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Posted: Fri, 27 Feb 03:18:36 CST
09. Hire a GANGREL
The one who shows up late, covered in dirt, smells faintly of forest and freedom, and somehow still nails the “team-building” question better than anyone in HR history.
What happens when immortal predators are forced to sit through a job interview?
Applying for a perfectly normal, painfully modern job—armed with a résumé spanning centuries, a deeply questionable skill set, and absolutely no idea how HR works. Expect polished job descriptions, wildly inappropriate CVs, interview transcripts that spiral out of control, internal HR notes full of red flags, and a final hiring decision that rarely goes as planned.
These interviews are ideal as:
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Comedy interludes between serious sessions
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In-universe documents or handouts
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Quick NPC introductions with instant personality
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A reminder that immortality does not, in fact, prepare you for middle management
Othe HR nightmares: https://www.storytellersvault.com/en/browse?keyword=hire%20a%20vampire%20szerepjatekosok.hu
Posted: Fri, 27 Feb 02:07:02 CST
BANDITS & OUTLAWS
Bandits & Outlaws is a 5e supplement that presents two competing forces born from the same lawless roads but driven by entirely different motives. Instead of treating roadside threats as a single repeated stat block, this book divides them into profit-driven bandit camps and an organized rebel outlaw crew operating with purpose and coordination.
These are not new ancestries. They are social outcomes.
The intent of this product is ideological contrast and regional tension. Profit bandits represent greed, instability, and territorial predation. They are loosely linked raiders who share camps, divide loot, and follow whichever leader proves strongest at the fire. Outlaws represent grievance, discipline, and moral rebellion. Though criminals in the eyes of the law, they function more like a coordinated adventuring party with complementary skills and a unifying cause.
Bandits escalate through dominance and accumulation of strength, growing from roadside ambushers into regional warleaders capable of uniting multiple camps. Outlaws do not form a ladder; they operate as a tight resistance cell ranging from capable skirmishers to a legendary folk hero whose name alone unsettles corrupt authority.
Geography, allegiance, and political alignment are intentionally undefined. These NPCs can represent collapsing borderlands, overtaxed provinces, corrupt sheriffs, or power vacuums along major trade routes. They are not meant to replace classic bandits—they expand them, adding structure, rivalry, and narrative direction.
Whether the bandits consolidate into a regional criminal threat, whether the outlaws ignite a rebellion, or whether both factions spiral into open conflict is left entirely in the GM’s hands.
Bandit Ladder
Bandit Camp Follower (CR 0): Drifter who lingers at the edge of camp, performing chores for scraps and protection.
Bandit Loot Hauler (CR 0): Noncombatant responsible for pack animals, stolen goods, and maintaining the camp’s mobility.
Bandit Road Ambusher (CR 1/8): Rough criminal who relies on surprise, intimidation, and numbers to overwhelm travelers.
Bandit Camp Thug (CR 1/4): Brutal enforcer who settles disputes inside the camp through violence and fear.
Bandit Mounted Raider (CR 1/2): Fast-moving highway robber who strikes caravans and retreats before organized resistance can form.
Bandit Heavy Reaver (CR 1): Hardened front-line fighter who smashes opposition with raw strength and intimidation.
Bandit Old Marauder (CR 2): Scarred veteran whose experience and reputation command grudging respect among raiders.
Bandit Camp Boss (CR 3): Dominant camp leader who rules through personal strength, threat, and control of the loot.
Bandit Road Tyrant (CR 5): Regional raider who absorbs or crushes weaker camps to control profitable routes.
Outlaw Rebel Crew
Outlaw Green Arrow (CR 3): Precise archer who disables officers and mounts rather than slaughtering common folk.
Outlaw Ironwood (CR 3): Staff-wielding duelist whose discipline and mobility control the battlefield.
Outlaw Briar Wolf (CR 4): Silent woodland hunter who strikes from concealment and vanishes into dense terrain.
Outlaw Friar (CR 4): Boisterous warrior-preacher who inspires courage and fights with surprising strength.
Outlaw Shadowmind (CR 5): Tactical planner who turns terrain, rumor, and timing into strategic advantage.
