Hi all — I’m stuck for inspiration for my next session and could use some fresh perspectives.
In my campaign, a castle has appeared overnight out in the far wilds. The design is clearly ancient — far, far older than the region (which has only been inhabited for about 100 years). I’ve got a few possible directions but wanted to hear what others might suggest or build onto.
Here are my ideas so far:
1) The Land Mimic
The castle isn’t a castle at all — it’s a colossal mimic, a sort of “land mimic” that imitates terrain features or buildings. Because of its massive size it’s slow, more like a giant Venus flytrap: it waits for prey to walk inside. Inside, the party slowly gets ensnared by charming effects, shifting rooms, and digestive traps. (It would need extra abilities so it’s more than just a scaled-up mimic.)
2) The Philadelphia Experiment / USS Eldridge Scenario
The castle is real — it disappeared centuries ago and has just popped back into existence unaged. No people remain, but there may be monsters that came with it… or gnarly side-effects like:
people fused with walls
time distortions
rooms that phase in/out
a collapsing structure pulling the PCs into whatever dimension it was trapped in
The castle becomes more unstable as the party explores, forcing a race to escape.
3) The “Metallic Rose” Ghost-Castle
Inspired by Metropolis / Metallic Rose: A grieving noblewoman spirited her entire castle away into another plane. Now it has crashed back into the world. She “haunts” it — not a standard ghost, but an intelligence woven into the structure itself. She fixates on one or two PCs, trying to shape them into the image of her lost lover, while isolating or tempting the rest. If the PCs escape, one of them might continue to dream of the castle… or fear they never actually left it.
(I’m considering letting players not in a scene temporarily play illusions/dopplegangers of themselves to make it extra eerie.)
I’d love any thoughts, twists, or additional ideas for ‘castle that suddenly appears’ scenarios.
I prefer of your three, the USS Philadelphia story. But I do think some people/npcs are there. But the people/NPCs can speak, be heard, but do not see the PCs. Once the party thinks that is what is going on, let an NPC walk through them.
I personally like the idea of walking through a castle, walking into a kitchen, spending some time, and then trying to take the door to leave, only to discover that it leads into a different room. "wait, that's odd" players will think. "wasn't this bedroom meant to be the hallway? lemme go back into the kitchen, see what happens." then they get D I G E S T E D.
number one, definitely a fave if you like to mess with your players heads.
Rollback Post to RevisionRollBack
Having fun? I would hope so. Lets see how much fun you're having after the lich starts dipping into it's 1/day spell slots.
Oh my god! The Philadelphia Experiment! There's a name I've not heard in a long time!
So here's my idea, for what it's worth: This castle was here a long time ago, but the wizard who lived there was conducting experiments in Chronurgy Magic (Explorer's Guide to Wildemount) and had an accident. The castle blinked out of existence and then reappeared in the same spot in the distant future (now). Of course, there has to be a sign by the front gate identifying it as "Eldridge Castle". Venturing inside, the party will find people fused in or through solid surfaces, and doorways that lead to random rooms, making mapping the castle and finding their way out nearly impossible. While they are exploring the castle, and getting lost along the way, require them to roll a Constitution saving throw every few minutes. Start with a low DC, like 5, but gradually raise the DC. Each time someone fails the save they gain one level of Exhaustion. This is just to make them hurry, so they're not here all day and won't want to take a rest here. Eventually the party will locate the wizard's lab, where the experiment was being conducted. As soon as they open the door they see ghost-like things flying around the large laboratory (at least 60' square). These are the spirits of the people who died in the castle, and have been driven quite insane over time. They may also notice that every object in the room (wooden tables, metal candelabras, shelves of books, tapestries, everything) appear to be decaying at an advanced rate. But at the other end of the room a rotting skeleton sits in a chair, it's wizard robes already turned to dust on the floor around it, and an ornate silver model of a ship sits on the table in front of it. A silver necklace containing a large gemstone still hangs around its neck, and this item does not appear to be decaying. (Clearly it's a powerful magic item that they will want). Once they step inside the room, at the start of each turn each character must make a Constitution save, DC 25. On a success that character ages 5 years. On a failure that character ages 25 years. But simply running in, grabbing the necklace, and running out, won't be so easy, because all those ghostly creature will be attacking them. Also, once they enter, the door will slam shut behind them and lock. So even if they defeat the ghost creatures and grab the necklace, they still have to either break down the door or pick the lock to get out (DC 20 either way). So if the party is all elves, the aging might be a minor inconvenience. But if they're most other races, within a few round they will be crumbling elderly versions of their former selves, with decreased ability scores to match, which will make breaking down the door a lot harder!
