Go Dungeons & Dragons Adventure
The inn is still smoking. The tracks lead east, into the trees. And somewhere out there, a seven-year-old girl is waiting — praying someone is already coming for her.
An adventure for up to four 1st-level characters
A hamlet on the High Road. Goblin raiders in the night. And a child dragged out of her bed and carried off into the dark.
You are escorting a wagon of supplies down the High Road when an ox goes lame and forces you to stop at a hamlet called Evermist. You smell it before you see it: the inn is a heap of smoking ash, and the people picking through it will not meet your eye. Goblins came out of the dark before dawn, and this time they took more than grain.
A woman crosses the road to you with her hands clasped together. She does not ask who you are, or whether you are any good. She has simply run out of anyone else to ask. “Please — find our little girl.”
Her daughters name is Remi, and she is seven years old. The garrison in the tower is forbidden to leave its post. The girl’s own father, the blacksmith, has already given her up for dead and gone back to his forge, because grieving is easier than hoping. Nobody in Evermist is coming with you.
And you could walk away. Shoe the ox, take the wagon south, and let it be somebody else’s problem. That is what most people would do — which is exactly why it falls to the handful who won’t. There is a trail heading east into the woods, half a day old and still readable. Somewhere at the end of it, a little girl is waiting to find out whether anyone in this world came looking for her.
Tonight, this band of strangers decide that someone did.
— One night. One road. Choose your hero. —

Wizard · Cleric · Rogue · Fighter · Monk · Barbarian · Ranger
You do not need to know a single rule. Everything is prepared, everything is explained at the table, and you learn as you play.
Scroll through the seven below and choose the one you feel most excited about. Nothing else to decide — their sheet is already filled in, and I will walk you through it when we sit down.
Come up with a name you will enjoy hearing all evening. Who they are beyond that is yours to invent at the table, if and when you feel like it.
That is genuinely it. No preparation, no reading, no previous D&D experience required. Set aside three to four hours, bring snacks, and we will do the rest together.
Before We Play
You will need a free account on D&D Beyond. I will send you a join-link where you claim the hero you picked, and their full character sheet appears in your account — every ability, spell and item at your fingertips, each one explained in plain language right there on the page.
That screen can look a little overwhelming the first time you open it. Do not let it put you off: nobody is expected to understand it up front. We work through it together, the group helps each other, and it all falls into place within the first half hour of play.
Seven ready-made heroes. Every one of them can save that child — they simply do it in very different ways. Scroll on and pick the one you find most exciting; that, and a name, is all we need from you.
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I
The Reader of Old Stones
“These walls are elven, and far older than the kingdom that forgot them.”
She stays behind the shields and bends the fight from a distance. One word and a room full of enemies drops asleep; another and a cone of fire sweeps the doorway. Fragile as glass — but the one everybody looks at when something strange happens.
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II
The Light in the Tomb
“Maglubiyet will not be fed tonight.”
She fights in heavy armour with a warhammer and shield, right beside the front line, and keeps everyone else standing. When a friend goes down, she hauls them back up with a word. When something dead comes crawling, she raises her holy symbol and it runs.
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III
The One Who Goes First
“Cog-shaped hole in the wall. Three slits in the ceiling. Nobody take another step.”
He moves ahead of the torchlight, unseen — spotting the trap, picking the lock, listening at the door. In a fight he slides behind an enemy and buries a dagger where it hurts most, then is gone before anything swings back at him.
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IV
The Shield of the Line
“I’ll go through the door first. Keep the light behind me.”
He goes through the door first, plants himself in it, and does not move. Sword, shield and the heaviest armour in the party: he soaks the blows meant for everyone else and hands them straight back. The simplest hero of the seven to play.
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V
The Quiet Storm
“The acolyte is running with the chalice. He will not get far.”
He crosses the room before anyone realises he has moved, lands a flurry of fists and staff strikes in a heartbeat, and is somewhere else before the counterattack arrives. No armour, no shield — just speed, and nothing outruns him.
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VI
The Unbroken
“Twelve hours ahead of us and a forest in between. Then we stop talking and we run.”
He stands in front, raging at the enemies while he cleaves through them with his greataxe. Blades barely slow him down, he hits harder the angrier he gets, and most of his turns come down to a single word: charge.
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VII
The Tracker
“The tracks go into the water. They never come out. So we go upstream.”
He reads the ground everyone else walks over — a bent branch, a print in the mud — and finds the way when the trail disappears. In a fight he hangs back and puts arrows through throats from across the clearing, long before anything reaches the party.
Pick your hero, think of a name, and be on the road east before the sun finishes setting.
Answer the Call
Does this sound like something you’d be interested in? Please reach out, and we’ll try to find a suitable evening for you to join three other colleagues on this adventure.