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Posted: Thu, 09 Apr 22:40:49 CDT
More from Elderlight Press 100 Mist-Touched Rumors • 50 Strange Magic Items • NPC Name Generator: Folk & Frontier • Gold of the Open Sky • Relics of Folklore • The Shattered Veil Series Find all our titles on DriveThruRPG ♦ — 10 —
The Village Generator Six Tables. One Roll. A Living Settlement.
Every village has a name, a grudge, and something it isn't telling you.
The Village Generator gives Game Masters a complete, living settlement in under three minutes. Six interlocking random tables let you build a village with a distinct character, a current tension, a landmark everyone knows, a history that shaped it, an NPC worth remembering, and a rumour worth chasing — all from a handful of dice rolls.
Use it in prep to flesh out a place the party is heading toward. Use it mid-session when the players take an unexpected turn down an unknown road. Every result is a prompt, not a prescription — a door, not a wall.
The six tables:
- D12 — Settlement Character — What defines the mood and reputation of this place?
- D10 — Current Tension — What is quietly wrong right now?
- D8 — Local Landmark — What place does everyone in the village know?
- D8 — Village History — What shaped this place before the players arrived?
- D20 — Notable NPC — Who will the players remember?
- D12 — Village Rumour — What are people whispering about?
Also included: a printable session worksheet so you can record your results and keep them at hand during play.
Compatible with: D&D 5e, OSR, Shadowdark, and any fantasy system. Fully system-agnostic — no stat blocks, no crunch, just story fuel.
Roll once. Play anywhere.
Posted: Thu, 09 Apr 22:10:08 CDT
P.H.U.G. is a 29 page game that came to me in a dream.
It's kinda osr-y, but also you can always interrupt the flow of the GM with a cutscene attack that goes right through their defenses and lets you narrate for a bit.
It has an aggressive layout style and approach to communication that you might hate.
It's probably best for groups that are comfortable playing a little loose.
Posted: Thu, 09 Apr 21:20:31 CDT
Player’s Handbook, Game Master’s Guide, Monster Guide, and Entry Adventure
|
Lodesyia is a world shaped by survival, consequence, and the weight of the road. Trade moves. This is not a setting built for heroes. It is a world built for those willing to take the work. THE COMPLETE LODESYIA SYSTEM The Lodesyia Core Collection includes everything needed to run and play the game from start to finish. This is the full Wheelhouse System experience—built for grounded, narrative-first high fantasy where decisions matter and outcomes are never guaranteed. Inside this collection:
624 pages of complete system content WHAT LODESYIA IS Lodesyia is grounded high fantasy. It draws from classic inspirations while focusing on:
This is a world where:
THE WHEELHOUSE SYSTEM Lodesyia uses a unified percentile system built for clarity and speed.
If you understand one roll: you understand the game. PLAY STYLE Lodesyia is designed for:
This is not a scripted experience. It is a world you enter—and respond to. INCLUDED ENTRY ADVENTURE ADV-GT01A: The Missing Cart A routine job along the Old Path becomes something else entirely.
This module introduces:
Start your campaign here—or drop it into any ongoing game. WHAT THIS COLLECTION DELIVERS
CORE EXPERIENCE Lodesyia is built on:
There are no guaranteed outcomes. Only:
Take the work. Follow the road. |
| ADV-GT01A: The Missing Cart A Lodesyia Adventure Module (The Grayland Thread) Regular price: 0 Bundle price: 0 Format: PDF | A simple job.
That’s how it begins.
A vendor cart has gone missing along the Old Path, just beyond Ruthaford. The contract is straightforward—find what’s left and return what you can.
But the road doesn’t lie.
Something stopped that cart. Something searched it. And whatever it was looking for—
it didn’t leave empty-handed.
ADV-GT01A: The Missing Cart is an entry adventure for Lodesyia, designed to introduce players to grounded high fantasy through travel, pressure, and discovery-driven play.
This is not a story to follow.
It is a situation to be entered.
⚔️ WHAT THIS MODULE DELIVERS
A complete Tier 1 adventure for levels 1–4
A structured introduction to Freeblade work and broker contracts
Travel-focused gameplay with fatigue, weather, and environmental pressure
Open-ended encou... | |
| Lodesyia Game Master’s Guide Regular price: 0 Bundle price: 0 Format: PDF | Roleplaying First. Mechanics Second.
