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Cursed Lands

Par Robert James

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50 Cursed Lands. Powerful Relics. Zero Prep.

Open the Book. Choose a Route. Run Tonight.

Step into a cursed landscape where magic is distorted, creatures are twisted, and the laws of nature no longer hold, built for mystery, dangerous exploration, and extraordinary discoveries.

From rivers that flow uphill to ruined towers suspended in the air, from villages where shadows move alone to forests stalked by cunning, warped creatures, Cursed Lands delivers 50 fully developed sectors to explore, filled with powerful relics, strange encounters, and dark secrets. Drop into your D&D campaign, let your players choose their route, and run the adventure with zero prep

Solo Play Option

Mystery and horror, whenever you choose.

Optional solo play puts you in control as you explore cursed lands, confront twisted creatures, and recover powerful relics. Play for five minutes or an hour, whenever you choose. Choose your route. Take the risk. Claim the treasure.

Uncover a mystery. Face the horror. Escape with the treasure. Five minutes or an hour, at home or on your travels, your next dark adventure begins whenever you choose.

Whats Inside

Inside Cursed Lands, you will discover:

  • 50 fully developed locations across 10 distinct cursed zones for D&D 5E & 5.5E.
  • Open-world exploration built for mystery, danger, and meaningful choice
  • Distorted magic, twisted landscapes, strange phenomena, and dark secrets
  • Zero-prep locations and encounter frameworks, with descriptions, clues, hazards, and consequences
  • Illustrated Player Field Dossiers filled with warnings, observations, and unsettling discoveries for zero-prep handover to your players
  • DM Sector Guides with keyed maps and zero-prep encounters, putting everything you need at your fingertips, wherever your players choose to go.
  • Flexible material designed for individual expeditions or ongoing campaigns

Additionally: A Bestiary of Twisted Creatures & Relics of Power

You will also receive a complete bestiary of ready-to-run creatures, with full stat blocks and combat guidance, and a collection of powerful relics, with their abilities, uses, and consequences fully explained.

Choose which creatures inhabit each location, which relics await discovery, and what the party encounters along the way. Drop them into the zone wherever they suit your players, or introduce them into another D&D campaign.

Included as part of this Kickstarter. Future editions may be released as standalone volumes.

Where the Dark Gods Walked

While the world slept, unknown dark gods walked the earth. Wherever they trod, an impenetrable fog swallowed the land. When they departed, the veil thinned. Beyond it, rivers climbed hills, creatures took monstrous forms, and magic obeyed unfamiliar laws. These places became known as the Cursed Lands.

Now adventurers cross the veil in search of extraordinary treasures. Some return rich. Some return changed. Many never return at all.

Illustrated Player Handouts

Give your players warnings, explorer’s notes, strange sightings, and clues specific to each cursed land, ready to hand over with zero prep.

These samples show the exact layout and look and feel of the illustrated dossiers you’ll hand directly to your players. Final wording may change as the material is refined.

 DM Overviews

Alongside detailed zero-prep guidance for all 50 locations, fully illustrated DM overview spreads provide keyed maps and quick references, putting the information you need wherever your players choose to go.

Every Location Breaks the Rules

Explore places where fog rearranges villages, gravity reverses, and familiar magic becomes dangerous. Each location provides a flexible, zero-prep adventure framework, ready to drop into your campaign. Run one tonight. Link several into an expedition. Give your players an entire cursed land to explore.

The Village in the Fog

The fog rolls through the village every evening. When it clears, one house has changed places with another. Last night, a street appeared that nobody built. This morning, its residents began knocking on doors, asking to be let back into their homes.

The players arrive to find families marking their doorways and tying ropes between neighbouring houses. A missing child has been heard calling from the new street, but everyone who follows the voice returns from a different direction. One searcher comes back with white hair and insists the child is now an old woman.

To find her, the party must follow shifting landmarks, question residents whose memories disagree, and explore houses containing possessions their owners have yet to acquire. Within the fog, light reveals distant rooms instead of the road ahead, while shouted warnings sometimes arrive in the speaker’s own voice.

At the street’s far end stands a house whose windows remain clear. Through them, the players can see the village beneath a bright moonlit sky, with the missing child waving from the other side.

Can they reach her and return before the fog moves their way home?

