Original example campaign · Free to preview

Torrii Between Tides

The Tidevault

A dark harbor beacon. A missing apprentice. A six-room vault revealed by the tide. See how characters, encounters, quests, maps and session notes fit together before you run your own game.

No account or import needed to preview. Your copy starts private, with closed tables and unpublished player handouts.

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The adventure

Torrii is the tidekeeper of Reedcross, a harbor whose beacon has gone dark. Begin with the harbor briefing, investigate the missing beacon lens, then enter the Tidevault to find the apprentice Brin and decide how to deal with Kest's salvage crew. Five level-5 characters; one six-room dungeon; six optional Low encounters. All sessions are planned, quests are open and character journals are empty. Private preparation and player handout drafts are separate.

DM preview: contains adventure spoilers. This page shows only the reviewed fictional example. Your campaigns and copies use their own sharing controls.

Characters

Five prepared characters

Read their roles, starting equipment, spells and preparation notes. Journals start empty. You can edit the example sheets after making a copy.

Asha Reed

Human · Fighter 5 · Champion

49 HP18 AC

Prepared level-5 example. No session has been played; the journal is empty. Front line and carrying the lens. Saved mechanics are editable; these copies do not contain trusted advancement or roll receipts.

Equipment, spells and notes

Invited to meet Mira about the dark beacon. Decide whether to accept and how you know the other adventurers during the opening briefing.

STR
16
DEX
12
CON
16
INT
10
WIS
13
CHA
8

Starting equipment

Longsword, Rope, Rations × 3, Potion of Healing, Chain Mail, Shield, Copied tide chart

Harbor signal flares

Two prepared flares. Mark one use when signaling from an exposed doorway; reset only when resupplied.

Neri Moss

Human · Cleric 5 · Life Domain

38 HP17 AC

Prepared level-5 example. No session has been played; the journal is empty. Healing and reading the shrine inscription. Saved mechanics are editable; these copies do not contain trusted advancement or roll receipts.

Equipment, spells and notes

Invited to meet Mira about the dark beacon. Decide whether to accept and how you know the other adventurers during the opening briefing.

STR
10
DEX
12
CON
14
INT
8
WIS
16
CHA
13

Starting equipment

Mace, Rope, Rations × 3, Potion of Healing, Scale Mail, Shield, Copied tide chart

Saved spells

Guidance, Bless, Cure Wounds, Aid, Lesser Restoration

Harbor signal flares

Two prepared flares. Mark one use when signaling from an exposed doorway; reset only when resupplied.

Pip Vale

Human · Rogue 5 · Thief

38 HP15 AC

Prepared level-5 example. No session has been played; the journal is empty. Scouting and checking locks. Saved mechanics are editable; these copies do not contain trusted advancement or roll receipts.

Equipment, spells and notes

Invited to meet Mira about the dark beacon. Decide whether to accept and how you know the other adventurers during the opening briefing.

STR
8
DEX
16
CON
14
INT
13
WIS
12
CHA
10

Starting equipment

Shortsword, Rope, Rations × 3, Potion of Healing, Studded Leather Armor, Copied tide chart

Harbor signal flares

Two prepared flares. Mark one use when signaling from an exposed doorway; reset only when resupplied.

Rowan Flint

Human · Ranger 5 · Hunter

44 HP16 AC

Prepared level-5 example. No session has been played; the journal is empty. Routes, ranged attacks and watching the tide. Saved mechanics are editable; these copies do not contain trusted advancement or roll receipts.

Equipment, spells and notes

Invited to meet Mira about the dark beacon. Decide whether to accept and how you know the other adventurers during the opening briefing.

STR
12
DEX
16
CON
14
INT
8
WIS
16
CHA
10

Starting equipment

Longbow, Rope, Rations × 3, Potion of Healing, Scale Mail, Copied tide chart

Saved spells

Cure Wounds, Hunter's Mark, Longstrider, Pass without Trace

Harbor signal flares

Two prepared flares. Mark one use when signaling from an exposed doorway; reset only when resupplied.