Lodesyia is not a world waiting to be directed. It is a world already in motion.
The Game Master’s Guide provides the structure, tools, and philosophy needed to run Lodesyia clearly, consistently, and with confidence at the table. Built on the Wheelhouse System, this guide expands on the core rules found in the Player’s Handbook, focusing on how to present a living world shaped by work, travel, factions, and consequence.
This is not a book of scripts or pre-written outcomes.
It is a framework for running a world that responds.
⚙️ THE WHEELHOUSE SYSTEM
Lodesyia uses a unified percentile-based resolution system built around outcome bands, allowing Game Masters to interpret results quickly and consistently.
There are no damage dice. No challenge ... | |
| Lodesyia Player’s Handbook (Wheelhouse System) Regular price: 0 Bundle price: 0 Format: PDF | Roleplaying First. Mechanics Second.
High fantasy. One die. Built to expand.
Lodesyia is a grounded high-fantasy tabletop roleplaying game built on a unified percentile system designed for clarity, flexibility, and long-form play.
At its core, Lodesyia uses a single resolution method for all actions. Roll a d100—or two ten-sided dice—and determine the result using outcome bands that define not only success or failure, but how strongly that result occurs. Combat, magic, travel, survival, and interaction all follow this same structure.
If you understand one roll, you understand the game.
The system is built to stay readable at the table while allowing depth, consequence, and meaningful progression across a full Level 1–20 experience.
It does not tell you what the story is.
It tells y... | |
| Lodesyia: Monster Guide Regular price: 0 Bundle price: 0 Format: PDF | Roleplaying First. Mechanics Second.
The world of Lodesyia is not defined by its cities— but by what moves beyond them.
The Monster Guide is the execution layer of the Lodesyia system, providing the creatures, encounters, and environmental tools that bring the world to life at the table.
This is not a list of enemies.
It is a system for building encounters, shaping environments, and running a world that reacts.
⚙️ BUILT FOR THE WHEELHOUSE SYSTEM
Every creature in Lodesyia is designed to work with the same unified percentile system found in the Player’s Handbook.
There are:
No level-locked stat blocks
No challenge ratings
No rigid scaling tables
Instead:
Creatures scale with player progression and situation.
This allows you to:
Use the same creature across early and late play
... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (39%) |
Posted: Thu, 09 Apr 21:07:08 CDT
Roleplaying First. Mechanics Second.
Lodesyia is not a world waiting to be directed.
It is a world already in motion.
The Game Master’s Guide provides the structure, tools, and philosophy needed to run Lodesyia clearly, consistently, and with confidence at the table. Built on the Wheelhouse System, this guide expands on the core rules found in the Player’s Handbook, focusing on how to present a living world shaped by work, travel, factions, and consequence.
This is not a book of scripts or pre-written outcomes.
It is a framework for running a world that responds.
⚙️ THE WHEELHOUSE SYSTEM
Lodesyia uses a unified percentile-based resolution system built around outcome bands, allowing Game Masters to interpret results quickly and consistently.
There are no damage dice.
No challenge ratings.
No layered subsystems.
Instead, the system focuses on:
- Clear success and failure outcomes
- Consistent rulings at the table
- Scalable play from low to high experience
- Fast adjudication without mechanical slowdown
This allows you to stay focused on the world—not the math.
🧭 WHAT THIS BOOK PROVIDES
The Game Master’s Guide is built for actual play. Inside, you’ll find:
🌍 World & Foundations
- The structure and history of Lodesyia
- Regional identity and its impact on play
- Tone, balance, and grounded fantasy principles
⚒️ Work & Economy Systems
- Jobs, contracts, and reward structures
- Loot philosophy and controlled distribution
- Work as the core engine of gameplay
🎲 Running the Game
- Adjudicating rolls using outcome bands
- Structuring sessions and maintaining pacing
- Supporting player agency without scripting outcomes
🏴 Factions & Living World Systems
- Guilds, syndicates, cults, and power groups
- How influence moves through the world
- Running a setting that evolves through play
🐉 Creatures & Scalable Encounters
- A streamlined creature system from early to late play
- No reliance on challenge ratings
- Flexible encounter design across land and sea
🧰 Adventure & GM Tools
- Building adventures using the job system
- Travel, event, and encounter tables
- Quick-reference tools for running sessions efficiently
🧠 DESIGN PHILOSOPHY
You are not responsible for telling a perfect story.
