DriveThru RPG
Newest Items
Posted: Mon, 27 Apr 09:56:12 CDT
Astrohagen, "star forge" in old Dwarven, is the capital of the Confederacy of Alboke. A peninsula city jutting into the Fjordbon Ocean. Eighty five thousand souls. Five Mechanist Guilds. Industrial smog the locals call "the Great Engine's breath." And aetherite, the most concentrated source of harvestable energy in the known world, buried right beneath the cobblestones.
This is not a city of poets. It is a city of engineers, merchants, and soldiers, where the impossible is manufactured on a schedule. She argues with herself from one district to the next. Chancellor against Guild Master. Priest against cogpriestess. Worker against automaton. All of it rising into the smoky air like one long, unresolved conversation.


- Five Districts – Northern Quarter, Central District, Artorius Quarter, Western Shore, Eastern Shore — each with its own atmosphere, people and secrets
- The Undercity – Three layers of tunnels, the Rust Garden, the Underbazaar, and Axani ruins deeper still
- Seven Named NPCs – Chancellor Elara Voss, Pepper Kettlebottom, innkeeper Darren Oakbarrel, gnome press-owner Thistle Broadsheet and more — not archetypes, but people with agendas
- Factions & Power – The Council of Gears, five Mechanist Guilds, the Church of the Cog, the Ironguard, and the shadow network known as the Mainspring
- Random Tables – d20 street encounters, d12 tavern rumours (each with a Truth column), d10 Undercity events, d8 weather conditions
- Adventure Hooks – 7 hooks from single-session to campaign arcs, with built-in twists and layered motivations


The notable landmarks and establishments that define Astrohagen:
- A - Lush Nut Tavern: the city's social crossroads
- B - Astrohagen Cityhall: seat of the Council of Gears
- C - Gundrum's Clockworks: finest independent workshop in the Confederacy
- D - Artorius Square: the great market, beating heart of commerce
- E - Emporium Lane: upscale boutiques and luxury trade
- F - Astrohagen Technological School: the Confederacy's premier engineering academy
- G - The Ink House: independent press, bookshop, and pulse of public opinion
- H - The Odd Fish: dockside tavern for sailors and those who prefer rough company


Short (1–2 sessions):
- "The Clock That Gained a Second" - For one week, the Cathedral clock runs one second fast each day. Someone has attached an unknown device to Dellim Brasswhistle's original mechanism — a machine that has run uninterrupted for three centuries.
- "The Counterfeit Watch" - Subtly flawed pocket watches are circulating in Artorius Square. The Tinkerwright Collective hires the party to find the counterfeiter — but the trail leads not to the Undercity, but to a disgraced former Gundrum apprentice with a story that complicates any simple resolution.
Medium (3–5 sessions):
- "The Chancellor's Quiet Request" - Chancellor Voss believes one of the Guild Masters is conspiring against her, but cannot investigate officially without triggering open warfare on the Council. She needs evidence gathered by people with no political connections. Three Guilds, two betrayals, one confrontation that reshapes everything.
- "The Provost's Proposal" - Provost Cogswell leads a secret expedition into the Deep Tunnels toward an Axani site she located through years of research. What they find will change the city's understanding of its own foundations — if they can get out again.
Astrohagen is for Game Masters who need a living steampunk city. Not a skeleton, but flesh. Rumours with truth or lies behind them. NPCs whose interests conflict with each other, not just with the party. Districts that sound and smell different from one another. Factions that want incompatible futures.
"She is alive, my Cogs. She ticks. She breathes. To walk her streets is to step into that conversation, and, if you are bold enough, to add your own voice."
-Your favorite Librarian, Sereyrathana
Posted: Mon, 27 Apr 09:51:09 CDT
A Hungarian setting book for Tales from the Loop/Things from the Flood.
This setting takes the game Tales from the Loop / Things from the Flood to the settlements at the foot of the North Central Mountains in 1980s Hungary. The game blends the atmosphere of the mountain towns of Kádár-era Hungary with the aesthetics and technological mysteries of the world of Tales from the Loop and the increasingly dark realities of
growing up teens in the world of Things from the Flood.
It includes a historical overview how a minor version of the Swedish Mälaren Loop was built as a project of Hungary's Magnetoplasma Research Center around the town of Zagyvasáros. It explains what repercussions it had on on the environment, which is depicted through adventure hooks in this landscape and some cultural and economic illustriation (clothing, dishes, everyday habits, music) for the era to better understand this part of the world.