But even if they do manage to get in, grab the necklace, and get out, they're not done. They notice the entire castle is starting to glow and shimmer, which should be ominous enough for them to want to GTFO right away. But doorways don't always go where they should! So the simple mechanic here would be to have whoever is leading the group roll Intelligence saving throws to see if they can remember the sequence of the path they followed on their way in. Let's say it's just a DC 12 or maybe 15. If they succeed on 3 saves before they fail 3, they find their way outside just in time to see the castle vanish. If they fail 3 saves before 3 successes, they vanish with the castle into some distant future version of that same location. So of course you want them to succeed.
So assuming they get out with the necklace, they're all gonna yell, "What is it!" Well, we'll have to make something up. I like magic items that cost something to use. So first someone will have to wear it and attune to it. So they get a couple little things, like their movement speed increases by 10 per round and they can make Initiative rolls with advantage. But the necklace will also allow them to use Action Surge to take one additional full action on their turn. BUT! Doing so causes them to take 1d6 Necrotic damage and they have to make a Constitution saving throw or instantly age 10 years older. The DC starts at 10 for the first use each day, and increases by 5 for each additional use per day.
Of course, much of the party is probably elderly now. So to fix that you can just handwave a rule that says one casting of Greater Restoration will remove 5 years worth of magical aging, and the Wish spell instantly returns one person to normal. Oh, and I also like throwing in inside jokes or obscure references into a dungeon. So when they're in the wizard's chamber for the final fight, if they examine the silver ship model they will see it's a strange sleek metallic ship of unknown design, with no sails, and the number 173 painted on the side of the hull.
So that's what popped into the ole' noodle. Sorry if I rambled.
Of course, there has to be a sign by the front gate identifying it as "Eldridge Castle".
This is absolutely worth it if one of the players forms a warlock pact with the ghost of the wizard, so they can cast Eldridge Blast
Rollback Post to RevisionRollBack
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator (Assassin rogue) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Willow: The Wisp – Full 32‑Page Adventure Module is available by emailing me at cmartin7263@gmail.com put Willow early adventure module in the subject lene
Here is the condensed version
Introduction Welcome to the fully expanded Willow: The Wisp 32‑Page Module. This adventure chronicles the early life of Willow “Wisp,” granddaughter of Saint Sir Slaide and Willow the Cleric, and goddaughter of Sue Nami the renowned bard. This module provides lore, encounters, maps (described), NPCs, and chapters covering her first major trials. History of the Slaide School The Slaide School was founded by Saint Sir Slaide and his wife, Willow the Cleric, after decades of adventuring. The school serves as a sanctuary, bastion of training, and center of holy studies. Students come from Portland and distant lands to learn the virtues of justice, healing, and valor.
The school grounds include libraries, training yards, shrines, and a sacred grove tended by Willow the Cleric. Sue Nami often returns to the school to teach storytelling, performance, and the importance of moral courage. Geography of the Region The Darkwood lies to the east of the school, a place once peaceful but now corrupted by creeping shadows. Portland lies westward, bustling with trade and culture. Between them is a stretch of rolling hills, farms, and hidden ruins. The region is home to wildlife, wandering spirits, and
remnants of older civilizations Wisp will one day uncover. Chapter 1 – Life at the Slaide School (Expanded) Wisp begins each morning sparring under the watchful eye of her grandfather, Saint Sir Slaide. Though stern, Slaide’s pride is unmistakable. He calls her “Wisp” as a reminder of her light, a spark destined to grow into a beacon.
Willow the Cleric teaches her healing and meditation techniques. Sue Nami tells stories of their adventuring days and warns that bravery is nothing without compassion.
This chapter features school NPCs, student rivalries, moral lessons, and early light encounters. Chapter 2 – The First Challenge (Expanded) Strange omens appear near the eastern hills. Farmers whisper of flickering shadows and missing livestock. Slaide sends Wisp, accompanied by two training partners, on her first sanctioned investigation.
Encounters include forest spirits, illusions, and a trapped creature pleading for help. Wisp learns that every threat has a story, and mercy may be the strongest blade of all. Chapter 3 – The Creature in the Darkwood (Expanded) The shadow-being first appears as a trembling silhouette on the edge of the clearing. Sue Nami recognizes it as a fractured remnant of an ancient guardian, corrupted by a rift in the
woods’ natural magic. Wisp must confront the creature, endure its fear aura, and make a choice: destroy or attempt to soothe.