You are responsible for presenting a world that makes sense.
From that—
the story forms.
📘 REQUIREMENTS
This book is designed for use with the Lodesyia Player’s Handbook.
🎲 INCLUDES: SOLO PLAY GUIDE
Every purchase of the Lodesyia Game Master’s Guide includes the Lodesyia Solo Guide as a separate PDF at no additional cost.
This companion guide allows you to play Lodesyia without a Game Master using the full system as written:
- No rule changes
- No simplified mechanics
- No alternate system
Whether you’re exploring the system alone, testing modules, or running independent play, the Solo Guide provides the structure needed to:
- Resolve uncertainty
- Maintain momentum
- Let the world respond
📌 FINAL POSITION
The Player’s Handbook teaches you how to play.
The Game Master’s Guide shows you how the world responds.
Posted: Thu, 09 Apr 21:07:04 CDT
Roleplaying First. Mechanics Second.
The world of Lodesyia is not defined by its cities—
but by what moves beyond them.
The Monster Guide is the execution layer of the Lodesyia system, providing the creatures, encounters, and environmental tools that bring the world to life at the table.
This is not a list of enemies.
It is a system for building encounters, shaping environments, and running a world that reacts.
⚙️ BUILT FOR THE WHEELHOUSE SYSTEM
Every creature in Lodesyia is designed to work with the same unified percentile system found in the Player’s Handbook.
There are:
- No level-locked stat blocks
- No challenge ratings
- No rigid scaling tables
Instead:
Creatures scale with player progression and situation.
This allows you to:
- Use the same creature across early and late play
- Adjust difficulty without rebuilding encounters
- Keep preparation minimal while maintaining challenge
🐉 WHAT’S INSIDE
🌍 Region-Based Creature Design
- Creatures organized by region for fast session building
- Each region functions as a living ecosystem
📈 Scalable Creatures
- Every creature can be used at any stage of play
- Built-in guidance for adjusting difficulty, pressure, and threat level
⚔️ Encounter Construction
- Build encounters using positioning, environment, and intent
- No reliance on balance formulas or encounter math
👑 Boss Creatures & Threats
- High-pressure encounters designed for escalation
- Integrated with environment and situation
🌿 Ecosystem-Driven Play
- Creatures interact, compete, and move through regions
- Encounters emerge naturally from the world
🧰 Tools & Systems
- Traps, hazards, and terrain-based challenges
- On-the-fly creature and encounter creation tools
- Environmental pressure and dynamic situation building
🧠 DESIGN PHILOSOPHY
Creatures in Lodesyia are not placed for balance.
They exist as part of a living world.
They:
- hunt
- defend territory
- move through regions
- react to intrusion
Encounters are built from:
- positioning
- environment
- pressure
Not scripted fights.
📈 SCALING & USABILITY
Every creature in this book is designed to remain usable across an entire campaign.
You are not expected to replace creatures as players advance.
Instead, you adjust:
- context
- numbers
- behavior
- environment
This keeps preparation low and flexibility high—while maintaining meaningful challenge at any level of play.
📘 REQUIREMENTS
This book is designed for use with:
- Lodesyia Player’s Handbook
- Lodesyia Game Master’s Guide
Both are required for full play.
📌 FINAL POSITION
The Player’s Handbook teaches you how to play.
The Game Master’s Guide shows you how the world responds.
The Monster Guide brings that world to life.
Posted: Thu, 09 Apr 21:07:01 CDT
A simple job.
That’s how it begins.
A vendor cart has gone missing along the Old Path, just beyond Ruthaford. The contract is straightforward—find what’s left and return what you can.
But the road doesn’t lie.
Something stopped that cart.
Something searched it.
And whatever it was looking for—
it didn’t leave empty-handed.
ADV-GT01A: The Missing Cart is an entry adventure for Lodesyia, designed to introduce players to grounded high fantasy through travel, pressure, and discovery-driven play.
This is not a story to follow.
It is a situation to be entered.
