Our eleventh downloadable GM-SS Dungeons and Dragons One Shot Adventure – now with 10% more time travel!

Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. Our eleventh module takes your party on an adventure with few fights but many mindbending mysteries. The continued flow of time itself is at stake – as well as not embarassing yourself during a dinner speech. Have fun!

Overview

  • RPG: Any with fantastical elements

  • Number of players: 4 or less recommended

  • Recommended level: Any

  • Duration: medium (4-5 hours)

  • Difficulty: easy, but with lots of difficult roleplaying

  • For your campaign: This one-shot requires a lot of creative and difficult role-playing – especially on the players’ side. If your players don’t like this type of campaign or tend to meta-game a lot, the campaign can be simplified by just having the players’ repeat the first day over and over without losing their memories until they discover a way to escape.

  • This Adventure Module contains: 

    • A story about a man succeeding in traveling back in time
    • Instruction for a real life experiment with your players
    • A difficult logic puzzle to solve
    • A large and detailed map of a boarding school
    • Some magical theories and much more!

The Story

The Ipsfort Manor School for Arcane Innovation stands isolated in the middle of the vast ancient forest of Azila. Its founders reasoned, that for the proper education of the arcane arts, no worldly concerns should be able trouble a young mage’s mind. A sentiment very much shared by the school’s numerous rich donors, who were happy to have a place to lock away their more troublesome offspring. Hence, with each successful alumnus inheriting their fathers’ fortunes, Ipsfort Manor grew very quickly both in size and repute. Recently, the school even acquired the famed arcanist Tarek Simar as their dean and head researcher. This also came as a shock to the school’s administration – as it was Tarek himself who asked for the post. Since then, arcane scholars all over the world had been holding their breath – because there could only be one reason why the well-travelled Tarek Simar would choose to seclude himself from the world: He was working on his magnum opus, the holy grail of all of Chronomancy – a spell powerful enough to untangle the fabric of time.

In this 4 – 5-hour adventure, a party of characters of any level are hired by a worried mother to stay a few days at Ipsfort Manor. The school seems normal at a first glance, but events soon take a turn to the strange. The dean is nowhere to be found and the school feels oddly familiar. One could think time has stopped in this idyllic manor if it weren’t for the ever-ticking clocktower and its inscription reminding the players: “Tempus Fugit”.

Notes for the GM / DM

  • This one-shot requires the players to relieve a day over and over again – but without remembering the previous loops. Therefore, the GM just can skip over segments which happend on the original day, assuming the players would make the same choices again.

  • Doing the experiment featured in the adventure in real life is also a good team-building excercise for the party.

  • If the party consists of murder-hobos or overly aggressive players, this might not be the most interesting adventure to run for them.

GM-SS 11 Tempus Fugit Cover