Cato Quill

Human · Wizard 5 · Evoker

32 HP12 AC

Prepared level-5 example. No session has been played; the journal is empty. Research, light and ranged spells. Saved mechanics are editable; these copies do not contain trusted advancement or roll receipts.

Equipment, spells and notes

Invited to meet Mira about the dark beacon. Decide whether to accept and how you know the other adventurers during the opening briefing.

STR
8
DEX
14
CON
14
INT
16
WIS
12
CHA
10

Starting equipment

Quarterstaff, Rope, Rations × 3, Potion of Healing, Copied tide chart

Saved spells

Fire Bolt, Light, Detect Magic, Mage Armor, Magic Missile, Shield, Misty Step, Fireball

Harbor signal flares

Two prepared flares. Mark one use when signaling from an exposed doorway; reset only when resupplied.

Encounters

Six connected encounters

Each room includes an optional fight and a way forward through exploration or negotiation. Previewing does not start combat.

01 · Salt gate

2 × Giant Crab

Feed the crabs with rations or move around the pool. The crabs defend their nest and do not pursue beyond the gate. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

0 gp

No drowning hazard; ankle-deep water. Planned reward; no wallet or inventory change.

02 · Pump gallery

2 × Bandit · 1 × Scout

Show Mira’s permit. The salvage lookouts stand down on agreement; if injured they retreat to room 6. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

10 gp

Private: contains a copy of Kest’s scrap claim. Planned reward; no wallet or inventory change.

03 · Silt cistern

2 × Gray Ooze

The oozes stay near the silt. Use the dry perimeter or isolate one at a time. Review the creature’s corrosive traits. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

0 gp

Private: maintenance chart is in a dry tube beside the basin. Planned reward; no wallet or inventory change.

04 · Brass workshop

2 × Tidevault Sentinel

Speak the maintenance command or disable the brass control to stop the guardians. No other encounter joins this room. Rest here after it is secure. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

0 gp · 2 × Potion of Healing

Private: two Potions of Healing and dry repair tools. Planned reward; no wallet or inventory change.

05 · Echo shrine

1 × Gargoyle

Brin waits behind the dais. Read the inscription, then ask Brin to complete the command. The sentinel returns to its plinth if commanded. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

0 gp

Private: the command is “Still water, clear light, homeward tide.” Planned reward; no wallet or inventory change.

06 · Lens chamber

2 × Ogre · 2 × Skeleton

Kest wants the scrap permit, not a fight. Rook can help move the lens. If combat occurs, the guards surrender or withdraw when the lens is secured; no reinforcements. Optional combat; resolve the alternative manually.

View this room’s map
Prepared treasure

30 gp

Private: intact lens plus 30 gp in the salvage coffer. Planned reward; no wallet or inventory change.

Quests

Quest objectives and progress

All quests start Open with no recorded objective progress. Read the objectives and DM preparation notes.

Restore the harbor beacon

Open

Return the intact lens and fit it before the next ferry departure.

  • To do · Find the replacement lens
  • To do · Carry the lens to Reedcross
  • To do · Install and test the lens
DM preparation

The lens mount must be repaired before payment.

Find Brin Vale

Open

Sera’s apprentice is missing beyond the tide stairs.

  • To do · Find Brin
  • To do · Escort Brin to the harbor
DM preparation

Brin waits in room 5 and knows the sentinel command.

Read the tide ledger

Open

Ask Ilan to translate the maintenance record and investigate the missing invoice.

  • To do · Meet Ilan
  • To do · Copy the low-tide time
DM preparation

Prepared investigation. The tide schedule and missing invoice have not been discovered by the party. Reveal them only after the relevant examination or conversation.

Settle the salvage claim

Open

Kest’s crew needs a route home and a scrap permit.

  • To do · Speak with Kest’s crew
  • To do · Agree to a claim or recover the lens another way
DM preparation

Offer a written scrap claim. Ogres and skeletons guard the lens chamber if negotiations fail.

NPCs

NPC descriptions and motivations

Seven NPCs connect the missing beacon lens, the rescue and the salvage claim.

Torrii

A tidekeeper wearing a patched blue coat. Explains the causeway and the beacon’s maintenance.

