Cast Knock Games

A 26-page regional dryad dossier for four adventurers, levels 3–5. D&D 2024 compatible.
Cross a living mountain range and ask it for time to evacuate
Give eighteen victims their names before a monument buries the evidence
Escort a merfolk engineer upriver and find a settlement everyone can live with
Rescue a lunar crew whose ancient hospital has started bringing them back to life
Thirteen towns, one closed pass, and a winter of dangerous bargains
Protect a cat's inheritance while the household's old bargains come due
Recover an invented saint's body without taking away the miracles
Get four dragon eggs across the border aboard an armored train
Follow the broken street plan to the prisoner beneath Agloe
Move a village through a walking forest before the flood stops the herd
Get a bride to the chapel without selling her future
Steal a perpetual license before the city's magic runs out
A single-player fantasy arcade fighter with twelve classes, earned subclasses and branching boss finales.
Fighting
Round up six runaway cottages before their mother comes home
Sail a dangerous route, lure enemies into your wake, then reel backward to turn your escape into an attack.
Action
Catch enemy bullets in your gravity field, return their fire, and race rival ships to temporary power-ups.
Shooter
A one-page aid for three-party negotiation with distinct interests and a realistic timetable.
A one-page procedure for paid companions with clear duties and boundaries.
A one-page worksheet for faction favors with a named contact and usable scope.
A one-page aid for treasure with clear benefits, limits and flexible uses.
A one-page procedure for explicit surrender terms and agreed limits.
A one-page aid for placing useful objects before players improvise with them.
A one-page procedure for limited fungal harvests with visible ecological consequences.
A one-page aid for mapping a magical network with clear connections and limits.
A one-page procedure for tracking the front and rear of a moving procession.
A one-page worksheet for clear supernatural bargains with stable terms.
Decode the bells, protect the roots and settle the burrower's claim.
Find the missing binder and make the shelf gaps deliberate rather than accidental.
Evacuate the bathhouse, stop its pressure surges and resolve the living pump's confinement.
Rescue the surveyor and decide the second sky's future.
Translate the hives' demands and agree a willing caretaker arrangement.
Recover the survey and decide which resources the boundary will shelter.
Negotiate the scarecrows' wages or find another way to save the harvest.
Rescue the trapped carter, preserve the grain and settle the colony's need for a home.
Bring enough willing marsh-lights and the stolen nameplate to guide flood evacuees.
Free the travellers and choose the fate of a folded public road.
A one-page record for tracking discoveries and changes across room resets.
A one-page procedure for reflection puzzles with tested geometry and practical alternatives.
A one-page procedure for shared dreams with consequences agreed before players commit.
Warn a valley lodge, evacuate the observatory and decide whether to risk time preserving its last sky-dream.
Find Rell through a forgotten tune and decide what to tell a friend and a pursuing court collector.
Reach Iona, reveal what survives of her house and help her choose what to preserve.
Recover adult gardener Pell’s brass seed box from the far terrace.
Escort adult astronomer Edda out with her late teacher’s star chart.
Let Rowan leave with the gifted scarf, and give the hound a genuine lead.
Retrieve innkeeper Meret’s wedding ring from the moth’s real silk nest above the bed.
A one-page procedure for moving crowds while keeping the street map useful.
A one-page procedure for city chases with established exits players can plan around.
A one-page procedure for making machine breakdowns understandable and actionable.
Rescue two roofers and stop a floating refuge from stripping four occupied buildings.
Recover a tuning fork from a closed workshop and decide whether to honor the awakened night crew’s final job.
Recover six memorial bells and decide what freedom to offer the fire that made them.
Keep a guild’s stolen wage packet from reaching the wrong recipient.
Keep the Atlas from cutting through baker Ada’s home to reopen its obsolete west route.
Clear the bathhouse flue without destroying a developing clutch.
Keep printer Nella’s home open without leaving a dangerous press running.
A one-page procedure for deceptive places that remain consistent when players test them.
A one-page navigation procedure that preserves geographic clues and distinguishes bearing from position.
A one-page procedure for tracking carried water, consumption and uncertain supplies.
Salvage records and a bell from a buried ship before salt sleet collapses its unbraced zones.
Return eight magical shadows while deciding whether four living lamps should pay the price.
Supply three groups without concealing shortages, and choose which deadlines, property and old grievance to protect.
Bring Ila’s 200-pound reliquary and cart cargo across, choosing what must travel together.
Keep enough hired shade for tonight’s moth-ink printing, or reach a fair agreement with the hungry gecko.
Retrieve a courier’s brass route cylinder from the hollow or cross to the eastern road.
Get the travelers to the pump without injuring Sella’s camel or trampling the flowering salt bed.
A one-page procedure for turning approaching weather into actionable information.
A one-page procedure for making altitude matter without arbitrary penalties.
A one-page procedure for rescue ropes with agreed reach, risks and consequences.
Prevent destructive overflow and decide the future of two stolen seasonal pockets.
Deliver and install enough roof panels to shelter the refuge before the 240-minute storm.
Restore a guide beam, recover three climbers and release Oren from the mountain court.
Recover the old ridge chart and establish a trustworthy bearing.
Get quarryfolk Sena and Olt off the east shelf before they resume hammering.
Silence the mast bell and reopen the ridge.
Pass the nest and retrieve the survey chest at the east arch.
A one-page aid for asking a dead witness useful questions within their knowledge and the question limit.
