Playing a duet, or a two-person D&D or tabletop RPG game, opens up exciting new possibilities for creating your own original content without having to worry so much about how it will balance or interact with an entire party.
Here you’ll find some options campaign adventures and homebrew content that have been created for our duet. We hope they’ll add some additional drama and creativity to your one-on-one game!
Playable Content and Adventures
The Crystalline Curse Trilogy
A bundle of introductory adventures for levels one through three, the Crystalline Curse Trilogy teleports the PC beyond the confines of a castle into an ancient mountainside ruin with a secret buried deep inside that their unique destiny invites them to uncover!
At level two, the PC arrives in a druid colony that sends them on an important quest to investigate a too-perfect town with twisted secrets. They’ll take on a calculating magistrate, addled cleric, and dark forest creatures but find that other, more ancient mysteries lie in wait just beneath the surface.
The final installment in the Crystalline Curse Trilogy tests the PC’s loyalty and resolve. Which side will they take between a wizard and the Keepers of the Veil? Will they be able to find the materials necessary to cure their friend and protector of the ancient evil that assails him? And when it comes down to it, what will they be willing to sacrifice for their beliefs?
These adventures are perfect for new and veteran players alike and are especially ideal for starting your own duet!
The Proving Glade
This level four adventure can be picked up following the close of the Crystalline Curse Trilogy or run on its own.
In The Proving Glade, characters arrive in a small settlement that has a big problem. The forest, the region’s lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out.
Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover what’s truly going on?
In the Heart of the Forest
Following The Proving Glade, with perhaps a quick errand to help an herbalist in the woods, this level five, atmospheric adventure takes place in the twisted, dark of the Blackwoods Forest. The survival of the small village of Redvale hangs in the balance as the party investigates the peculiar doings of a reclusive druid circle inside the forest.
Inside the forest, the party discovers several undead beings in their search for the forest’s mysterious occurrences. As they reach the forest’s center, they’ll have the choice to help save Redvale and the lands beyond.
Cupid’s Sparrow
Cupid’s Sparrow is a Valentine’s Day-themed adventure for pairs and parties that allows one or more players and their DM to take part in a Sune’s Day celebration filled with fun, flirting, and random tables.
Ready to be incorporated into any campaign or setting, Cupid’s Sparrow* invites chance and creative role-playing to join hand-in-hand in tribute to the goddess of love and beauty. For $2.95, characters of any level can take part and enjoy the revelry, first experiencing and then investigating the strange and surprising occurrences taking place in and around town and at the romantic forest-side inn, The Lovers’ Nook.
Whether two characters in your party have struck up a romance; you’ve finally convinced your partner to play; or you’re looking for a fun way to celebrate Valentine’s Day with friends, a loved one, or your entire gaming party, this adventure is for you!
Cupid’s Sparrow was recently named a DriveThruRPG Staff Pick!
Homebrew Resources
Subclasses
Circle of Sunlight Druid Sucblass
The Circle of Sunlight druid subclass is perfect for those looking for a healing-focused or urban druid. This circle seeks balance between nature and civilization rather than viewing them as opposites.
The class is well-balanced and versatile and the perfect addition for both players and DMs! You’ll also find a unique NPC and two magical items perfect for the circle or any druid inside!
Creatures
Shadow Satyr
Like their better-known fey brethren, shadow satyrs enjoy drink and revelry. However, the effort required to sustain pleasure in the Shadowfell has twisted their sense of indulgence. They need a constant influx of not only stimuli, but also captives, who they use to shield themselves from the powerful, negative emotional space around themselves. On other planes, this darkness manifests in dark and twisted ceremonies, pushing beyond the borders of pleasure to pain or corruption.
Cervidae
The cervidae is the fey equivalent of a unicorn, wandering Sylvan forests on the Material Plane and in the Feywild. The cervidae resembles a large deer, with male and female alike bearing large and beautiful antlers hung with vines and flowers. Their fur, ears, and tail, however, are foxlike, reddish-orange with a white-tipped tail, and their oversized ears stand out to the sides like many other fey. Their faces are a blend between a fox and a unicorn, the eyes facing a bit more forward and the nose slightly more narrow than their Celestial counterparts.
Magical Items
Follow the link above for more homebrew magical items, or read our favorites below.
Woodland Moonlight Dagger
The oak hilt is unfinished on one side, covered in gnarled bark, and on the other, the light grey wood is engraved in white with a beautiful pattern in Sylvan script and Druidic runes. The white markings continue onto the blade itself though the pattern looks more leaflike and natural, contrasting with the fine lines of the light silver metal.
When wielded by a Circle of the Moon druid and attuned to over the course of a full moon cycle, the dagger grants a +1 to attack and damage rolls as well as to spell attacks. As the moon waxes and wanes, the blade gains magical abilities in addition to the +1. Requires attunement.
The blade has 6 charges and regains 1d4+1 charges at dawn. If you spend the last charge, roll a D20. On a 1, the blade loses its magical abilities and becomes a regular dagger.
Spells. You can use an action to expend one or more of the blade’s charges to cast one of the following spells from it, using your spell save DC: light or faerie fire (1 charge), barkskin (2 charges; 5 charges for the blade to maintain concentration), speak with plants (3 charges), awaken (5 charges).
Ring of Returning
Though it appears as a simple gold ring affixed with a sapphire, the ring has the ability to magically retrieve any dagger thrown by its wearer, who can will the dagger to return to their hand. Though this retrieval does not do any additional damage to the target, the realization that their opponent will not be running out of ranged weapons anytime soon holds great weight in combat.
Seeker
A +1 longbow, Seeker is favored by rangers and those aiding their parties with long-distance attacks and tracking abilities. Requires attunement.
Seeker is made of birch and has a silvery-white appearance. Burned into the wood in a darker grey, Elvish script speaks of hunters and prey, encouraging patience and precision.
Upon striking the first target in combat, that enemy acquires the Hunter’s Mark effect. This can be transferred as a bonus action on subsequent turns to another target.
Whenever you hit a creature that has Hunter’s Mark, you deal an additional 1d6 piercing damage.
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