Outlaw Oakheart (CR 6): Bold champion who openly challenges corrupt officials and defends the vulnerable.
Outlaw Legend (CR 7): Mythic rebel figure whose presence rallies villages and destabilizes oppressive rule.
Compatible Products
Outlaws & Bandits can be found in any of our Fantasy Map locations.
Outlaws often frequent the woodland tavern.
Bandits camp in the wilderness.
Posted: Fri, 27 Feb 02:06:16 CST
Plague Zombies
We present a new kind of undead for 5e: plague zombies built for medieval apocalypse play.
Plague Zombies is a monster supplement that reimagines the traditional zombie as a relentless, infectious horror designed for survival campaigns, siege scenarios, and collapsing kingdoms. These are not shambling hit point sacks. They are battlefield problems that demand precision, discipline, and hard choices.
This product introduces a unified mechanical identity for plague zombies:
- They do not die unless destroyed by a headshot.
- Dropping them to 0 hit points is not enough.
- They grapple.
- They bite.
- They infect.
- They turn the fallen into more of their kind.
Combat becomes tactical. Players must decide when to risk a called headshot, when to disengage, and when to spend precious magic curing infection. Radiant damage matters. Critical hits matter. Positioning matters.
They are simple fighters. They grab. They bite. They spread.
The Plague
A living creature struck by a plague zombie’s Bite must succeed on a DC 12 Constitution saving throw or become infected. An infected creature remains alive but carries the plague within its body. After 1d4 days, the infection completes its course: the creature dies and rises as a plague zombie immediately. The infection can be cured only by lesser restoration, greater restoration, or wish cast before transformation occurs.
If an infected creature dies before the plague completes its natural course, the transformation accelerates. The corpse rises as a plague zombie in 10d6 minutes.
Plague Zombies are not meant to replace standard undead in heroic fantasy. They are intended for darker tables, where containment may fail and every battlefield wound carries long-term consequences.
Geography, origin, and cause of the plague are intentionally undefined. The outbreak could be divine judgment, necromantic experimentation, extraplanar corruption, or mundane disease amplified by magic. Whether the world is in early outbreak or full collapse is left entirely in the GM’s hands.
Plague Zombies are not variants. They are a system.
Plague Zombie Species
Plague Zombie (CR 1/2): Baseline infected corpse driven by proximity and hunger. Slow-moving but persistent, it relies on grapple-and-bite tactics and becomes far more dangerous when supported by other plague zombies.
Plague Zombie Dwarf (CR 1/2): Stocky and stubborn even in death, this infected corpse holds ground in tunnels and chokepoints, difficult to shove aside and well suited to underground outbreaks.
Plague Zombie Elf (CR 1/2): More mobile than most infected, this corpse ignores natural terrain obstacles and excels in forests, ruins, and debris-choked environments.
Plague Zombie Halfling (CR 1/2): Small and unsettlingly agile, this infected corpse slips beneath larger defenders and thrives in tight interiors, cellars, and cramped town streets.
Plague Zombie Gnome (CR 1/2): Slightly sturdier and more resistant to magical interference than other small infected, this corpse works well in arcane or workshop-themed outbreaks.
Plague Zombie Ratfolk (CR 1/2): Sewer-born and unnerving, this infected corpse moves through narrow spaces with ease and excels in dim, enclosed urban environments.
Plague Zombie Goblin (CR 1/2): Aggressive and opportunistic even in death, this infected corpse chains movement between victims and pressures weakened defenders in urban or dungeon settings.
Plague Zombie Merfolk (CR 1/2): Nearly helpless on land but deadly in water, this infected corpse drags victims beneath the surface and dominates flooded docks, rivers, and submerged ruins.
Plague Zombie Dragonborn (CR 1): Larger and more imposing than the baseline infected, this corpse retains a corrupted breath weapon that opens combat before closing to grapple and bite.
Plague Zombie Lizardfolk (CR 1): Amphibious and well adapted to swamp or river terrain, this infected corpse dominates flooded battlefields and uses water to isolate prey.
