Connect multiple adventures

Eager to continue the campaign? Curious how to connect the stories? Are you curious for an adventure that can be linked to another adventure?

Preferably an adventure that reduces your prep time and has plug-and-play locations, NPCs, factions, and deities!

Book 1: Hells Prison Escape

Had a TPK? Want an incentive for a new party to work together? Think a prison break would be cool? Play now our 5E compatible adventure that's 300+ pages, including locations, maps, NPCs, baddies, loot, lore & more! All designed to make the life of a GM easier. For players level 3-6.

Start your Escape Here!

Book 2: Galvan Harbour

How do you hook your players into a new adventure? Foreshadow a bad guy? Ease your players into their 4 (new) level 6 characters, teamwork and skills? Play the Galvan Harbour where you answer all these questions together with your table.

Stop the Invasion

Book 3: Silver Mountain

Do you feel like a social encounter should be as tense for 4 level 6 characters as combat with equally severe consequences? Try this negotiation with twists, traps and negative consequences in case your players are unsuccessful.

Negotiate the Fate of a Village

Book 4: Ohm-E'Ga War

Give your players a moment to feel like famous heroes from TV with these large scale battle mechanics that give a twist to waves of encounters, including consequences suitable for 4 level 6 characters.

Time for War!

Book 5: Ohm-E'Ga Aftermath

Do your 4 level 7 players need to be reminded that the world around them is alive? This encounter shows what happens if your players just did not make it in time to help a village. Regardless of their choices, this encounter lets them face consequences and hooks towards a ritual.

Let your party deal with failure

Book 6: Baraq Runes

Have your 4 level 7 players been thwarting the plans of your baddies for a while now? Do you want to introduce a Blood Ritual using skill challenges?

An encounter where the players are not designed to succeed, but betrayed and trapped. The baddies are tired of your players meddling with their affairs and will attempt to lure them into a ritual. Realising that they could change the course of the encounter.

The enemy can set traps too!

What do our adventures have in common?

  • 40+ pages of adventure, tips & tricks and expert GM advice on story options.
  • Adventure levels 6 (and scalable to 5 and 7)
  • All battle maps include both GM, PC, gridded, and not-gridded
  • Room for combat, investigation, social encounters and a skill challenge
  • Fleshed out baddies with hooks to more!
  • Spiced up monsters and strategies
  • Snippets of lore to sprinkle in

Let us help you run your adventures:

Aside from heaps of cool stuff to add to your games, bringing this adventure to life can help you with:

  • 1. Detailed locations that can be plugged into any adventure.
  • 2. Plug-and-play, easy-to-run scenarios that reduce your prep time.
  • 3. GM advice and inspiration on how challenges could flow.
  • 4. GM reminders about crucial details to keep in mind.
  • 5. Monster stats, strategies, desires, and tactics.
  • 6. Details on how to scale the adventure for levels 5-7.
  • 7. Tables to help with quick referencing information, running an encounter, or making the adventure player focused.
  • 8. Fully fleshed-out baddies, including their desires, fears, stats, items, lore, artwork, and ideas on how to role-play them.
  • Brooke Whitney - DriveThruRPG

    This is a massive resource packed with a gripping premise, interesting new mechanics, unique factions, and epic villains. Color coding info to make it easily accessible while running the game is a fantastic idea, and you've provided a ton of guidance for GMs to work off of. Excellent work!

    I'm a big fan of out-of-the-box adventure design that intends to help GMs run a game easily. It's a hard enough job already! :)

    We'll definitely be looking forward to more titles from you on DriveThruRPG.

  • Po - Player of the Adventure

    So, you messed up and now you're in Hell. What now? We're going to escape and we're killing as many devils as we can. 

    Escape from Hell's Prison gives a comprehensive overview of an escape adventure against evil and smart antagonists. It's soon apparent that simply brute-forcing your way out is not an option. That doesn't mean that the Barbarian Orc with -10 intelligence is useless, far from it. Battles are frequent and varied, allowing the DM to input nearly anything he wants to whilst having a plethora of monsters and preset situations to choose from. But the more patient, smarter characters are able to shine as they try to unravel the secrets of Hell and plot their escape. 

    The adventure is sprawling and can be complicated. Note taking for party members is advised. There are battles, plots, but also moral dilemma's and twists along the way. This book provides the DM with a solid and comprehensive framework that can be easily followed, but leaves room for the fiery imagination. 

  • GdG - Player of the Adventure

    This campaign was a lot of fun! There is so much content, we kept getting sidetracked and then there were so much consequences. This world is build carefully and everything is connected.

    Good for the casual playthrough but also with so much depth to get sucked into! I was always looking forward to the next session and looking back at the previous one with joy.

    In my own playthrough, it was great fun discovering the secrets and slowly piecing together the puzzle, with the occasional cathartic battle in between. No spoilers for the ending, but that was a bit evil.