Harbor Watch · Reedcross beacon · friendly

DM motivation and secrets

Torrii concealed a hairline fracture in the lens. The vault’s replacement is intact. Reveal this if the party asks about the last repair.

Mira Venn

Harbor captain. Offers transport, a signed salvage permit and the recovery fee.

Harbor Watch · Reedcross quay · friendly

DM motivation and secrets

The recovery fee is 150 gp for the whole party. Record payment only after the lens is installed.

Ilan Reed

Archivist. Copies the tide chart and translates old maintenance commands.

Lantern Archive · Archive loft · friendly

DM motivation and secrets

Ilan’s brother works for Kest. His interest in the salvage crew is personal.

Kest Bale

Salvage foreman. Wants a legal claim to recovered scrap and a safe route home.

Bale Salvage · Tidevault chamber 6 · wary

DM motivation and secrets

Kest owes ferry dues. He will exchange the lens for a written scrap claim; he does not require combat.

Sera Moss

Herbalist. Gives directions to the tide stairs and asks the party to find her apprentice.

Reedcross healers · Moss apothecary · friendly

DM motivation and secrets

Brin carried a copied maintenance command. Sera knows the command begins with ‘still water’.

Brin Vale

Apprentice herbalist. Took shelter in the echo shrine after the causeway flooded.

Reedcross healers · Tidevault chamber 5 · friendly

DM motivation and secrets

Brin is uninjured. Brin can silence the stone sentinel after the party identifies the correct inscription.

Rook Flint

Stonemason hired to move scrap. Recognizes the beacon lens mount.

Bale Salvage · Tidevault chamber 6 · neutral

DM motivation and secrets

Rook wants safe work and will help reinstall the lens if treated fairly.

Maps

Explore the Tidevault map

These previews use the saved floor, doors, terrain and starting token positions. Doors link separate rooms; the maintenance passage connects rooms 2 and 4. Hidden clues are shown for this DM preview.

Circle: party or creatureSquare: doorDiamond: terrainDashed diamond: hidden clue

01 · Salt gate

01 · Salt gate saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Door to room 2Shallow tide poolMaintenance marking · hidden clueAsha ReedNeri MossPip ValeRowan FlintCato QuillGiant Crab 1Giant Crab 2

12 × 10 cells · 5 feet per cell · Doors: room 2

Terrain, clues and starting tokens
  • Shallow tide pool

    Examine or use the object with the DM. No drowning hazard; ankle-deep water.

  • Maintenance marking · Hidden clue

    Reveal after the party examines this wall. A painted number identifies the room.

Asha Reed, Neri Moss, Pip Vale, Rowan Flint, Cato Quill, Giant Crab 1, Giant Crab 2

02 · Pump gallery

02 · Pump gallery saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Door to room 1Door to room 3Door to room 4Salvage suppliesMaintenance marking · hidden clueBandit 1Bandit 2Scout 1

12 × 10 cells · 5 feet per cell · Doors: room 1, room 3, room 4

Terrain, clues and starting tokens
  • Salvage supplies

    Examine or use the object with the DM. Private: contains a copy of Kest’s scrap claim.

  • Maintenance marking · Hidden clue

    Reveal after the party examines this wall. A painted number identifies the room.

Bandit 1, Bandit 2, Scout 1

03 · Silt cistern

03 · Silt cistern saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Door to room 2Door to room 4Silt basinMaintenance marking · hidden clueGray Ooze 1Gray Ooze 2

12 × 10 cells · 5 feet per cell · Doors: room 2, room 4

Terrain, clues and starting tokens
  • Silt basin

    Dry walking route follows the perimeter. Private: maintenance chart is in a dry tube beside the basin.

  • Maintenance marking · Hidden clue

    Reveal after the party examines this wall. A painted number identifies the room.

Gray Ooze 1, Gray Ooze 2

04 · Brass workshop

04 · Brass workshop saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Dry rest areaDoor to room 3Door to room 5Door to room 2Maintenance chestMaintenance marking · hidden clueTidevault Sentinel 1Tidevault Sentinel 2

12 × 10 cells · 5 feet per cell · Doors: room 3, room 5, room 2

Terrain, clues and starting tokens
  • Maintenance chest

    Examine or use the object with the DM. Private: two Potions of Healing and dry repair tools.

