The Walking Pyre | A Burning-Festival One-Shot — A 5e Adventure for Small Groups | 2–3 Players, Levels 2–3 | Game Master Ready, No Prep
The Walking Pyre | A Burning-Festival One-Shot — A 5e Adventure for Small Groups | 2–3 Players, Levels 2–3 | Game Master Ready, No Prep
When the fire comes for everything you love, do you put it out — or learn to speak its language?
Every year, the wanderers and dreamers known as the Ashkin cross a dead salt desert to raise the Effigy — a forty-foot figure of timber, brass, and a thousand cast-off treasures — and burn it to ash beneath the stars. It is a festival of art and fire and radical generosity, the one week a year a hundred thousand outcasts call each other family. This year, the Effigy did not crumble. It stood. It stirred. And now it walks — a colossus of living flame striding across the salt toward a city of twelve thousand souls, while half the festival cheers it on as the greatest burn in living memory.
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Hired to do the impossible, your players must cross the lethal flats, slip into a celebration that has gone gloriously, catastrophically wrong, and reach the walking god before it reaches the walls. They will move through a carnival of fire-dancers and stilt-walkers and rolling art-mounts, meet a generous people too joyful or too frightened to see the catastrophe walking through their own party, and face an enemy that is less a monster than a force of nature wearing a straw man's shape. What they find inside the colossus is something older and lonelier than any god the festival has ever worshipped — and the choice of whether to break it or learn to speak to it will define the story they tell long after the fire goes out.
The Walking Pyre is a complete, ready-to-run one-shot for fifth edition, built for busy Game Masters who want a memorable night without the prep grind. Every encounter has a path through it that doesn't require a fight, every revelation has three ways to be found, and the climactic boss is carefully tuned so even a two-player party can survive it. Read it once, and run it tonight.
What's Inside:
- A complete four-act adventure across 18 named scenes, with read-aloud boxed text at every beat
- Built for 2–3 players at levels 2–3 and playable in a single 2–3 hour session
- Six battle maps — the festival city, the salt crossing, the colossus's shifting interior, and the final confrontation at its heart
- Full stat blocks for every creature, a tragic mini-boss, and a three-phase final boss tuned to be genuinely winnable by a small party
- Four ready-to-play pregenerated characters, each with tactics, roleplay notes, and a personal stake in the story
- A real branching choice, a three-clue safety net so no failed roll ever stalls the night, and built-in scaling for two, three, or four players
- Five ways to begin, contingencies for the unexpected, and five campaign seeds to carry the story onward
## Perfect For:
- Game Masters who want a complete, zero-prep session they can run tonight
- Small groups, duos, and trios who want an adventure built for their exact table size
- Players who love spectacle, creeping dread, and a moral choice with no easy answer
- A one-night detour to drop into any fifth-edition campaign — or a perfect first adventure for brand-new players
Two paths run through the fire. Break the colossus from within with charges set at its joints, or learn its true name and turn it aside with an ancient rite. Both paths reach the same beating heart; what your players do when they finally hold it — surrender it, keep it, or destroy it — is theirs alone to decide, and the festival, the city, and an ancient lonely fire will all live with the answer.
No prep. No filler. Just a table, a few friends, and one unforgettable night where a festival becomes an apocalypse — and a lonely fire, at the end of the world, finally learns your name.