Posted: Mon, 27 Apr 08:55:23 CDT
| This special bundle contains the following titles: |
| DM Essentials Taverns #1 - The Broken Spoke Regular price: 0 Bundle price: 0 Format: PDF | THE BROKEN SPOKE: A Crossroads Tavern of Mud, Blood, and Neutrality
DM Essentials Tavern #01 |
5E Compatible (Tier 1-4 Hub)
---
Welcome to the Only Safe Bed for Fifty Miles
Drink your ale. Ignore the war outside. Pay your tab.
Tucked into the crumbling stone arches of a ruined colossal bridge, The Broken Spoke sits at the bloody crossroads of the King's Highway and the Old Salt Road. It is neutral ground in a valley carved by war—a place where enemy soldiers drink shoulder-to-shoulder, where spies trade secrets over cheap whiskey, and where the only law that matters is enforced by a scarred veteran with a cudgel named "Last Call."
This isn't your generic roadside tavern. This is a campaign hub with teeth.
What's Inside:
A Fully-Realized Sanctuary of Intrigue - Atmospheric sens... | |
| DM Essentials Taverns #2 - The Saltings Regular price: 0 Bundle price: 0 Format: PDF | THE SALTINGS: A Beached-Ship Tavern of Salt, Secrets, and Second Chances
DM Essentials Tavern #03 | 5E Compatible (Tier 1-4 Hub)
Welcome to the Last Port Before the Rocks
Drink your rotgut. Forget your name. Pay your way.
On a lonely coast where the sea chews at the land, a timber tavern stands on stilts above a salt marsh. It is reachable only by a stone causeway that vanishes twice a day under the rising tide. This is The Saltings—a place built from the wreckage of a ship that never sailed again, and from the guilt of those who light false beacons on the headland.
The locals are wreckers. They lure ships onto Blackfang Reef with shuttered lanterns, then salvage the cargo. They are not monsters. They are poor. The sea takes their nets, their boats, their sons. They take back. It is... | |
| DM Essentials Taverns #3 - The Iron Stoup Regular price: 0 Bundle price: 0 Format: PDF |
THE IRON STOUP: A Moorland Inn of Weak Ale, Hard Beds, and Hidden Sorrows
DM Essentials Tavern #03 | 5E Compatible (Tier 1-3 Hub)
---
Welcome to the Last Warm Hearth Before the Moor
Eat your stew. Say nothing. Sleep with one eye open.
At the edge of a bleak moor where the heather turns to peat and the road dissolves into marsh, a stone inn huddles against the wind. It is built from the ruins of a failed wayside chapel—its walls are old consecrated stone, its windows narrow as arrow slits. The sign above the door is a rusted iron pot, hanging from a beam that once held a bell.
This is The Iron Stoup.
The inn is named for the iron bowl that hangs over the hearth—a vessel that never empties, no matter how many are fed. The landlord is a former executioner named Corin, who retired af... | |
| DM Essentials Taverns #4 - The Furrow Regular price: 0 Bundle price: 0 Format: PDF | THE FURROW: A Mud-Walled Tavern of Whispered Rebellions and Spies in the Shadows
DM Essentials Tavern #04 | 5E Compatible (Tier 1-3 Hub)
---
Welcome to the Village That Refuses to Die
Drink your sour ale. Keep your voice low. The walls have ears.
The village of Harden has been burned three times in fifty years – first by the Hawks, then by the Vultures, and most recently by a mercenary company paid by both. Each time, the villagers rebuilt. The latest inn, The Furrow, is a low, mud-walled building with a thatched roof, huddled behind a defensive ditch. Its sign is a rusted plough blade, salvaged from a field where a farmer was hanged.
The Furrow serves as the village's wool weighing station, its informal court, and its only place of refuge. The landlord is Kael, a former soldier who ... |
| Total value: | 0 |
| Special bundle price: | 0 |
| Savings of: | 0 (20%) |
Posted: Mon, 27 Apr 08:54:43 CDT
THE FURROW: A Mud-Walled Tavern of Whispered Rebellions and Spies in the Shadows
DM Essentials Tavern #04 | 5E Compatible (Tier 1-3 Hub)
---
Welcome to the Village That Refuses to Die
Drink your sour ale. Keep your voice low. The walls have ears.
