Book 2: Galvan Harbour

Are you ready for an adventure that reduces your prep time and has plug-and-play locations, NPCs, factions, and deities?

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

Preparing for your game is easier with this new 40+ page GM-friendly adventure that's designed for four 6th-level characters. However, there are scaling options included. It’s packed with tips and time-saving details, but it still leaves room for your ideas.

It's a story that involves the kindness of the good deities and the corruption of evil forces, which might not be as evil as originally thought. Will your PCs take a liking to a baddie? Maybe even turn to the dark side?

Fight off a small invasion and/or negotiate with a Green Dragon at the Galvan Harbour. See your players get accustomed to their (new) characters, role within the party and find new flavours for them as they use skill challenges.

What does it have?

  • 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
  • 1 Fleshed out village
  • 1 Fleshed out baddie 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.

Before reading about the story, play some tailor made music samples

Bring your adventures to life even further with tailor made music! Available through the Stretch Goals, we have at least 20 minutes of music to help immerse your players when traveling, enjoying a tavern, or making them sit at the edge of their seats during a tense and creepy spider battle or curious investigation!

Divine Forge Supplements

Enjoy the collection of our adventures within the Talis Province. Enjoy this... 

  • 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.