The Upside-Down Tower

A ruined tower hangs upside down above an abandoned quarry. Coins, loose stones, and fallen leaves drift towards its open doorway. Yesterday, the quarry’s iron lifting cage tore free and plunged upwards, carrying three scavengers into the darkness.

Their companions offer the players a share of the recovered treasure if they bring the missing people back. Ropes still connect the quarry floor to the cage, but climbing them means passing through a boundary where weight reverses. A dropped weapon might fall towards the sky; a rescuer who loses their grip could follow it.

Inside, furniture hangs from what appears to be the ceiling. Water gathers overhead, doors swing beneath the party’s feet, and stone staircases cross rooms at impossible angles. The trapped scavengers have found a chamber of floating treasures, but removing its objects has begun pulling the tower apart.

The players must navigate its changing interior, recover the survivors, and decide what they dare carry out. Every loosened stone rises towards the foundations, dragging larger fragments behind it.

Can they escape before the tower tears itself free, and how much treasure are they willing to risk bringing with them?

Four Collections. All Included.

1. Cursed Lands

50 zero-prep locations across 10 distinct cursed lands for D&D 5E & 5.5E. Explore places where magic is distorted, creatures are twisted, and nature breaks its own rules. Illustrated player dossiers and DM guides put everything you need at your fingertips, wherever your players venture.

2. Bestiary of the Twisted

Ready-to-run creatures to unleash wherever you choose. Each entry includes a full description, complete stat block, behaviour, and combat tactics. Populate the cursed lands or introduce fresh threats into any D&D campaign.

3. Relics of Power

Extraordinary treasures with powers worth risking everything to recover. Each relic includes its appearance, abilities, limitations, and consequences, ready to reward discovery, tempt your players, or spark their next adventure.

4. Solo Mystery & Horror

Explore the cursed lands alone, for five minutes or an hour. A dedicated solo framework guides discoveries, encounters, hazards, and rewards, leaving you to choose your route, weigh the risks, and decide when to retreat.

Who Is It For?

Whether you want a dangerous one-shot, a cursed landscape for your ongoing campaign, or a solo expedition into mystery and horror, Cursed Lands gives you extraordinary places to explore and everything you need to run them with zero prep.

Perfect for:

  • Busy Dungeon Masters wanting memorable adventures ready to run tonight
  • Groups who love exploration, mystery and horror, with the freedom to choose their own route
  • DMs who want richly illustrated player handouts, ready to share warnings, strange sightings and clues with zero prep
  • DMs wanting clear, illustrated overview guides, keeping maps, dangers and encounter references at their fingertips
  • Campaign builders looking for distinctive locations, twisted creatures and powerful relics to weave into larger stories
  • One-shot groups wanting a dangerous expedition they can complete in a single evening
  • Solo adventurers choosing to explore alone, for five minutes or an hour
  • Open the book. Choose your destination. Discover what the curse has changed.

£1,550 – Enhanced Cursed Location Design

Every cursed location receives additional table-ready refinement for faster, smoother play.

  • Improved location formatting for easier use at the table
  • Quick-reference summaries for hooks, hazards, clues, discoveries, and possible outcomes
  • Clear “Run This Tonight” notes for instant session use
  • Stronger escalation guidance showing how danger and strange phenomena intensify during play
  • Revisit notes to help each location feel fresh when players return

£2,550 – Enhanced Bestiary & Cursed Relics Integration

The creatures and cursed relics become easier to use across Cursed Lands and beyond.

  • Integration notes for using bestiary creatures in any D&D campaign
  • Clear guidance for placing cursed relics into existing adventures
  • Creature behaviour notes showing how twisted creatures stalk, bargain, retreat, or escalate
  • Relic consequence notes for curses, temptations, drawbacks, and story complications
  • Suggested pairings between cursed locations, creatures, and relics, ready to use wherever you choose

£3,650 – Enhanced Solo Mystery & Horror Play

Solo play receives additional polish, clarity, and replay support across the Cursed Lands.

  • Refined solo tables for faster short-session play
  • Clearer Dread, Clue, Reward, and Event guidance
  • Stronger push-your-luck choices for pressing on, securing treasures, or withdrawing
  • Improved solo introductions showing exactly what to read from each location guide first
  • Additional replay notes so solo adventurers can revisit locations with fresh mystery and tension

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