The village of Harden has been burned three times in fifty years – first by the Hawks, then by the Vultures, and most recently by a mercenary company paid by both. Each time, the villagers rebuilt. The latest inn, The Furrow, is a low, mud-walled building with a thatched roof, huddled behind a defensive ditch. Its sign is a rusted plough blade, salvaged from a field where a farmer was hanged.
The Furrow serves as the village's wool weighing station, its informal court, and its only place of refuge. The landlord is Kael, a former soldier who lost his sword arm to a tax collector's axe. His wife Milla runs the kitchen and keeps the accounts – she is the real power behind the bar. Their daughter Rina is sixteen, sharp-eyed, and listens to every conversation.
The village is trapped between two petty lords. Both demand grain, wool, and young men for their armies. Both threaten to burn Harden again. The Furrow is where the villagers meet to plan resistance – and where spies from both lords sit in the corners, taking notes.
This is not a tavern for travelers. It is a tavern for a people trying to survive.
---
What's Inside
A Fully-Realized Village Under Siege
- Atmospheric sensory details – mud, smoke, sour ale, the creak of thatch, the heavy tread of soldiers' boots on the road
- The history of three burnings and the village that refuses to die
- The Village Pressure meter – a unique mechanical tracker that measures how close the lords are to burning the inn again, with consequences at each threshold
Four Unforgettable NPCs (Breaking the Proprietor+Cook Pattern)
- Kael – One-armed co-proprietor, former deserter from Lord Beron's personal guard. He knows where the lord's treasury is hidden.
- Milla – Co-proprietor and cook, the real leader of the resistance. She keeps a secret ledger of hidden grain and bribed soldiers.
- Rina – The teenage eavesdropper. She has identified two spies in the village but is waiting to see which lord they serve.
- Lent – A wizened regular who sits by the fire. A former spy for a dead lord, he knows every secret in the valley – and that a third power pulls the strings.
Complete Stat Blocks (Challenge 1/4 to 1) for all key NPCs – ready to deploy.
The Menu with village pricing (cheap, but the villagers remember kindness):
- Sour Ale – Thin, cloudy, and faintly vinegary (1 cp)
- Milla's Ploughman's Plate – Dark bread, hard cheese, pickled egg (3 cp)
- Rabbit Stew – Thin but hot, with shreds of meat and wild garlic (4 cp)
- Oatcakes – Dense, gritty, slightly sweet, wrapped for the road (1 cp)
The Heart of the Inn: The Ledger of Hidden Grain
Behind a loose stone in the hearth, Milla keeps a secret ledger. It records every tithe evaded, every hidden store, and every soldier who accepted a bribe. Players who study it can identify spies, locate hidden caches, or uncover proof of a lord's embezzlement. If the ledger is stolen, the village's survival is at risk.
---
10 Adventure Hooks from the Occupied Village
From the tax that kills to the deserter hiding in the cellar – these hooks launch whole sessions:
1. The Tax That Kills – Lord Beron doubles the grain tithe. Milla plans to smuggle grain away. The players must help or betray her.
2. The Spy in the Corner – Rina has identified a spy. But the suspect is a desperate farmer whose daughter is held hostage.
3. The Burned Fields – Someone sets fire to the stored hay. The arsonist is inside the inn.
4. The Deserter Hunt – Soldiers arrive looking for a deserter hiding in the cellar – Kael's old friend.
5. The Secret Ledger – Milla's ledger is stolen. The players must retrieve it before the lords find it.
6. The Lord's Bastard – A pregnant woman claims she carries Lord Beron's child. Beron's men are coming.
7. The Wool Cart – A merchant offers weapons in exchange for an assassination.
8. The Plague of Lies – A sickness quarantines the village. Inside, a killer stalks the sick.
9. The Moneylender – A man with a royal writ arrives to collect debts. The writ is forged.
10. The Broken Spoke's Message – A courier from the Broken Spoke offers to buy Kael's treasury secret. The price could free the village or doom it.
---
10 Inn Encounters (Roll 1d10)
Every stranger is a potential spy. Every conversation is a risk. Each encounter includes the surface action, the truth beneath, and DCs for Perception, Insight, Investigation, or History.
- The missing knife – a farmer claims theft, but he lost it in a fight. He is the spy.
