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Adventure·Tier 1 — Levels 1–4

The Hollow Road

Don't open the crate. Don't talk to anyone. Don't take the main tunnels.

Coming SoonLevels 1–2PDF

Simple job. Three rules. The Hollow Network doesn't hire people who ask questions.

The party takes a job carrying a sealed crate through Greyhaven's undercity from the Ashward docks to a drop point in the Merchant Quarter. The rules are clear. The complications are not.

Overview

The Hollow Road is a stealth-and-intrigue adventure set entirely in Greyhaven's undercity — the cramped, lamplit tunnels beneath the city that the Hollow Network uses to move things the surface can't see. The party plays as couriers for a broker named Nix, carrying a sealed crate they've been instructed not to open.

The adventure rewards careful play and social navigation. Rival courier teams, Warden patrols, tunnel gangs, and a faction player with a long memory complicate what should have been a simple drop. And the crate is heavier than it looks.

What’s Included

  • Full adventure manuscript (1–2 sessions, 3–5 hours)
  • Greyhaven undercity map with encounter zones
  • GM reference: NPC profiles, faction notes, encounter blocks
  • Handouts: job contract, route map, note found inside the crate
  • Three possible endings based on player choices

Storefront Description

A 1–2 session stealth-and-intrigue adventure for levels 1–2. The Hollow Network hires the party to carry a sealed crate through Greyhaven's undercity. Three rules: don't open the crate, don't talk to anyone, don't take the main tunnels. The party will break at least one.

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