Fate of the Fogweaver.

Design an adventure in a week. Make it deadly, but not a TPK. Keep it under 90 minutes. Oh, and someone needs to end up in a dunk tank.

In the weeks leading up to the SINK! Kickstarter, I had the opportunity to design and run a one-shot adventure on Critical Role’s “Everything is Content” series. I had just over a week to prepare the adventure with the following criteria:

  • I would run the adventure. Two cast members of our choice would play alongside Johnny Stanton.

  • Sam Rusk would be on set creating an illustration simultaneously, and would be highlighted during play.

  • Showcase mechanics unique to the Caldereach Sea, including custom subclasses, enemies, the sunken condition, and magic item tattoos.

  • The entire adventure needs to be around an hour and half.

  • One of the players should end up in a dunk tank.

  • No fudging rolls (a personal philosophy of mine).

The Challenge

Playtesting

When the rough outline was set, I scheduled four consecutive playtest groups from Thursday through Sunday. Running the adventure multiple times in quick succession allowed me to identify and address balance issues, pacing problems, and plot holes while becoming comfortable with the material before going live on Critical Role.

Each group contained three players selected for different playstyles, and were explicitly told to have fun but break things.

Group One: Runtime was over two hours, and boss mechanics were unclear. I made cuts for pacing and revised the final encounter.

Group Two: Runtime was right, but the group almost avoided the final encounter entirely. I revised character motivations and created multiple paths back to the boss fight, highlighting player agency.

Group Three: Narrative-focused players. Mechanics felt balanced, and their roleplay inspired me to create more mechanical hooks with narrative implications. I also added a literal timer to the boss fight to escalate stakes.

Group Four: Brought back a player from Group One to see how the adventure evolved. With refined mechanics and pacing, I focused on fun - solidifying NPC accents, comedic beats that let players shine, and an ending that provided closure while hinting at the wider world.

The Adventure

Sapphire Strait → Shipwrecked → Sunken Condition → Boss Encounter → Epilogue

The Sapphire Strait introduces the setting and lets players describe their characters in a moment of victory. In the first playtest, this was a full combat encounter. When runtime exceeded limits, I realized this scene's purpose was to introduce the players heroically - switching it to narrative was the perfect solution.

Shipwrecked introduces the central mystery and Bellio, an NPC my son created. Bellio provides both comic relief and a way to keep players on track. His ability to become invisible highlights a magical tattoo that lets characters see invisible creatures - important for the adventure's turning point.

Playtesting revealed the need for alternative exploration paths. I created multiple routes (including investigating a second ship) that preserved player agency while keeping them moving toward the objective.

To advance to the next section, I designed three different paths that each highlighted different player character options - one via magical tattoo, two via character abilities.

Sunken Condition shifts the tone from high fantasy swashbuckling to dark eldritch horror, a core theme of SINK!. This section establishes the risk/reward mechanic and real stakes. Die here, and you end up in the dunk tank.

The objective was to pay off the motivations, mysteries, and mechanics established earlier. The adventure's big bad is revealed through character-specific clues, setting up the final encounter.

Boss Encounter

The boss fight needed to be deadly enough to threaten the dunk tank, scalable for unknown party composition, and completed within the remaining time budget. I designed three mechanics:

The Duplicates The Fogweaver summons duplicates equal to the number of players. For each duplicate, he gets an extra attack via Legendary Actions. They share a hit point pool (75 + 25 per duplicate). For every 25 damage dealt, a duplicate is destroyed. Finally, The Fogweaver takes no direct damage until all duplicates are eliminated. This scaled the encounter perfectly regardless of party size.

The Illusion A massive illusion of Y'gathul looms over the battlefield. I started a visible 10-minute timer when initiative was rolled. Every 10 minutes, the illusion unleashes a wave of force:

  • Each creature makes a Constitution save (DC = 10 + number of activated statues)

  • Success: Lose a hit die

  • Failure: Lose a hit die and take damage equal to the roll

  • Failure by 5+: Take maximum hit die damage

This created real pressure without relying on me to track time secretly. Players could feel the clock ticking.

The Statues Six statues surround the arena, whispering offers of power. Players can accept help once per turn (turn a miss into a hit, a hit into a crit, negate an attack). Each time they or the Fogweaver do, the illusion's save DC increases, further escalating tension.

When all six statues activate, the Fogweaver's third eye opens:

  • His multiattack increases from 2 to 3 attacks

  • The illusion triggers on initiative count 20 in addition to every 10 minutes

This gave players a meaningful choice. Accept power now at a narrative loss and a harder fight later, or struggle early for an easier endgame. Risk and reward, mechanically enforced.

The adventure succeeded on every front. One player died (and got dunked). The rest of the party survived, but wen’t in the dunk tank anyway for the memes. We hit the 90-minute mark almost exactly. The audience saw SINK! in action, and the players had a blast.

The VOD currently sits at 60,000+ views on YouTube, with thousands more who watched live on Twitch. After the stream, we turned the adventure into a PDF available on the Hit Point Press website for $4.99. Kickstarter backers received it as part of their rewards, and multiple people on our Discord have told us they've run it for their own tables.

The Result

What I Learned

Constraints force better design. Creative solutions are more important with constraints. A 90-minute deadline made me cut everything that wasn't essential. What remained was sharper for it.

Playtesting is everything. You can plan all day, but until real players interact with your mechanics, you don't know if they work. Four groups in four days taught me more than a month of planning could have.

Scalable mechanics solve unknown variables. I didn't know which subclasses the players would choose or how they'd approach problems. Designing flexible encounters with multiple valid paths meant I could adapt without scrambling.

Production matters. The set, the tattoos, the live art, all of it reinforced the world and made the experience memorable. Mechanics and atmosphere aren't separate. They're part of the same design.