ConquerorThe Tear over Grauwvoorde
A wound gapes over Grauwvoorde, and hell is crawling out of it

Show stat block
Magic Resistance. The Ripper has advantage on saving throws against spells and other magical effects.
Six Arms. When the Ripper uses Multiattack, it can make one additional claw attack in addition to its normal attacks.
Aura of Chaos. At the start of each of the Ripper's turns, every non-demonic creature within 10 ft. must make a DC 18 Wisdom saving throw or take 7 (2d6) psychic damage from a wave of madness.
Multiattack. The Ripper makes four Claw attacks.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) slashing damage.
Hellfire Blast (Recharge 5-6). Each creature in a 30-foot cone must make a DC 19 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
The Story
A wound hangs in the air above the market square of Grauwvoorde: red, pulsing, dripping liquid fire. Things wring themselves out of it, things with too many limbs and too many mouths. The bells toll themselves crooked, and no one in Grauwvoorde dares to sleep anymore.
A cult of the Verscheurde Hemel opened the rift to draw their master through, but the flood spilled beyond their control. With every passing hour the rift widens and spits out heavier horrors. The cultists are dead or on their knees praying, and the seal that could close it all lies on the other side, in the burning void itself.
You fight through the besieged streets, drag survivors from collapsed houses, and force a dying cultist to reveal the ritual. Then you step through the rift yourselves, into the Abyss, across bridges of bone and past lakes of boiling blood, hunting for the Zegelsteen.
The twist: the seal is guarded by Verscheuraar, Vorst van de Afgrond, the very demon lord the cult meant to summon, and with six arms he holds the rift wide open, laughing at every seal you carry. To close it is to lock him inside his own realm, with you trapped in it too, unless you leap back through the collapsing wound in time. Fail, and the horde tramples the world.
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.