Plague Zombie Orc (CR 1): Physically stronger than most infected, this corpse advances relentlessly and exerts powerful grapple pressure against frontline defenders.
Plague Zombie Hobgoblin (CR 1): Disciplined even in undeath, this infected corpse performs best in clustered formations, reinforcing nearby plague zombies in organized assaults.
Plague Zombie Gnoll (CR 1): Feral and predatory, this infected corpse repositions aggressively after feeding and thrives in open terrain where pack behavior can dominate.
Plague Zombie Bugbear (CR 2): Long-limbed and heavy-set, this infected corpse controls space with extended reach and anchors mid-tier hordes.
Plague Zombie Ogre (CR 3): A siege-level infected brute, this massive corpse smashes barricades and overpowers defenders through sheer strength and crushing grapples.
Plague Zombie Minotaur (CR 3): Charging and devastating, this infected brute breaks lines with momentum, knocking victims down before tearing into them.
Plague Zombie Troll (CR 5): A regenerating horror, this infected monstrosity recovers rapidly unless suppressed by fire or acid and cannot be destroyed without a precise killing blow.
Plague Zombie Hill Giant (CR 6): An outbreak-level catastrophe, this enormous infected corpse grapples creatures of immense size and represents regional collapse rather than localized danger.
Compatible Products
The apocalypse can break out on any Fantasy Maps.
Ratfolk are a new monster clan.
Posted: Thu, 26 Feb 23:07:30 CST
We've been playing testing Spacers: 180° forever now. But while we're still assembling the big rules book, we've come up with a quick reference. In one page, GMs can run quick and easy sessions or have a great reference for long duration campaigns to compliment with their own house rules.
Spacers gears towards something we call “rocket opera.” A cross between the relationship of Characters with each other and the relationship of them and the technologies, especially the spaceships, inhabiting their worlds. This is about being in space and what can be done while there. The narrative plays a large part in the group’s participation, meanwhile, various conventions of the rules are provided to give a visceral element of strategy for the GM/author of the adventure taking place.
This is the latest in the Spacers line: Spacers: 180°. This is a series of rule systems designed for quicker than most RPG systems for science fiction settings. The difference in this game is that we’ve changed from a two six-sided dice-based system into one using the popular D20, as well as the assorted array of other polyhedral dice. From D2 to D100, this work is written to use them.
Posted: Thu, 26 Feb 21:47:08 CST
ADVENTURE BACKGROUND:
Petra Serpentis is an adventure for the Shadowdark RPG for characters level 1-3.
A goblin mine on the outskirts of the village of Tilroc has become the abode of a hungry shale serpent. The goblins were mining flarestone, a semi-magical rock that when refined turns into a non-flammable light source, used to light dark places.
The goblins and the villagers had no aggression towards one another until livestock began to go missing. The villagers believe the goblins are responsible.
ADVENTURE SUMMARY:
The Player Characters will explore an old mine full of a mysterious ore and uncover the fate of the goblin miners (and perhaps a missing cow or two).
Posted: Thu, 26 Feb 19:55:08 CST
The Winterborne | 5e NPC Monsters
The Winterborne expands the arctic barbarian archetype into a full, encounter-ready tribal hierarchy designed for 5e play. Rather than treating northern raiders as a single brute stat block, this supplement presents a complete ladder of snow-born hunters, axe-wielding warriors, spirit-bound champions, and winter witches—from camp-tenders and scouts to berserkers, warcallers, and frost-marked chieftains—each built to serve a distinct role at the table.
Whether you need watchful snow scouts shadowing the party across frozen tundra, stealthy ice stalkers emerging from whiteout conditions, relentless berserkers crashing into the front line, ritual witches cursing foes beneath the aurora, or a frost chieftain uniting rival clans for a decisive raid, The Winterborne provides mechanically distinct stat blocks at every tier of play. The ladder scales naturally, allowing encounters to evolve from isolated hunting bands and survival conflicts into coordinated tribal assaults and mythic winter rites.