⚔️ WHAT THIS MODULE DELIVERS
- A complete Tier 1 adventure for levels 1–4
- A structured introduction to Freeblade work and broker contracts
- Travel-focused gameplay with fatigue, weather, and environmental pressure
- Open-ended encounters (combat, negotiation, or avoidance)
- Investigation-based discovery with layered outcomes
- A first entry into the Grayland Thread—a larger unfolding mystery
🌲 CORE EXPERIENCE
Players take on a routine recovery job that quickly shifts into something else:
- A disrupted trade route
- Creatures searching—not scavenging
- A hidden compartment deliberately concealed
- And an object that does not belong
At the center of it all:
A tome.
Hidden.
Preserved.
Wrong.
🧭 HOW IT PLAYS
This module emphasizes:
- Player-driven decisions
- Environmental storytelling
- Situational encounters over scripted outcomes
- Solo Play Compatible
Players may:
- Confront the creatures at the cart
- Observe and learn before acting
- Avoid conflict entirely
- Focus on investigation and recovery
No single path is correct.
Every choice shapes the outcome.
This module is part of the Grayland Thread.
Each adventure in the series stands alone—but together, they reveal a larger mystery.
📌 REQUIREMENTS
Requires:
- Lodesyia Player’s Handbook
- Lodesyia Game Master’s Guide
- Lodesyia Monster Guide
Start your journey as a Freeblade.
Take the work.
Follow the road.
Decide what matters.
Posted: Thu, 09 Apr 21:06:47 CDT
Roleplaying First. Mechanics Second.
High fantasy. One die. Built to expand.
Lodesyia is a grounded high-fantasy tabletop roleplaying game built on a unified percentile system designed for clarity, flexibility, and long-form play.
At its core, Lodesyia uses a single resolution method for all actions. Roll a d100—or two ten-sided dice—and determine the result using outcome bands that define not only success or failure, but how strongly that result occurs. Combat, magic, travel, survival, and interaction all follow this same structure.
If you understand one roll, you understand the game.
The system is built to stay readable at the table while allowing depth, consequence, and meaningful progression across a full Level 1–20 experience.
It does not tell you what the story is.
It tells you what happens.
From that—your story takes shape.
Lodesyia is designed for solo play, group play, or both. No alternate rules or simplified systems are required. The same core mechanics support every style of play.
⚙️ SYSTEM FEATURES
Unified Percentile System — One core mechanic governs all actions
Outcome Bands — Results scale from failure to exceptional success, shaping how events unfold
No Subsystem Overload — Combat, magic, and survival all use the same resolution structure
Flexible Dice Use — Roll with a d100 or two d10s (percentile + standard)
Solo-Compatible by Design — Play with a Game Master, without one, or both
🧱 CHARACTER & PROGRESSION
- 11 distinct classes, each built as a full progression path
- Universal progression system layered with class and trade growth
- Specialty talents that expand identity over time
- Level 1–20 advancement designed for long-form play
Characters grow not just in power, but in capability, access, and role within the world.
🌍 A WORLD BUILT FOR PLAY
Lodesyia is a living world shaped by:
- trade, labor, and survival
- political tension and regional identity
- faction influence and shifting control
Players take on work, travel between regions, and navigate a world already in motion.
There are no fixed paths—only situations, decisions, and consequences.
⚒️ SYSTEM DEPTH WITHOUT COMPLEXITY
This book includes full support for:
- Combat and survival systems
- Mounts and mounted travel
- Creature taming and companions
- Trade systems and work-based progression
- Homesteading and long-term play
- Ships, naval travel, and encounters
- Magic, spells, and rites
All built using the same core mechanics—no separate systems required.
🎲 WHAT YOU NEED TO PLAY
- This Player’s Handbook
- A group of players or solo play using the Lodesyia Solo Guide
- A Game Master (optional for solo play)
- Dice (d100 or two d10s)
That’s it.
📘 BOOK DETAILS
Page Count: 239 pages
System: Wheelhouse Percentile System
Genre: Grounded High Fantasy
Play Style: Flexible, structured, solo or group play
Lodesyia is built for players who want a clear system, meaningful progression, and a world that responds to their actions.
Posted: Thu, 09 Apr 20:47:26 CDT
Our team voted for 2026 to make Catacombs as a primary focus. This set is the result of that choice and our continuing effort to expand our Catacombs terrain with OpenLOCK base options. We made our bones with Catacombs and it was one of the first sets that brought us fans. The work will continue, at least until we receive an acceptance letter from the École des Mines de Paris.