  • Maintenance marking · Hidden clue

    Reveal after the party examines this wall. A painted number identifies the room.

Tidevault Sentinel 1, Tidevault Sentinel 2

Dry rest area

05 · Echo shrine

05 · Echo shrine saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Door to room 4Door to room 6Sentinel plinthSheltered apprentice · hidden clueGargoyle 1

12 × 10 cells · 5 feet per cell · Doors: room 4, room 6

Terrain, clues and starting tokens
  • Sentinel plinth

    Examine or use the object with the DM. Private: the command is “Still water, clear light, homeward tide.”

  • Sheltered apprentice · Hidden clue

    Brin waits here, uninjured. Reveal when the party examines the dais.

Gargoyle 1

06 · Lens chamber

06 · Lens chamber saved battle map12 by 10 cells, 5 feet per cell. Exact saved floor, doors, terrain and starting tokens. The DM preview includes hidden clues.Door to room 5Sealed beacon lens caseMaintenance marking · hidden clueOgre 1Ogre 2Skeleton 1Skeleton 2

12 × 10 cells · 5 feet per cell · Doors: room 5

Terrain, clues and starting tokens
  • Sealed beacon lens case

    Examine or use the object with the DM. Private: intact lens plus 30 gp in the salvage coffer.

  • Maintenance marking · Hidden clue

    Reveal after the party examines this wall. A painted number identifies the room.

Ogre 1, Ogre 2, Skeleton 1, Skeleton 2

Sessions

Session plans and notes

Begin with the harbor briefing, then use the dungeon and conditional follow-up plans. Every session starts Planned; no events have been played.

01 · The dark beacon

Date to be set · Planned

Opening: begin in Reedcross before the party accepts the recovery contract. Mira offers the harbor fee; Sera asks for help finding Brin. Torrii can explain the exposed causeway and Ilan can translate the first seal. Objective: investigate the dark beacon and decide whether to recover its lens. Choices: ask about the last repair, obtain a witnessed permit, copy the tide chart and agree how to approach the salvage crew. No choice or agreement has been recorded. Next, if the group accepts: enter the Tidevault at low tide. The planned dungeon session can continue on the same game night. Save only events that actually occur.

02 · The six-room Tidevault

Date to be set · Planned

Prerequisite: the party has accepted the recovery mission or chosen its own reason to enter. Objective: retrieve the lens and find Brin. Opening: the causeway is exposed at low tide. NPCs: Brin can be found in room 5; Rook and Kest's crew in room 6. Choices: feed the crabs, negotiate with salvagers, read the guardian command or choose another sound approach. None is mandatory. Record after play: rooms visited, allies made, Brin's safety, lens custody and rewards actually distributed. Close: choose the return route and write the first actual recap. No dungeon event has started.

03 · The harbor lights

Date to be set · Planned

Conditional follow-up after the party returns. Do not assume the lens or Brin was recovered. If the lens returns, repair its mount and test the beacon before paying the harbor fee. If Brin returns, let the party decide what testimony to share. Investigate Ilan's ledger and negotiate any surviving salvage claim. If recovery failed, prepare another attempt or a different harbor solution. Downtime is optional preparation: repair, research or ferry arrangements. Record costs, findings and results only after play. No outcome is prewritten.

DM preparation

DM notes and reusable templates

Read encounter budgets, rewards, disclosure reminders and next-session hooks.

Run this example

Begin with planned session 01, The dark beacon, before the party accepts the contract. Journals are empty, all quests are Open and all objective progress is zero. Set actual session dates when preparing your game. Session 02 is the dungeon plan; it can follow the harbor briefing on the same game night. Open the linked Tidevault table and its map. Imported tables start closed and joining is disabled. Reopen the table when ready. The five party tokens are manual stand-ins; the full example sheets are private copies in Characters. Reconnect actual players explicitly. Use each saved encounter’s rehearsal to practice without changing this table. Rooms 1–6 have paired doors, terrain, private notes and saved creatures. Party starts in room 1. Reveal rooms as they enter. Use the existing initiative controls; update HP, conditions and terrain manually. Player Knowledge and graph editions are drafts. Select current players and review fields before publishing.