Each Winterborne role emphasizes terrain advantage, cold resilience, stealth in snow and ice, and brutal axe-focused melee combat. Their strength lies not in drilled formations or rigid military hierarchy, but in kin-bands, temporary alliances, spiritual leadership, and ferocious charges. Use them as tundra nomads, glacier raiders, coastal seal-hunters, spirit-bound witch clans, or seasonal war-hosts—the structure is provided, the frozen frontier is yours.
Multisided tokens can change from male to female versions.
The Winterborne Ladder
Winterborne Child (CR 0): Hardened youth raised in snow camps and ice-carved shelters. Already acclimated to cold and scarcity, they learn survival before they learn speechcraft.
Winterborne Commoner (CR 0): Hunters, fishers, hide-workers, and bone-carvers who sustain the tribe. Not professional warriors, but fully capable of defending camp when threatened.
Winterborne Snow Scout (CR 1/8): Light trackers and sentries who move silently across snowfields. They serve as the tribe’s eyes and vanish at the first sign of overwhelming force.
Winterborne Axeling (CR 1/4): Initiated warriors bearing hand axes and round shields. They fight in tight kin-groups and test their worth through small raids.
Winterborne Ice Stalker (CR 1/2): Stealth ambushers who use drifts, ridgelines, and whiteout conditions to isolate prey before striking.
Winterborne Fur Raider (CR 1): Core raiding force clad in layered hides and furs. Fast, direct, and brutal in close combat.
Winterborne Frost Berserker (CR 2): Rage-driven shock warriors resistant to cold and indifferent to pain. They lead the charge and refuse to retreat.
Winterborne Spirit Whisperer (CR 3): Tribal witch who communes with ancestral spirits and winter forces. Uses curses, blessings, and omen-reading to shape the battlefield.
Winterborne Blizzard Hunter (CR 4): Elite predator-warriors nearly invisible in snowfall or storm. They stalk targets across miles of frozen wilderness.
Winterborne Ice Witch (CR 5): Coven leader and ritualist who binds spirits, shapes frost, and protects the tribe with bone charms and winter rites.
Winterborne Warcaller (CR 6): Charismatic raid-leader who unites allied clans temporarily. Inspires feral charges rather than disciplined formations.
Winterborne Totem Bearer (CR 7): Spirit-bound champion embodying the primal aspects of wolf, bear, or mammoth. A living symbol of tribal strength.
Winterborne Storm Seer (CR 8): High witch who reads omens in the aurora and calls blizzards upon enemies. Feared even among allied clans.
Winterborne Frost Chieftain (CR 8): Dominant tribal leader chosen by strength and omen. Commands loyalty through reputation and victory, not bureaucracy or standing armies.
Compatible Products
Winterborne can be found at the Winter Ice Wall or any of the arctic wilderness maps.
Posted: Thu, 26 Feb 17:51:15 CST
Goblins are Everywhere | 5e Monsters
We present goblins adapted to nine environments: Ice, City, Mountain, Swamp, Volcanic, Desert, Forest, Jungle, and Sea.
Goblins Are Everywhere is a monster supplement for 5e that presents goblins not as a single disposable low-level nuisance, but as a species defined by relentless adaptation. Instead of escalating into high-CR warlords or legendary tyrants, this book keeps goblins within their natural ceiling and explores how they thrive in radically different terrain.
These are not alternate ancestries. They are alternate habitats.
The intent of this product is environmental identity and encounter variety. Each biome presents three goblins—CR 1/8, 1/4, and 1/2—whose abilities reflect survival strategies shaped by climate, geography, and opportunity. Their strength does not lie in raw power. It lies in numbers, positioning, and terrain mastery.
Goblins rarely rule themselves. Where organization rises above petty gangs or tribal clusters, leadership often comes from hobgoblins, bugbears, or other stronger goblinoids. This book focuses on the rank-and-file survivors—the ones who infest every corner of the world.
Jurisdictions, history, and alignment nuances are intentionally undefined. Ice goblins may haunt glacial passes, desert goblins may trail caravans, city goblins may infest sewer systems beneath proud capitals. They are not organized empires. They are opportunists.
Goblins do not conquer worlds, they infest them.
How dangerous they become depends entirely on how prepared the party is to fight where the goblins are strongest.