- The child at the door – a ragged beggar reports every kindness as proof of hoarding.
- The scorch mark on the thatch – an attempted arson. The arsonist is inside.
- The whistled tune – a traveler's military march. He is a recruiter from Lord Beron's guard.
- The split coin – a man pays with a halved coin. He is plotting a robbery.
- The silent prayer – Lent recites names of executed spies.
- The cracked bowl – a woman's bowl will not break. It was made by her dead husband.
- The overturned wagon – weapons for the resistance, sabotaged.
- The late-night visitor – a soldier who claims to be a deserter. He may be a plant.
- The empty chair – Lent is missing. He left a clue under his seat.
---
10 Deep-Dive Scenarios
When you need more than a random encounter, these fully-developed situations turn The Furrow into an adventure location:
- The Spy in the Corner – full investigation module to identify and turn an informant
- The Hidden Treasury – raid Lord Beron's manor or sell the secret
- The Quarantine Killer – locked-room murder mystery during a plague
- The Burning – race against time to stop a coordinated arson attack
- The Ledger – a heist to recover Milla's stolen accounts
- The Deserter's Choice – moral dilemma: hide a murderer or turn him over
- The Wool Merchant's Price – a deal with a criminal whose "rival" is a reformer
- The Lord's Bastard – the pregnant woman is a spy sent to test the village
- The Moneylender's Writ – prove the writ is forged before the village loses everything
- The Third Lord – uncover the merchant-prince pulling strings from a distant city
---
Why Your Campaign Needs The Furrow
The Furrow is not a neutral tavern. It is a community under siege, a hotbed of resistance, and a place where every choice has consequences. Players who help the villagers may gain loyal allies – but also make powerful enemies. Those who betray them will be remembered for generations.
This tavern breaks the pattern: no single proprietor, no cook sidekick, no silent bouncer. Instead, it offers a family, a conspiracy, and a moral landscape as muddy as its walls.
---
Enter the Arcverse
The Furrow is the fourth tavern in our DM Essentials library – locations built on history, where the past refuses to stay buried.
Connections:
- The Broken Spoke – Mara's courier offers to buy Kael's treasury secret.
- The Saltings – The wool merchant's smuggling network connects to the wreckers' coastal routes.
- The Iron Stoup – The third lord pulling strings is connected to the workhouse master.
- The Drowned Chapel – The well beneath The Furrow connects to underground channels that flow to the chapel.
Also available:
- Tavern #01: The Broken Spoke – A fortified tavern built into a ruined bridge.
- Tavern #02: The Saltings – A beached-ship tavern on a lonely coast.
- Tavern #03: The Iron Stoup – A moorland inn of weak ale, hard beds, and hidden sorrows.
- Ruins & Relics #02: The Drowned Chapel of St. Augor – A flooded fane where a failed healer judges the living.
- Ruins & Relics #03: The Hollow Warren – An abandoned mining settlement where the dwarves dug too deep.
---
System: 5E Compatible
Tier: 1-3 Hub Location
Pages: 10
Format: PDF
The Furrow: Drink your sour ale. Keep your voice low. The walls have ears.
DM Essentials locations are designed for immediate drop-in use – minimal prep, maximum atmosphere. Part of the Arcverse family of products.
Posted: Mon, 27 Apr 08:54:28 CDT
Every age births its heroes - but few are chosen by the world itself.
You are marked. Not by crown, nor prophecy spoken aloud, but by a sign burned into your fate. Dreams haunt your sleep: a distant city of blackened gold, its towers crumbling beneath a dying sky. A voice calls from its heart - faint, desperate… or commanding. Bel-Nathûr. Once the jewel of a forgotten empire, it now lies beyond the Ember Road - a desolate expanse of scorched earth, drifting ash, and broken relics of a war no living soul remembers. None who walk its length return unchanged. Many do not return at all. Yet something compels you forward. This is not a quest given. It is a path that will not release you.
