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The Sleeping Wound
The Sleeping Wound
Book Two of the Eater of Worlds Campaign — A D&D 5th Edition Adventure for 4–5 Characters, Levels 3+
It has been quiet for days. That is not the same as safe.
Centuries ago, a pilgrimage of hundreds of people shared the same recurring dream — a promise of a perfect place, and a certainty they were meant to help build it. They walked toward it together, gave up everything at its threshold, and performed a final ritual meant to complete their transformation. It didn't summon anything. It tore a wound in the world instead, and every one of them fell into a shared, unending sleep around it — unaged, unaging, eyes still moving beneath closed lids to this day.
The Lizardfolk of the Hushmire have spent generations tending a living ward to keep that wound muffled. It's held for a long time. It isn't holding anymore — and the same hivemind that hunted Aldermoor in Book One has found the tenders keeping the wound contained, and started hunting them too.
The Sleeping Wound is the campaign's second chapter: an ambush that pulls the party into a losing war, a five-wave running battle fought in parallel with a seven-room dungeon crawl through the ruins where the Called still sleep, and an ending with three genuinely different resolutions — none of them clean.
What's inside:
A complete Book Two adventure for 4–5 characters, levels 3 and up
Five graduated combat Waves serving as the adventure's real level-progression spine, running alongside the dungeon crawl
A seven-room dungeon through the Sunken Ruins, each room fully illustrated
A scored relationship track with the tribe that meaningfully changes how much support the party gets
Three distinct endings to the central conflict, each with real, lasting consequences
Two regional maps, seven battlemaps, printable player handouts, original magic items, and complete DM guidance front to back
The hunger that started in a cornfield has found something much older to feed on. Book Two picks up exactly where the dread left off.
The Sleeping Wound
Book Two of the Eater of Worlds Campaign — A D&D 5th Edition Adventure for 4–5 Characters, Levels 3+
It has been quiet for days. That is not the same as safe.
Centuries ago, a pilgrimage of hundreds of people shared the same recurring dream — a promise of a perfect place, and a certainty they were meant to help build it. They walked toward it together, gave up everything at its threshold, and performed a final ritual meant to complete their transformation. It didn't summon anything. It tore a wound in the world instead, and every one of them fell into a shared, unending sleep around it — unaged, unaging, eyes still moving beneath closed lids to this day.
The Lizardfolk of the Hushmire have spent generations tending a living ward to keep that wound muffled. It's held for a long time. It isn't holding anymore — and the same hivemind that hunted Aldermoor in Book One has found the tenders keeping the wound contained, and started hunting them too.
The Sleeping Wound is the campaign's second chapter: an ambush that pulls the party into a losing war, a five-wave running battle fought in parallel with a seven-room dungeon crawl through the ruins where the Called still sleep, and an ending with three genuinely different resolutions — none of them clean.
What's inside:
A complete Book Two adventure for 4–5 characters, levels 3 and up
Five graduated combat Waves serving as the adventure's real level-progression spine, running alongside the dungeon crawl
A seven-room dungeon through the Sunken Ruins, each room fully illustrated
A scored relationship track with the tribe that meaningfully changes how much support the party gets
Three distinct endings to the central conflict, each with real, lasting consequences
Two regional maps, seven battlemaps, printable player handouts, original magic items, and complete DM guidance front to back
The hunger that started in a cornfield has found something much older to feed on. Book Two picks up exactly where the dread left off.