ConquerorThe Master-Brain Beneath the City
🎃 Coming soon · pre-order — members play it a day before release →Beneath the city, the Mastermind harvests the dreams of the sleepers

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Telepathisch Netwerk. Het Meesterbrein kan telepathisch communiceren met elk schepsel dat het in de afgelopen 24 uur heeft aangeraakt met zijn Breinklauwen, ongeacht de afstand.
Gestolen Dromen. Het Meesterbrein heeft voordeel op aanvalsworpen tegen elk schepsel dat momenteel doelwit is van een van zijn betoveringen of dat betoverd, uitgeput of doodsbang is.
Psionische Pantser. Wanneer het Meesterbrein een aanvalsworp of reddingsworp mislukt, mag het als reactie 3 (1d6) psychische schade aan zichzelf toebrengen om de worp opnieuw te doen.
Multiattack. Het Meesterbrein voert twee aanvallen uit met zijn Breinklauwen.
Breinklauwen. Aanval met wapen tegen dichtbij doel: +9 om te raken, bereik 3 m, één doelwit. Treft: 17 (3d8+4) kneuzende schade plus 9 (2d8) psychische schade.
Geestverpletterende Golf (Recharge 5-6). Elk schepsel binnen 9 meter van het Meesterbrein moet een DC 19 Intelligentieredding maken, bij falen 36 (8d8) psychische schade en de doodsbang-conditie tot het einde van zijn volgende beurt, bij slagen de helft schade zonder doodsbang.
The Story
Beneath the streets there is no sound, only whispering in a tongue that is not yours. The sewers lead to a cavern where the walls breathe and think, warm and damp as the inside of a skull. Night after night the mind-reavers, pale figures with tentacles where a mouth should be, creep through the cellars of the city to harvest the dreams of the sleepers.
The people above scarcely notice: first they forget a name, then a face, then their own children. Every morning someone fails to wake. The reavers carry their plunder down into the depths, for at the heart of the colony something floats that hungers for more than they could ever bring, and it grows with every stolen dream.
You push into the veins of the colony, cut paralyzed victims free from the brood chambers, ward off the psychic assaults that would erase your own memories, and search for the nerve-cord that binds the colony to the whole sleeping city. Along the way you discover what ancient betrayal once drove the reavers into this darkness.
At the heart of the cavern waits the Mastermind: an aberration as large as a house, floating in a pool of cerebral fluid, thinking with the stolen dreams of half a city and speaking with a thousand pilfered voices at once. It turns your own thoughts against you. Will you break the Mastermind's grip and crush the colony before daybreak, or will your minds be the last dream it harvests?
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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?
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