Storm the Bastille: A 5e One-Shot Adventure for Small Groups: Storm a Tyrant's Fortress to Free a Famous Prisoner Game Master Ready, No Prep, 2-3 Play
Paperback
Series: The Ready Adventure, Book 60
Please select the version of book you would like to purchase.
ISBN13: 9798180926616
Publisher: Independently Published
Published: Jun 10 2026
Pages: 88
Weight: 0.26
Height: 0.23 Width: 6.00 Depth: 9.00
Language: English
Publisher: Independently Published
Published: Jun 10 2026
Pages: 88
Weight: 0.26
Height: 0.23 Width: 6.00 Depth: 9.00
Language: English
The city is starving. The tyrant feasts behind fortress walls. Tonight the people march on the Bastille-and your table leads the charge. For a generation, the great black fortress has loomed over the city as a promise: cross the regime and you vanish behind its gate. Now the bread is gone, the gallows are busy, and a silver-tongued revolutionary has decided the moment has come. He hires your heroes for one desperate job-breach the impregnable fortress and free the realm's most beloved prisoner before the tyrant can silence him for good. Scale the outer works, storm the gate, and descend into the cells below. But the deeper you go, the more you'll suspect this heroic liberation is not the rescue you were promised. When the truth finally surfaces, the spark is in your players' hands-and what they choose to do with it will decide the fate of a city. Built for fifth edition (5e) and ready to run tonight. Designed for busy Game Masters who want a polished, high-stakes session without the prep grind. Everything needed to run the complete adventure is between these covers-maps, monsters, characters, dialogue, and a climax that bends to your table's choices. Open the book, gather two or three players, and play. What's Inside:
- A complete four-act adventure for 2-3 players, levels 2-3, running roughly 2-3 hours
- 85 pages, fully illustrated in hand-drawn pen-and-ink art
- Five battle maps: a city overview plus four tactical encounter maps
- Eight ready-to-use 5e stat blocks, from common soldiers to the fortress's grim commander
- Four fully built pre-generated characters, so players jump in with zero setup
- Named scenes with skill-check DCs, complete combat build-outs, NPC dialogue banks, and turn-by-turn pacing guides
- Multiple branching endings, six adventure hooks, and what if contingencies for whatever your table tries
- Game Masters who need a complete session ready to run on short notice
- Small groups of two or three players who want a tight, dramatic one-shot
- Tables that love intrigue, moral weight, and an ending they decide for themselves
- A change of pace from the dungeon crawl: a story-driven siege with real stakes
- Convention slots, drop-in nights, and one-shot evenings between campaigns
A Revolution Your Players Steer
This is not a railroad. The people's regard for your heroes is tracked across every act, skill checks reshape each fight rather than skipping it, and the final confrontation can resolve as triumph, tragedy, or something far more complicated. There is no single right ending-only the one your table earns. Run it twice and watch two different cities rise from the same long night. No prep. No filler. Just open the book and run a revolution. From Anvil N Ink Publishing-practical, table-ready adventures for small groups and the Game Masters who run them.
This is not a railroad. The people's regard for your heroes is tracked across every act, skill checks reshape each fight rather than skipping it, and the final confrontation can resolve as triumph, tragedy, or something far more complicated. There is no single right ending-only the one your table earns. Run it twice and watch two different cities rise from the same long night. No prep. No filler. Just open the book and run a revolution. From Anvil N Ink Publishing-practical, table-ready adventures for small groups and the Game Masters who run them.
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