A one-page procedure for tracking possession while preserving player agency and clear boundaries.
A practical one-page procedure for creating a haunting with a visible release.
Give Reed safe passage and a choice of relationships while the household mourns Haran.
Rescue Mira, secure a carrying route, and help the family choose a safe destination or postpone.
Recover and identify four deceased people, uncover what happened, and trace stolen family silver.
Return the stones and establish the true boundary without injuring the tortoise.
Return three named ash packets to sound urns before rain washes the shelf clean.
Guide a colossal bearer and its chest through an occupied market without crushing anyone.
Resolve Sen’s claim that the gatekeeper demanded a silver fee for Mara’s last journey.
Separate ordinary breath-holding from suffocation and finite refill points, with a visible escape margin.
Track creatures on moving boats without confusing deck movement with distance between vessels.
Make a changing water level alter specific routes on a map without surprising players with an undefined flooded state.
Rescue three adults and salvage essential stores from a drifting hinged bridge before it reaches the broken pier.
Bring a stranded ferryman and three passengers safely home, or guide them to a stable chapel landing.
Recover an evacuation map from a flooded tollhouse before the next crest.
Resolve competing claims without treating recovery as ownership.
Recover a brass medicine case.
Recover Olma’s trap and trapped catch.
Open the gate and optionally relocate the mussel.
Play a new living Fungal person in a body whose former life belongs to someone else.
Open the door and bring two stranded people to the stair.
Retrieve a courier’s locked dispatch tube before the yard floods.
Save the lens before moonrise; its light reveals the safe path across a flooded marsh tonight.
Remove an open, 300-pound records chest before rain ruins its papers in one hour.
Reach a trapped cellar keeper before a rising stream enters the chamber.
Let two laden handcarts and the pilgrim pass each other.
Get a cart of fragile jars through without breaking its cargo.
Find which sluice opens the flooded road.
Recover a miner’s dropped pack from C’s chamber.
Recover a courier’s clasp and identify other property.
Resolve a repeated-recording dispute and choose a trade.
Share a campsite and keep a meal for the late arrival.
Get courier and parcels across a twenty-foot washout.
Restore or replace the fourth stepping stone.
Move the market supplies within the bridge’s capacity.
Divide the remaining work and release the cart.
Let the owl locate a missing adult traveler.
Protect supporting stems while freeing the sled route.
Return the calf and restore a shared route.
Make lethal danger clear while the party still has a choice, with an iron-knight example and sample GM wording.
A one-page reference for damage adjustments and Concentration saves, with a worked dragon-breath example. SRD 5.2.1.
Two diagrams explain Fireball cover from its burst point and partial-cover save bonuses. For SRD 5.2.1.
Count spell slots across actions and reactions with worked examples and a turn planner for the 2024 rules.
Follow a readied spell from casting to Concentration to Reaction release, with a Fire Bolt example. SRD 5.2.1.
Compare escape, fighting, and an ally’s shove, with a dockside diagram and grapple-range check. SRD 5.2.1.
See exactly when movement provokes an Opportunity Attack, with a reach diagram and Reaction-timing reminders. SRD 5.2.1.
Keep split-party scenes, unresolved offers, and each player’s next invitation clear with a printable GM worksheet.
Compare torchlight, ordinary sight, and Darkvision with three targets and a moving-light example. SRD 5.2.1.
Track an interrupted Long Rest with a worked timeline and finish-time log for the 2024 rules.
A one-page GM aid for clearing up a player's goal or method before a resource is spent or a risky action is resolved.
Keep an investigation moving with plausible new sources of information, without changing evidence already established.
Judge an unexpected player plan from the facts already established, with a worked forged-inspection example.
Turn an NPC's specific concern into something the party can investigate and address before a persuasion roll.
Make puzzle feedback useful with a working demonstration, consistent responses, and room for alternate solutions.
Run mobile guard groups with a six-room bathhouse map, clear duties, alarm responses, and a reusable roster.
Turn a bottleneck into a route choice with matched maps, visible costs, and a short GM prep worksheet.
Make the effects of player choices visible with a beacon example and a between-session GM worksheet.
Run an extended rescue with visible progress and danger tracks, a glasshouse example, and space to prep another scene.
Build a fair bargain with a working release and a real pledge, plus optional original 5e wolf stats and finds.
Track Legendary Actions, Legendary Resistance, and Fire Breath for an Adult Red Dragon outside its lair. SRD 5.2.1.
A two-page mill encounter: a stopped waterwheel, a displaced kelpie, and a gate the players can test.
Build a monster encounter around something the party still needs, with a seed-house example and workable alternatives.
Decide what a creature does when its evidence runs out, without letting it act on information only the GM knows.
Rescue a stolen bell-founder through three changing forms in a system-neutral folklore encounter.
Track heads, Fire damage, regrowth, and reactions with a printable hydra sheet for the 2024 rules.
Follow the cone, recharge, and each target’s saves with a printable medusa tracker for the 2024 rules.
Trace a defeated vampire’s route and recovery with a printable Misty Escape tracker for the 2024 rules.
Check Greater Magic Resistance, spell effects, and the Bless vulnerability, with the full 2024 rakshasa stat block.
Hear three dead ferrymen’s cases and make room by the fire, with an optional original 5e stat block.
Track three detached heads, their linked bodies, and an escape, with optional original 5e stats and possible finds.