Roleplay opportunities with Sue Nami’s guidance are highlighted here. The creature’s motivations and corrupted memories foreshadow the true villain yet to rise. Chapter 4 – The Banishing Ritual (Expanded) This is the culmination of the early arc. The ritual requires the combined strength of the family: • Slaide anchors the circle with divine authority. • Willow the Cleric channels healing and containment. • Sue Nami weaves the binding verses. • Wisp channels her inner light to complete the banishment.
This ritual segment contains skill challenges, combat interruptions, corruption waves, and the moment Wisp’s power first manifests visibly as radiant flame. DM Appendix – Monsters and Stat Blocks Includes: Shadow-Touched Guardian, Corrupted Wisps, Forest Spirits, Ritual Disruptors, and regional creatures. Each entry includes combat statistics, lore, and variant versions for higher level parties. DM Appendix – NPC Guide Saint Sir Slaide – CR 15 legendary paladin Willow the Cleric – CR 12 healer, divine sage
Sue Nami – CR 10 bard, support and lore master Wisp (early training) – Level 1–4 progression details Plus: students, mentors, travelers, forest spirits, and Portland officials. Player Section – Character Backgrounds Players may adopt roles as students, assistants, guardians, or travelers visiting the Slaide School. Backgrounds include: Slaide Student, Darkwood Wanderer, Portland Envoy, or Bardic Apprentice under Sue Nami. Maps (Described for module insertion) • Map 1 – The Slaide School A four‑building campus with training yard, chapel, dormitories, and sacred grove.
• Map 2 – Darkwood Approach Winding paths, corrupted glade, hidden rift, and the creature’s lair.
• Map 3 – Ritual Site A stone circle overlooking a waterfall, runic placements, and guardian statues. Final Chapter – Wisp’s Ascension After surviving the ritual, Wisp gains a vision—a future threat, cloaked in shadowfire. Her path as a paladin is set. Slaide acknowledges her determination. Willow the Cleric blesses her with a family relic. Sue Nami writes the first stanza of Wisp’s song: *The Light That Learns to Rise*.
The chapter closes with a new hook: the darkness was only the beginning…
Hi all — I’m stuck for inspiration for my next session and could use some fresh perspectives.
In my campaign, a castle has appeared overnight out in the far wilds. The design is clearly ancient — far, far older than the region (which has only been inhabited for about 100 years). I’ve got a few possible directions but wanted to hear what others might suggest or build onto.
Here are my ideas so far:
1) The Land Mimic
The castle isn’t a castle at all — it’s a colossal mimic, a sort of “land mimic” that imitates terrain features or buildings.
Because of its massive size it’s slow, more like a giant Venus flytrap: it waits for prey to walk inside.
Inside, the party slowly gets ensnared by charming effects, shifting rooms, and digestive traps.
(It would need extra abilities so it’s more than just a scaled-up mimic.)
2) The Philadelphia Experiment / USS Eldridge Scenario
The castle is real — it disappeared centuries ago and has just popped back into existence unaged.
No people remain, but there may be monsters that came with it… or gnarly side-effects like:
people fused with walls
time distortions
rooms that phase in/out
a collapsing structure pulling the PCs into whatever dimension it was trapped in
The castle becomes more unstable as the party explores, forcing a race to escape.
3) The “Metallic Rose” Ghost-Castle
Inspired by Metropolis / Metallic Rose:
A grieving noblewoman spirited her entire castle away into another plane. Now it has crashed back into the world.
She “haunts” it — not a standard ghost, but an intelligence woven into the structure itself.
She fixates on one or two PCs, trying to shape them into the image of her lost lover, while isolating or tempting the rest.
If the PCs escape, one of them might continue to dream of the castle… or fear they never actually left it.
(I’m considering letting players not in a scene temporarily play illusions/dopplegangers of themselves to make it extra eerie.)
I’d love any thoughts, twists, or additional ideas for ‘castle that suddenly appears’ scenarios.
Thanks in advance!
I prefer of your three, the USS Philadelphia story. But I do think some people/npcs are there. But the people/NPCs can speak, be heard, but do not see the PCs. Once the party thinks that is what is going on, let an NPC walk through them.
I personally like the idea of walking through a castle, walking into a kitchen, spending some time, and then trying to take the door to leave, only to discover that it leads into a different room. "wait, that's odd" players will think. "wasn't this bedroom meant to be the hallway? lemme go back into the kitchen, see what happens." then they get D I G E S T E D.
number one, definitely a fave if you like to mess with your players heads.