The Ember Road stretches across a wasteland of smoldering ruin. The ground is warm to the touch, cracked with glowing veins beneath the surface. Blackened obelisks rise at irregular intervals, each inscribed with faded runes that pulse faintly at dusk. Storms of ash sweep across the land without warning, whispering with voices long dead. At the road’s end stands Bel-Nathûr - a vast, decaying city of bronze and obsidian. Its gates hang open, its streets eerily intact. No bodies remain, no signs of struggle - only absence. At the city’s center rises the Sunken Spire, leaning yet unfallen. Within it lies the source of the call - the force that draws you across the Ember Road. The deeper you go, the stronger the pull becomes. And the harder it is to remember why you came.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Mon, 27 Apr 08:54:18 CDT
In the borderlands where empires fray and old gods are forgotten, a new faith has taken root - quietly, insidiously. It began with whispers. A shared dream. A symbol carved into flesh. A promise: that the world is broken, and only through unity - through submission - can it be remade. They call themselves the Covenant of the Veiled Sun. But they are not united. Within the growing cult, three factions have emerged, each claiming to understand the will behind the veil. Each gathers followers. Each prepares for a final revelation.
You arrive in Ur-Khazrûm, a city long abandoned after a nameless catastrophe, now reclaimed by this rising cult. Whether you seek to destroy them, join them, or uncover their truth, one thing is certain: The Covenant is not what it claims to be. And its divisions may be the key… or the doom of all.
Ur-Khazrûm lies in a cracked basin of pale stone, its once-grand structures broken and half-collapsed. Bronze pillars lean at impossible angles. Great halls stand roofless, open to a sky that often dims without warning. The cult has transformed the ruins into a triune domain:
The Ashen Court - a central gathering ground where all factions meet under uneasy truce.
The Hollow Sanctums - subterranean chambers where rituals are conducted in secret.
The Veiled Towers - three towering structures, each claimed by one faction, each radiating its own unsettling presence.
Strange symbols mark the walls - overlapping, rewritten, contested. The air feels heavy, as though something unseen presses down upon the city. At the very center lies a sealed structure: the Obsidian Heart. None but the highest among the cult may enter. And even they do not speak of what lies within.
The Three Factions
The Ember Disciples - Zealots who believe the world must be purged in fire to be reborn.
The Veil Seekers - Mystics who seek to commune with the hidden force behind the Covenant.
The Bound Chorus - Devotees who surrender identity, acting as a collective will.
Each claims truth. Each prepares for ascension. None agree on what that means.
_________________________________
HOW TO PLAY
In this Solo Adventure you assume the role of an adventurer in a Bronze Age Fantasy setting where kingdoms rise and crumble beneath obsidian skies, and where warlords, sorcerers, and wandering heroes carve their names into the annals of Karnaxos. You will require the Warborn of Karnaxos Core Rulebook (CRB) and any expansions you wish to incorporate. The story you experience is your own. The actions you choose depend on who and what you encounter, and how you elect to interact. Keep a record of your journey, tracking outcomes and branching consequences. Your decisions become the voice of the unseen Storyteller. The world of Karnaxos stirs to life through your interpretation, your vision, and your courage. This template provides structure, direction, narrative density, and motivational clarity, ensuring you always know what drives the hero, what threatens them, and what lies beyond the next torchlit corner.
Posted: Mon, 27 Apr 08:12:22 CDT
With this generator, prepare your sci-fi armada and dive right into the battlefield!
This product contains:
- 2 pages with descriptions of human vehicles types and tables of names,
- 2 pages to generate a human vehicle's design,
- 2 pages with descriptions of alien vehicles types and tables of names,
- 2 pages to generate an alien vehicle's design,
- 3 tables to generate the name of the mothership (human and alien),
- 2 black and white illustrations.
It is in A5 format and can easily be printed into a convenient booklet.
Posted: Mon, 27 Apr 08:02:20 CDT
The Old School Blue map series are released on a weekly basis every Monday.
This PDF contains the Monday Blues Map #215. The PDF has multiple layers allowing the options for numbered/non-numbered areas, secret doors on/off, and grid/no grid and a zip file with all relevant map files as individual jpg images.
Please note that printing this map in black & white will result in a hard to see, washed-out grey map. Print in color only.
The Old School Blue map is for personal use only. If you are interested in licensing the map for commercial use, please contact Tim Hartin at Paratime Design for additional info.
Posted: Mon, 27 Apr 07:49:27 CDT
Stygian Executioner Class for Shadowdark RPG.
When an enemy is at Death’s Door you may want to use the following lines:
- "Off with their heads!"
- "Where is my sword"
- "Get over here!"
- "Finger to the throat means death!"