Ice Goblins
Ice Goblin Snow Skulk (CR 1/8): Light-footed ambusher who blends into snowfall and white terrain, striking before vanishing into flurries.
Ice Goblin Iceblade (CR 1/4): Frost-bitten skirmisher whose chilled strikes slow fleeing enemies across slick ground.
Ice Goblin Frost Trapper (CR 1/2): Battlefield controller who prepares icy patches, brittle bridges, and snow-laden hazards.
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City Goblins
City Goblin Alley Skulk (CR 1/8): Urban lookout who disappears into alleys, scaffolds, and drainage tunnels.
City Goblin Thief (CR 1/4): Agile cutpurse and rooftop runner specializing in ambush strikes and quick escapes.
City Goblin Saboteur (CR 1/2): Arsonist and infrastructure-wrecker who weaponizes oil, scaffolds, and sewer hazards.
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Mountain Goblins
Mountain Goblin Cliff Skitterer (CR 1/8): Climbing specialist who uses height and narrow ledges to harass larger foes.
Mountain Goblin Slingfighter (CR 1/4): High-ground ranged combatant who rains stones from above.
Mountain Goblin Rockbreaker (CR 1/2): Terrain manipulator who triggers small rockslides and destabilizes footing.
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Swamp Goblins
Swamp Goblin Mire Skulker (CR 1/8): Mud-concealed ambusher who strikes from shallow water and reed cover.
Swamp Goblin Netter (CR 1/4): Restraining skirmisher who entangles enemies in muck and difficult terrain.
Swamp Goblin Rotcaller (CR 1/2): Poison-wielding controller who weakens foes before fading into fog.
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Volcanic Goblins
Volcanic Goblin Ash Skulk (CR 1/8): Smoke-blurred ambusher who thrives in drifting ash and low visibility.
Volcanic Goblin Obsidian Cutter (CR 1/4): Brutal melee fighter wielding razor-sharp volcanic glass blades.
Volcanic Goblin Cinderhand (CR 1/2): Fire-flinging skirmisher who creates burning zones and heat pressure.
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Desert Goblins
Desert Goblin Sand Skitter (CR 1/8): Elusive ambusher who uses dunes and shifting sand for concealment.
Desert Goblin Raider (CR 1/4): Hit-and-run attacker who strikes caravans and retreats into open terrain.
Desert Goblin Dustcaller (CR 1/2): Battlefield obscurer who creates sandbursts to disrupt vision and formation.
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Forest Goblins
Forest Goblin Thorn Skulk (CR 1/8): Poison-pricking ambusher hidden among undergrowth and brambles.
Forest Goblin Archer (CR 1/4): Foliage-concealed ranged attacker who strikes from partial cover.
Forest Goblin Vine Snarer (CR 1/2): Controller who restrains targets with entangling growth and hidden lines.
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Jungle Goblins
Jungle Goblin Canopy Skulk (CR 1/8): Vine-swinging scout who attacks from above before repositioning.
Jungle Goblin Dart Hunter (CR 1/4): Blowgun specialist using venom-coated darts in dense foliage.
Jungle Goblin Beastkeeper (CR 1/2): Skirmisher who coordinates minor jungle fauna to disrupt enemies.
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Sea Goblins
Sea Goblin Reef Clinger (CR 1/8): Aquatic ambusher who clings to coral and rocky seabeds before striking.
Sea Goblin Harpoon Raider (CR 1/4): Piercing attacker who drags enemies beneath the surface.
Sea Goblin Netcaster (CR 1/2): Water-control specialist who entangles foes and pulls them deeper into the tide.
Compatible Products
Goblins can be found everywhere. See out Fantasy Maps.
Posted: Thu, 26 Feb 17:47:53 CST
This hand-drawn stock art illustration is 1661 x 2947 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:33:41 CST
This stock art product includes 15 hand-drawn black and white parchment banners (300dpi PNGs with transparency). The smallest image of the pack is 1275 x 776 pixels and the largest is 2567 x 931 pixels.