Having fun? I would hope so. Lets see how much fun you're having after the lich starts dipping into it's 1/day spell slots.
Oh my god! The Philadelphia Experiment! There's a name I've not heard in a long time!
So here's my idea, for what it's worth: This castle was here a long time ago, but the wizard who lived there was conducting experiments in Chronurgy Magic (Explorer's Guide to Wildemount) and had an accident. The castle blinked out of existence and then reappeared in the same spot in the distant future (now). Of course, there has to be a sign by the front gate identifying it as "Eldridge Castle". Venturing inside, the party will find people fused in or through solid surfaces, and doorways that lead to random rooms, making mapping the castle and finding their way out nearly impossible. While they are exploring the castle, and getting lost along the way, require them to roll a Constitution saving throw every few minutes. Start with a low DC, like 5, but gradually raise the DC. Each time someone fails the save they gain one level of Exhaustion. This is just to make them hurry, so they're not here all day and won't want to take a rest here. Eventually the party will locate the wizard's lab, where the experiment was being conducted. As soon as they open the door they see ghost-like things flying around the large laboratory (at least 60' square). These are the spirits of the people who died in the castle, and have been driven quite insane over time. They may also notice that every object in the room (wooden tables, metal candelabras, shelves of books, tapestries, everything) appear to be decaying at an advanced rate. But at the other end of the room a rotting skeleton sits in a chair, it's wizard robes already turned to dust on the floor around it, and an ornate silver model of a ship sits on the table in front of it. A silver necklace containing a large gemstone still hangs around its neck, and this item does not appear to be decaying. (Clearly it's a powerful magic item that they will want). Once they step inside the room, at the start of each turn each character must make a Constitution save, DC 25. On a success that character ages 5 years. On a failure that character ages 25 years. But simply running in, grabbing the necklace, and running out, won't be so easy, because all those ghostly creature will be attacking them. Also, once they enter, the door will slam shut behind them and lock. So even if they defeat the ghost creatures and grab the necklace, they still have to either break down the door or pick the lock to get out (DC 20 either way). So if the party is all elves, the aging might be a minor inconvenience. But if they're most other races, within a few round they will be crumbling elderly versions of their former selves, with decreased ability scores to match, which will make breaking down the door a lot harder!
But even if they do manage to get in, grab the necklace, and get out, they're not done. They notice the entire castle is starting to glow and shimmer, which should be ominous enough for them to want to GTFO right away. But doorways don't always go where they should! So the simple mechanic here would be to have whoever is leading the group roll Intelligence saving throws to see if they can remember the sequence of the path they followed on their way in. Let's say it's just a DC 12 or maybe 15. If they succeed on 3 saves before they fail 3, they find their way outside just in time to see the castle vanish. If they fail 3 saves before 3 successes, they vanish with the castle into some distant future version of that same location. So of course you want them to succeed.
So assuming they get out with the necklace, they're all gonna yell, "What is it!" Well, we'll have to make something up. I like magic items that cost something to use. So first someone will have to wear it and attune to it. So they get a couple little things, like their movement speed increases by 10 per round and they can make Initiative rolls with advantage. But the necklace will also allow them to use Action Surge to take one additional full action on their turn. BUT! Doing so causes them to take 1d6 Necrotic damage and they have to make a Constitution saving throw or instantly age 10 years older. The DC starts at 10 for the first use each day, and increases by 5 for each additional use per day.
Of course, much of the party is probably elderly now. So to fix that you can just handwave a rule that says one casting of Greater Restoration will remove 5 years worth of magical aging, and the Wish spell instantly returns one person to normal. Oh, and I also like throwing in inside jokes or obscure references into a dungeon. So when they're in the wizard's chamber for the final fight, if they examine the silver ship model they will see it's a strange sleek metallic ship of unknown design, with no sails, and the number 173 painted on the side of the hull.
So that's what popped into the ole' noodle. Sorry if I rambled.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Its a good ramble. TBH I'm still not sure which to do, I like them all...I'll probably end up planning all three just to run at some point.
This is absolutely worth it if one of the players forms a warlock pact with the ghost of the wizard, so they can cast Eldridge Blast
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator (Assassin rogue)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Willow: The Wisp – Full 32‑Page Adventure Module is available by emailing me at cmartin7263@gmail.com put Willow early adventure module in the subject lene
Here is the condensed version
Introduction
Welcome to the fully expanded Willow: The Wisp 32‑Page Module. This adventure
chronicles
the early life of Willow “Wisp,” granddaughter of Saint Sir Slaide and Willow the Cleric,
and goddaughter of Sue Nami the renowned bard. This module provides lore,
encounters, maps
(described), NPCs, and chapters covering her first major trials.