What's Inside:
- Stygian Executioner Class
- Stygian Executioner Titels
- 2 new weapons from Alms & Arms for Shadowdark RPG
- Photobashed art
“ Judgment can’t be postponed: Life spared for a volunteer! She chose life as a Stygian Executioner, taking a dozen lives on her fist day.
" I lived for my job" -Lady Betty Stygian Executioner
[Stygian Executioner Class] is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC."some art used is provided by Finn Lloyd of Into the Weird Blue Yonder
modified Creative Commons & royalty-free art
https://itch.io/profile/tonytranrpg
Into the Weird Blue Yonder
https://itch.io/profile/hounskul
Oldbookillustrations.com
Posted: Mon, 27 Apr 06:05:03 CDT
Welcome to Amn!
The team behind the best selling Tales From Greyhawk and Factions of Phandalin is back! Amn is a tumultuous country that acts as the bridge from the Sword Coast into the Lands of Intrigue. Our good friend Volo has risked life and limb to explore the Amn and report back everything there is to find across the region of Minsorran!
What's Included?
- Dozens of Prewritten box text for rumors, gossip, and mood setting
- Dozens of Unique events, quest hooks, and rumors
- Dozens of Fully fleshed out NPCs
- 12 8k maps
- Dozens of points of interest, shops, inns, and unique places to visit
- Fully fleshed out cities and political structures with plenty of mystery and unknowns
See parts 1, 2, and 3 of Volo's Guide to Amn:
This book is 100% human made. There was no Generative AI used in the creation of this product.
Please be aware that this product is part of Volo's Presents: Explorer's Guide to Amn. If you already own that book, you will not be purchasing any new material.
Content Warning
References to giant spiders and other arachnids, slavery, human trafficking, political scheming, brutal warfare, genocide, fantasy racism, classism, family trauma, suicidal ideation, cheating, drug use, alcohol abuse, inner-city gang violence, civil war, a refugee crisis, abuse of power, arranged marriage, smut, sex, abuse of power, and LGBT+ themes.
This title was created to be compatible with both 2014 and 2024 5e rulesets, and contains notes to help DMs run for either edition.
For more great content, check out our other titles:
Join our Discord Server for exclusive sales, playtests, and updates!
Posted: Mon, 27 Apr 06:05:03 CDT
The Vile Eyes orcs are the foulest of the foulest. Degenerate, depraved worshippers of an ancient demon, they are hated and reviled by even their own brethren. Now that their foul, hidden lair has been found, who is brave enough to put an end to the tribe’s threat once and for all?
Against the Vile Eyes is a short dungeon adventure designed for four to five 5th-level characters. Nominally set in the Duchy of Ashlar to the south of the town of Dunstone, the adventure can be placed in any hilly, wooded area beset by savage orcs.
Using this Adventure
Against the Vile Eyes is nominally set in the hills to the south of Dunstone—the so-called Town on the Borderlands—which stands in the northwestern corner of the Duchy of Ashlar. However, with a small amount of work, the adventure can be set in virtually any hill range, wooded hills, or a mountain range's foothills. Likewise, Dunstone can be substituted for almost any town or city.
Posted: Mon, 27 Apr 03:59:21 CDT
This Age of Vikings scenario takes place in the year 1008. Eight winters after the Alþingi decided that Iceland had to become Christian.
Along the rugged coastline of the fishing village of Þorskvík, fishing boats mysteriously disappear. Empty nets wash ashore, boats without crews smash against the rocks. But occasionally, a body is also found, with seaweed tied around its hands, as if someone had dragged it down.
According to some, the work of the sea goddess Rán; according to others, coincidence.
It is up to the adventurous childhood friends from Hrafnadalr to find out what is going on and restore peace to Þorskvík, amidst the tense atmosphere among the population between those who remain faithful to the Old Gods and those who have converted to Christianity.
FEATURED HIGHLIGHTS
- 5 Pre-generated Investigator Characters
- Full-Color Battle maps (Gridded and Non-Gridded versions)
- Scene map of Þorskvík
- 8 Handouts
- Commissioned artwork of the NPCs and monster
- 44 pages in total
- BONUS: Printer Friendly PDF
- BONUS: Player Handouts Images for use with VTT
- BONUS: Map Images for use with VTT platforms
Call of the Drowned is designed for use with the Age of Vikings Core Rulebook.
This scenario is written for 1 Game Master and 2-5 players. Estimated playing time: 5-8 hours.