TERRAIN RECOMMENDED PRINT SETTINGS
Layer Size: 0.16mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None
Posted: Thu, 09 Apr 20:23:24 CDT
🗣️ d100 Urban Fantasy: Supernatural Rumors
Nobody tells you the truth. They tell you what they’ve heard.
“There’s a subway line that doesn’t show up on any map.”
“Someone’s buying memories—and paying in cash.”
“That bar? You can’t lie in there. Not even by accident.”
“Something under the city is waking up.”
Most of it is probably nonsense. Probably.
d100 Urban Fantasy: Supernatural Rumors delivers 100 whispered leads, half-truths, and street-level intel designed to spark investigations, paranoia, and story hooks in a modern magical world.
Each entry is presented in a clean: Rumor – Description format for instant use.
Inside you’ll find:
-
Word-on-the-street whispers and informant chatter
-
Hooks that may be true, false, or dangerously misunderstood
-
Leads that connect to factions, crimes, locations, and NPCs
-
Atmosphere-building details that make your city feel alive
Perfect for:
-
Urban fantasy campaigns
-
Mystery and investigation-driven stories
-
Improvised sessions and sandbox play
-
GMs who want instant plot hooks without prep
Roll when the players ask around. Roll when a contact “knows a guy.” Roll when something feels off—but you don’t know what yet. Because in a magical city, information isn’t clean. It’s messy, fragmented… …and sometimes deadly wrong.
Explore the rest of the d100 Urban Fantasy series to build your living, breathing supernatural metropolis.
Posted: Thu, 09 Apr 18:04:25 CDT
The Mosslight Toll Station
A first level D&D 5e 2024 adventure to break the ice
The storm has broken and the river has risen
Three days ago, the Great Vernal Deluge tore the Mosslight Bridge apart, snapping ancient stone like dry twigs. The bridge guards have returned to town, shivering and white-faced, telling tales of a midnight roar and a "hungry shadow" lurking in the ruins.
But for the Town Treasurer, the tragedy isn't the bridge—it's what was left behind. The Great Ledger and a season’s worth of taxes are locked inside an iron-bound strongbox on the ground floor of the toll station. The building hasn't washed away yet, but it’s wrenched from its foundation, tilting precariously into the churning white water.
The Job:
Travel to the sinking ruins of the Mosslight Toll Station.
Recover the strongbox and return it with its wax seal unbroken.
The Pay: 50 Gold Pieces and "Claimant’s Rights" to anything else you find inside.
Master Vane is looking for a crew with steady feet and sharp wits. The floor is slick, the walls are groaning, and you aren't the only scavengers who have noticed the station is ripe for the picking.
Will you brave the sinking stone, or let the Mosslight swallow the town's future?
Posted: Thu, 09 Apr 17:22:10 CDT
Say goodbye to boring NPC's & Shops, say hello to 'It All Started With A Name'
Create thousands of unique NPC's and hundreds of shops with the roll of a few dice!
As previewed by Ginny Di!
- 80 illustrated magic items
- 25 illustrated detailed NPC's
- 20 pregenerated quick NPC's
- 10 illustrated detailed shops & businesses
- 50 pregenerated quick shops & businesses
- Awesome human created art & content
Populate your worlds!
Your players wander into town and start talking to everyone they see. Why? Well, why does a hummingbird fly? They just do!
Now every NPC can't just be called Steve or Jane, and they can't just all wear black.... I mean it's a slimming colour that suits most environments, but for varities sake alone they need to wear something else....
- Need names for the NPC's that fill your towns?
- Need names for all DnD 5.5 character classes and species?
- What are their motivations?
- What traits & quirks do they have?
- Are they a family person ... or is it complicated?
- Are they a professional duck herder, or do they have a less awesome hobby?
- Is their hair bright pink? Do they indeed have a dragon tattoo?
All these questions and more answered with the roll of a few dice!
No more 'Yes thats Steve the Elf, and they are wearing all black'!
Shopping and Eating Out
And then your players want to do some shopping at... that place over there.... What does it sell? What does it look like? Is it well stocked? Is it cheap? Or perhaps they want to grab a bit to eat... whats on the menu?
Random business generators for:
- Blacksmitherys
- Bookstores
- Clothing Stores
- General Stores
- Herbalists
- Jewellers
- Magic Shops
- Market Stalls
- Taverns
Is it a rundown operation with a stuck door and smelling of old socks, or is it a clean Scandinavian style furniture store with a confusing layout designed to make you part with your hard won gold, or is it an unorganised emporium full of books, knick-knacks, magic items, and a talking cat?