FILES INCLUDED
30 high definition PNGs (300dpi)
Commercial license (pdf)

LICENSE
By purchasing this product you are given a non-exclusive royalty-free commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do, is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use and/or incorporate the illustration(s) included in this stock art product an unlimited number of times, in both personal and commercial projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:23:32 CST
This hand-drawn stock art illustration is 3308 x 3551 pixels (300dpi PNG with transparency).
FILES INCLUDED
High definition PNG (300dpi)
Commercial license (pdf)
LICENSE
By purchasing this product you are given a non-exclusive commercial license for any types of digital or physical publications: prints, PDFs, books, board games, animations, video games, websites, etc.
You can copy, share, transform, redistribute, color, alter and/or modify any illustration. The only thing you cannot do is resell or redistribute the product itself (individually or collectively) or include any illustration in another stock art or clipart product.
You can use the illustrations included in this product in five different commercial projects and an unlimited number of times in any personnal (non-commercial) projects.
For commercial use, you have to credit RPG Blacksmith.
Posted: Thu, 26 Feb 17:06:24 CST
The contract was clean. That should have been the first warning. White terrain stretches endlessly in every direction, an ocean of ice fractured by pressure ridges and black scars where something long buried has forced its way back toward the surface. Snow falls sideways, driven by winds that howl like wounded machines. Visibility collapses without warning - one moment clear enough to see your own breath crystalize, the next reduced to a swirling void where distance, direction, and time dissolve into the same numb blur. Your ship lies crippled behind you. Not destroyed - worse. Power still bleeds through fractured systems. Beacon lights pulse weakly beneath layers of frost. The engines will fly again, eventually. But eventually is a luxury the cold does not grant. Every minute outside shaves heat from your bones. Every minute inside the wreck draws something closer, something that learned long ago how to follow warmth through metal and snow alike. The bounty was supposed to be alive. You found them fast - too fast. Their shelter was already torn open, the interior slick with frozen gore and scorch marks burned deep into the walls. Whatever reached them did not care about credits or negotiations. It hunted with purpose, and it was not alone. The only reason you survived the encounter was because something else distracted it, briefly. Now the storm is closing in again. Sensors spike and fade, overwhelmed by static and false echoes. Movement registers where nothing should move. Heat signatures bloom and vanish just beyond the edge of detection. Somewhere in the white distance, shapes stalk the storm - tall, wrong silhouettes that vanish the moment they’re seen directly. Your comms crackle. Fragments of old transmissions bleed through the interference - distress calls, contract updates, prayers spoken in languages that never believed in rescue. Some repeat. Others respond when spoken to, as if the storm itself has learned how voices work. You are no longer sure who is hunting whom. The bounty is dead. The payout meaningless. What matters now is extraction - getting off this frozen grave before the cold claims your blood, or before whatever rules this wasteland decides you’re worth keeping. The ice does not care who you were. Only whether you escape.
__________________________
In this Solo Adventure you assume the role of an adventurer in the shadow-stained expanse of the Known Galaxy. You will require the Haven Fallen Core Rulebook (CRB) and any associated Expansions you wish to use. The world responds to you—your interpretations, your fears, your ambitions—and you will act as both Character and Storyteller. The Actions you take should depend on who and what you meet, what horrors cross your path, and how you choose to engage with them. Record the outcomes. Evolve the world. Allow rumours, consequences, and scars to reappear later. As you progress, you will become your own Storyteller, shaping a living cosmos that remembers what you do. The outcome of Actions in Haven Fallen is determined by:
Posted: Thu, 26 Feb 16:35:38 CST
The Bandits' Keep, a small side quest for Dragonbane.

Need a small side quest for your group? This dungeon is for you!
Includes the following: 1 PDF (Side Quest - Zine format 5.5'' x 8.5''), 1 PDF (Printable map) & 4 JPG (maps)
Now with printable maps to use with miniatures!
Don't forget to follow me on this platform to stay up to date with my latest maps news! / N'oubliez pas de me suivre sur les plateformes suivantes pour avoir les dernières nouvelles!
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For personnal use only / Pour usage personnel seulement
“The Bandits' Keep is not affiliated with, sponsored, or endorsed by Fria Ligan AB. This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.”



