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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Telepathic Network. The Master Brain can communicate telepathically with any creature it has touched with its Brain Claws in the past 24 hours, regardless of distance.
Stolen Dreams. The Master Brain has advantage on attack rolls against any creature that is currently the target of one of its charm effects or that is charmed, exhausted, or frightened.
Psionic Armor. When the Master Brain fails an attack roll or saving throw, it can use its reaction to deal 3 (1d6) psychic damage to itself to reroll it.
Multiattack. The Master Brain makes two attacks with its Brain Claws.
Brain Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage plus 9 (2d8) psychic damage.
Mind-Crushing Wave (Recharge 5-6). Each creature within 30 feet of the Master Brain must make a DC 19 Intelligence saving throw, taking 36 (8d8) psychic damage and becoming frightened until the end of its next turn on a failure, or half as much damage with no fright on a success.
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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