Is the menu high class, or is it just good old honest food? Perhaps it has a signature cocktail?
Detailed Characters & Shops
Maybe you want them to meet one of the owners of a special store, or perhaps they meet 'Dog' a loyal companion?
What do they look like? What equipment do they have? What is their background? What makes them tick? All this and tips for roleplaying them to leave an awesome impression on your players.
Meet them here all lovingly created with human made illustrations.
New Magic Items
And magic? Did we mention magic?
From Mrs Noggs Emporium we have assembled a collection of 80 unqiue illustrated magic items, ranging from weapons of wonder to amusing trinkets.
As Mrs Nogg says "Always keep some magic in your pocket... along with snacks."
All this in this illustrated 376 page book.
Posted: Thu, 09 Apr 17:09:23 CDT

At the edge of the bay, law holds because someone keeps it standing. In Dalraven, taxes move under guard, ships come and go under watch, and silence can mean as much as open violence.
Soulstone #004 continues the Moonshroud Realms webzine with a grounded look at Dalraven, a hard coastal town where river, sea, and mountain road converge beneath civic pressure, royal authority, and the strain of frontier survival. This volume shifts the lens north of Bridgeport into a duchy shaped by isolation, political tension, and the constant need to maintain order where the wild presses close.
This volume introduces the dragonblood, a people born of war and ritual who now endure as a legacy of ancient alliance, alongside the Circle of the Sands, a druid subclass shaped by heat, scarcity, and the hard balance of desert survival. Alongside new magic items and further expansion of the setting, the Gutterdeep Warrens dungeon serial descends into its fire-scarred fourth chapter, while Taxman delivers a low-level investigative adventure centered on overdue revenues, false quarantine, and a conspiracy tightening around Dalraven’s civic heart.
Soulstone #004 contains the following content:
- FEATURED SETTING: DALRAVEN – A wary coastal town at the mouth of the Raven River, positioned between mountain pass, harbor trade, and the unknown reaches beyond its walls.
- SIGNIFICANT LOCATIONS – A detailed look at Dalraven’s roads, docks, gates, shrines, businesses, civic center, and the influential sites that shape daily life, trade, and local authority.
- GOVERNANCE OF DALRAVEN – Royal rule, proxy ducal authority, the Council of Four, and the political structure holding the town together under frontier pressure.
- OTHER KEY TOWNFOLK – Ready-to-use local NPCs tied to Dalraven’s military, commerce, faith, and everyday tensions.
- THE BLACK GULLS – A GM-facing guide to the shadow network operating through Elderland’s ports, controlling smuggling, redirected cargo, false manifests, and maritime criminal leverage.
- DIVINE FOCUS: CORA – A look at the Water Primordial, the enduring force behind tides, seas, depth, storm, and elemental balance.
- ITEMS OF NOTE – New magic items including the Cape of Soot, Cave Delver’s Ring, Cloak of Goblinkind, Map of Recall, Mask of the Wild Voice, and Vanishing Step Boots.
- CHARACTER OPTIONS – New player-facing content built for the D&D5.5e ruleset:
- SPECIES: DRAGONBLOOD– A long-lived people forged through draconic and elven ritual, carrying the legacy of ancient war into the modern age.
- DRUID SUBCLASS: CIRCLE OF THE SANDS – A desert warden subclass built around heat haze, endurance, scarcity, and relentless environmental mastery.
- DUNGEON SERIAL: GUTTERDEEP WARRENS – Chapter Four of the serial, where goblin faction structure deepens, fire becomes authority, and the northern branch ends at the Flamebinder Rift.
- ADVENTURE: TAXMAN – A travel and investigation adventure for 2nd-level characters involving overdue taxes, a sealed garrison, hired mercenaries, and Burgomeister Vayne’s unraveling conspiracy.
- MAPS, TOKENS & ART ASSETS – Six full-color maps in GM-labeled and player-facing formats, plus 80 unique tokens provided in two styles for 160 total tokens, and 106 art assets for use in VTTs, handouts, or campaign play.





This content was created using the Dungeons & Dragons 5.5e Ruleset (2024), but is also compatible with D&D5e (2014).



