What it is
The Grand Carnage is a short campaign arc for 4–6 characters entering at level 10 and finishing at level 12, set in Mal-Garrath, an original Abyssal tournament city ruled by a demon lord named Azhakar. The party competes alongside four recurring rival champions across a series of trials, earning a tracked Victory Mark for each one cleared, while a hidden threat called the Silken Maw grows underneath the tournament itself. A failed trial costs the party something rather than ending the run outright, and the party's choices about the rivals and the Maw shape Azhakar's final judgment.
Best for
Tables who want a high-level tournament arc with real stakes across multiple sessions, and Game Masters who want rivals the party has actual history with by the final round instead of one-off tournament opponents. A “Friday-night quick start” section covers everything needed to run just the first session if you want to try it before committing to the full arc.
What the Game Master should know
This is written as a short campaign, not a single one-shot: 92 pages covering six named trials (Gatefall, the Red Labyrinth, the Siege of the Black Standard, the Crownless Bridge, the Arena Beneath, and the Final Carnage, plus Azhakar's judgment as the closing scene). The Siege of the Black Standard is the one trial the book calls out as optional; the rest are core to the story. The included milestone table levels the party from 10 to 12 as they clear the tournament's stages. All of the Abyssal lore (Azhakar, Mal-Garrath, the rival champions) is original to this adventure rather than published D&D canon, so it won't collide with anything else in your setting. Track three things at the table: the party's Victory Marks, the two rivals you've spotlighted, and any deeds Azhakar would remember at judgment.
FAQ
What level is this built for?
Characters enter at level 10 and finish the arc at level 12.
Is this a one-shot or a campaign?
It's a short campaign arc across multiple sessions, though the included quick-start path lets you run just the first session on its own.
How many sessions does this take to run?
The book doesn't fix a session count. It's built around six trials across 92 pages, and how many sessions that becomes depends on your table's pace and how many optional scenes (sponsors, wagers, side events) you include. Groups that stick to the core path will move faster than groups that play every optional scene.
Is this official D&D lore?
No. Azhakar, Mal-Garrath, and the rival champions are original content built for this adventure, written in standard 5e rules language.
How do I get it?
It's an instant digital download through Etsy.