Encounter budgets

Party: five level-5 characters. SRD 5.2.1 Low budget: 500 XP per character × 5 = 2,500 XP per encounter. Raw XP; no 2014 creature-count multiplier. 1. Salt gate: 2 Giant Crabs, 50 XP. 2. Pump gallery: 2 Bandits and 1 Scout, 150 XP. 3. Silt cistern: 2 Gray Oozes, 200 XP. 4. Brass workshop: 2 Tidevault Sentinels, 400 XP. 5. Echo shrine: 1 Gargoyle, 450 XP. 6. Lens chamber: 2 Ogres and 2 Skeletons, 1,000 XP. All six preparations are below the Low budget. Total authored creature XP: 2,250. Difficulty budgets apply to an encounter, not an adventuring-day allowance. Resources, immunities, terrain and consecutive fights affect play. Offer the noncombat routes and a rest in the safe workshop. Source: https://media.dndbeyond.com/compendium-images/srd/5.2/SRD_CC_v5.2.1.pdf#page=202

DM information and disclosures

DM only: Torrii hid the lens fracture; Ilan’s brother works for Kest; the unpaid invoice is private. Player draft: tide times, Sera’s request, the maintenance command after discovery and the route home. NPC relationship notes, campaign notes, calendar entries and hidden terrain remain private. A party-known discovery is a record label; it does not publish itself.

Dungeon route and correction notes

Main route: 1 → 2 → 3 → 4 → 5 → 6. Branch: 2 ↔ 4, a maintenance passage. The doors link saved map areas rather than one large drawing. Both sides of each connection are saved. If a token enters the wrong room, select the intended area and move it manually. If initiative or HP was entered incorrectly, use the correction controls and record what changed. Room 4 is dry, ventilated and safe after its guardians stand down. No timed damage or reinforcements are scheduled.

Session notes template

Session / date: Objective: Opening scene: NPCs and motivations: Locations and encounters: Decisions and consequences: Rules corrections: Rewards actually distributed: Unresolved questions: Player-facing recap: Next-session opening: Private DM follow-up:

Reward and loot preparation

Planned contents: sealed lens case, maintenance chart, 40 gp salvage coffer, two Potions of Healing and the 150 gp harbor fee. Encounter treasure and quest rewards are preparation records. They do not change wallets or bags. Use Party Loot after the live table has current players; review each recipient and transfer once. The lens is a quest object with no combat bonus. Write down who carries it and remove that ownership record after delivery.

Edit and re-import the CSV

Packages → Export campaign → Private transfer → Campaign CSV. Original journals are empty. On later private exports, include your own journals only when you intend to carry their played notes. Each row has a table, id and parent_id. Common text uses name, title, status, notes or body; other fields remain typed in data_json. Keep IDs stable when editing relationships. Copy a matching row and assign a new ID to add a record. Empty text columns are only valid when the matching table uses that column. Maps use map, map_room, map_token and map_shape rows. Floor, door and terrain arrays are stored in each room’s data_json. Save UTF-8 CSV with quoted multiline fields. Import package accepts this schema; validate, review, then create a new private copy. Existing content remains saved.

Next-session preparation

Choose the next opening based on actual play. Check only outcomes that occurred: lens custody, Brin's safety, agreements and earned rewards. Draft a recap after the first played session. Keep unused hooks private; do not assume the lens is installed or any quest is complete.

Prepare your copy

Preview → Copy → Prepare

Make a private copy, then prepare a session with the included notes, map and encounters.

  1. Review and copy. Open the example package, review its contents and confirm the private import.
  2. Choose the next session. In your campaign, begin with “01 · The dark beacon.” The dungeon plan follows the harbor briefing; it can continue on the same game night.
  3. Prepare the table. Review the linked map and encounters. Keep the manual example party or explicitly connect your own players.
  4. Open when ready. Imported tables start closed with code joining disabled. Review player handouts before publishing. Reopen the table and enable “Allow joining with the code” before inviting your own players.