History of the Slaide School
The Slaide School was founded by Saint Sir Slaide and his wife, Willow the Cleric, after
decades
of adventuring. The school serves as a sanctuary, bastion of training, and center of holy
studies.
Students come from Portland and distant lands to learn the virtues of justice, healing,
and valor.
The school grounds include libraries, training yards, shrines, and a sacred grove tended
by Willow
the Cleric. Sue Nami often returns to the school to teach storytelling, performance, and
the
importance of moral courage.
Geography of the Region
The Darkwood lies to the east of the school, a place once peaceful but now corrupted by
creeping
shadows. Portland lies westward, bustling with trade and culture. Between them is a
stretch of
rolling hills, farms, and hidden ruins. The region is home to wildlife, wandering spirits,
and
remnants of older civilizations Wisp will one day uncover.
Chapter 1 – Life at the Slaide School (Expanded)
Wisp begins each morning sparring under the watchful eye of her grandfather, Saint Sir
Slaide.
Though stern, Slaide’s pride is unmistakable. He calls her “Wisp” as a reminder of her
light,
a spark destined to grow into a beacon.
Willow the Cleric teaches her healing and meditation techniques. Sue Nami tells stories
of their
adventuring days and warns that bravery is nothing without compassion.
This chapter features school NPCs, student rivalries, moral lessons, and early light
encounters.
Chapter 2 – The First Challenge (Expanded)
Strange omens appear near the eastern hills. Farmers whisper of flickering shadows and
missing
livestock. Slaide sends Wisp, accompanied by two training partners, on her first
sanctioned
investigation.
Encounters include forest spirits, illusions, and a trapped creature pleading for help.
Wisp learns
that every threat has a story, and mercy may be the strongest blade of all.
Chapter 3 – The Creature in the Darkwood (Expanded)
The shadow-being first appears as a trembling silhouette on the edge of the clearing.
Sue Nami recognizes it as a fractured remnant of an ancient guardian, corrupted by a rift
in the
woods’ natural magic. Wisp must confront the creature, endure its fear aura, and make a
choice:
destroy or attempt to soothe.
Roleplay opportunities with Sue Nami’s guidance are highlighted here. The creature’s
motivations
and corrupted memories foreshadow the true villain yet to rise.
Chapter 4 – The Banishing Ritual (Expanded)
This is the culmination of the early arc. The ritual requires the combined strength of the
family:
• Slaide anchors the circle with divine authority.
• Willow the Cleric channels healing and containment.
• Sue Nami weaves the binding verses.
• Wisp channels her inner light to complete the banishment.
This ritual segment contains skill challenges, combat interruptions, corruption waves,
and the
moment Wisp’s power first manifests visibly as radiant flame.
DM Appendix – Monsters and Stat Blocks
Includes: Shadow-Touched Guardian, Corrupted Wisps, Forest Spirits, Ritual Disruptors,
and
regional creatures. Each entry includes combat statistics, lore, and variant versions for
higher
level parties.
DM Appendix – NPC Guide
Saint Sir Slaide – CR 15 legendary paladin
Willow the Cleric – CR 12 healer, divine sage
Sue Nami – CR 10 bard, support and lore master
Wisp (early training) – Level 1–4 progression details
Plus: students, mentors, travelers, forest spirits, and Portland officials.
Player Section – Character Backgrounds
Players may adopt roles as students, assistants, guardians, or travelers visiting the
Slaide School.
Backgrounds include: Slaide Student, Darkwood Wanderer, Portland Envoy, or Bardic
Apprentice
under Sue Nami.
Maps (Described for module insertion)
• Map 1 – The Slaide School
A four‑building campus with training yard, chapel, dormitories, and sacred grove.
• Map 2 – Darkwood Approach
Winding paths, corrupted glade, hidden rift, and the creature’s lair.
• Map 3 – Ritual Site
A stone circle overlooking a waterfall, runic placements, and guardian statues.
Final Chapter – Wisp’s Ascension
After surviving the ritual, Wisp gains a vision—a future threat, cloaked in shadowfire. Her
path as
a paladin is set. Slaide acknowledges her determination. Willow the Cleric blesses her
with a
family relic. Sue Nami writes the first stanza of Wisp’s song: *The Light That Learns to
Rise*.
The chapter closes with a new hook: the darkness was only the beginning…