Book 2: The Divine Forge

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So what is this story about then?

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

Preparing for your game is easier with this new 300+ page GM-friendly adventure for levels 6-9. 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?

Depending on the choices, you can either prevent a war, fight in it or deal with the aftermath. This adventure has a path for all three! The Divine Forge adventure comes with extra mechanics to handle large-scale battle.

What does it have?

  • 300+ pages of adventure, tips & tricks and expert GM advice on story options.
  • Adventure levels 6 - 9
  • All battle maps include both GM, PC, gridded, and ungridded
  • Riddles, puzzles, and a skill challenge
  • 6 locations, several with multi-layered dungeons
  • 5 fleshed out baddies
  • 5 spiced up monsters
  • 5 new items
  • 5 new spells
  • 4 new Factions
  • 3 new deities
  • 1 water encounter
  • Large scale battle mechanics

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 6-9.
  • 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.

Sample pdf free 40+ pages to get a taste

Free 40+ page sample PDF that includes the war scenario inside the village of Ohm-E'Ga. It includes notes, villains, story hooks, new battle mechanics, and more. It obviously ties into the bigger story, but it can easily be used as a one-shot!

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!

Adventure Outline in 4 Acts

Stop a blood ritual and plan an escape for the prisoners that were used for experimentation. Encounter a young green dragon and the cultists that are helping him. Discover the Divine Forge and the long-lost Well of the Aether protected by a drider priestess. Includes 10 unique baddies, with 3 new deities, 6 different factions and so much more!

Act 1 - Exploration

Get plunged into the adventure. Depending on the time your players take on travelling towards Ohm-E'Ga, they'll have a different type of encounter to face. In the sample there are more details!

Act 2 - Further Involvement, Planning and Backstory:

Baraq Runes:

The characters uncover details that the blood ritual will take place sooner than expected. They must stop the blood ritual at the Baraq Runes where the prisoners captured at the various village raids will be sacrificed. The purpose of the ritual is to enhance a gem that speeds the ageing of a green dragon. At the Runes they could learn about the Aether and what this location was thousands of years ago.

If the ritual is interrupted, a blood monster appears instead, and the dragon flies off to its lair; either with or without the gem. Based on the success of the ritual, the dragon becomes stronger and stronger over time. This starts the ticking of the clock.

Silas Stronghold:

Continuing the quest towards Silas Stronghold reveals more details about the mysterious Aether and uncovers potential powerful weapons to help them in the fight against the green dragon. Your adventurers have opportunities to free prisoners along the way and discover some odd and disturbing experiments using those that died during the blood ritual experiments. If they're not careful, it might influence them in some sort of way.

Act 3 - Conclusion:

Tafliffe Tower:

Face off with the green dragon before crawling through a kobold lair. Your adventurers get to learn more about the Aether as well as a threat that the party may be too late to stop. Someone has gained access, restarted the forges, and started production weeks ago. They must find a solution before all is lost.

Act 4 - Aftermath:

Back The Divine Forge to gain access to the rest of the adventure!

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  • 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.