A lifetime around the gaming table
Geoffrey grew up playing role-playing games with his brothers, Christopher and Gregory. More than two decades of shared adventures helped shape the imagination and experience he brings to his campaigns today.
Digital Download
Gilded Chains
Behind Aurelis’s golden walls, people disappear into forced labor. Uncover the truth, build alliances, and help a hidden community win its freedom. A complete 5E-compatible campaign for 4–6 players and one Game Master.
Game downloads use this website’s cart. Printed books are purchased separately through IngramSpark.

A complete campaign. Ready for your table.
Campaign Overview
Journey from Rillcairn toward Aurelis, where a wealthy kingdom abducts people into forced labor beneath its capital. Help an existing underground community resist, secure freedom, and end the raids. Investigate, build alliances, and combine negotiation, exploration, stealth, magic, planning, and combat.
What’s Included
Edition 1.3 includes both GM layouts: 126-page print and 123-page screen PDF. Features player-safe primer, 43-page handout collection, 42 individual PDFs, 37 tactical sheets (GM/player variants), gridded/gridless maps, Letter print PDFs, GM guides, and complete SRD 5.2.1 reference.
Compatibility & Play
5E compatible. Designed for levels 3–12. Includes six campaign arcs, 48 core adventure scenarios, and 12 optional adventures. Map images can be imported into compatible virtual tabletops. Download includes a 28.75 MB ZIP with all digital assets delivered instantly after purchase.
An estimated 160 to 240 hours
of role‑playing adventure
Six connected arcs • Levels 3–12
48 core adventure scenarios • 12 optional adventures
Plan around 40–60 four-hour sessions. Your party’s route, roleplay, and pace shape the length; session zero is separate.
Weekly
9–14 months

Every other week
18–28 months

Twice a month
20–30 months

Monthly
40–60 months

Every two months
80–120 months

Approximate schedules assuming regular four-hour meetings. Monthly play: 3 years 4 months to 5 years.
Explore the campaign
Uncover a kingdom’s secrets.
A celebration in Rillcairn brings your adventurers together. Disappearances along the roads lead toward the wealthy capital of Aurelis—and a community beneath it fighting for freedom. Follow evidence, build alliances, explore hidden routes, and decide what lasting change should look like.
From a village square to records that expose a kingdom’s secrets, these illustrations offer a glimpse of the journey. The download also includes 37 tactical sheets, with player and GM versions for planning and play.
Digital Download
The Thousand‑Year Siege
A routine supply-wagon escort uncovers a road into Orndel, a mountain realm sealed for nine centuries. Rescue miners, explore living strongholds, reopen routes, confront giant houses and decide what victory means in the shadow of an ancient white dragon. A complete revised fifth-edition campaign for 4–6 players and one Game Master. Game downloads use this website’s cart. Printed books are purchased separately through IngramSpark.

A complete campaign. Ready for your table.
Campaign Overview
Four regional volumes take characters from level 1 to approximately 18: Southern Reopening (1–5), River and Crown Road (5–10), The Passes That Feed the War (10–14), and The Empty Plinth (14–18). Thirteen linked adventures across the first three regions lead into the northern endgame, with seven optional expeditions. Exploration, rescue, combat, repairs and diplomacy shape the realm’s future.
What’s Included
Nine campaign and player books in print and screen editions, totaling 432 pages per set. Five paired GM/player atlas sets and regional maps; 124 map-sheet sets; 51 individual handouts and collected editions; fillable records; a 24-page Campaign Locator. Includes searchable text, linked contents and bookmarks.
Compatibility & Play
Revised fifth edition, using SRD 5.2.1. For 4–6 players plus GM, levels 1–approximately 18. Gridded/gridless PNGs, reference PDFs and miniature-scale print options where supplied; maps support VTT import. Your character and core rules are required. Approximately 410 MB ZIP. Digital files only.
An estimated 160 to 320 hours
of role‑playing adventure
Four regional volumes • Levels 1–approximately 18
13 linked adventures + northern endgame • 7 optional expeditions
Plan around 40–80 four-hour sessions, excluding Session 0. Exploration, negotiations, optional expeditions and your chosen ending shape the length.
Weekly
9–19 months

Every other week
18–37 months

Twice a month
20–40 months

Monthly
40–80 months

Every two months
80–160 months

Editorial planning estimates for regular four-hour meetings. Monthly play: 3 years 4 months to 6 years 8 months. Session 0 is additional.
Explore the campaign
Reopen a realm.
A forgotten entrance leads to living communities and roads waiting to reopen.
Routes, allies and hard-won knowledge shape the choices awaiting in the north. Original illustrations and 124 map-sheet sets support both in-person and online play.
WEEKEND ADVENTURE • DIGITAL DOWNLOAD
The Wake
He turned a mountain into a clock. His funeral is inside it. You have until it strikes twelve.
Four heirs. Twelve chambers. One final bell. Enter the Engine of Karst to claim a difficult inheritance before its great doors close forever. A 5E-compatible adventure for 2–4 players and one Game Master, with fifth-level characters included.

A complete adventure. Ready for your table.
Adventure Overview
Brannoc Kettlehand is dead. His will sends four estranged heirs into the clockwork mountain he spent sixty years building. Each carries a personal riddle, a hidden bequest, and a reason to distrust the others. Explore twelve chambers, navigate shifting machinery, and decide what to carry out before the twelfth bell.
What’s Included
A Game Master Book, a player-safe guide, and four fifth-level character builds with personal secrets and alternate names. Includes separate GM and player map packs, thirteen pages of printable handouts, two covers, and nine original illustrations. One organized ZIP download. Books supplied as PDFs with editable Word originals.
Compatibility & Play
5E compatible. Designed for 2–4 players plus one Game Master, with scaling guidance for different party sizes. Fighter, wizard, rogue, and cleric characters are supplied. Requires Fifth Edition core rules and dice. Digital files only; no physical shipment.
An estimated 4 to 6 hours
of role‑playing adventure
A WEEKEND EDITION • FIFTH-LEVEL CHARACTERS
Play in one long sitting, or divide the adventure into two sessions of roughly two to three hours. Your group’s choices and pace shape the length.
PLAYERS
2–4 + GM

LEVEL
Level 5

HEROES
4 builds

CHAMBERS
12

PLAY TIME
4–6 hours

Play-time estimate, not a fixed duration. A four-hour streamlined running order and a six-hour fuller route are included.
Explore the adventure
Every bell changes the journey.

The Escapement — Step into a mountain where the machinery sets the pace.
Brass, stone, shifting passages, and an inheritance nobody can ignore. Original illustrations bring the Engine of Karst to life, while separate GM and player maps support the adventure at your table.

The Gear Court — Read the changing routes and choose your next move.
WEEKEND ADVENTURE • DIGITAL DOWNLOAD
The Toll
The troll is dead. The bridge is yours until dawn. Everyone is coming for it, and something is coming up.
A fair-minded troll has left his bridge, toll rights, and a mysterious chest to four unlikely heirs. Hold the Garrow Bridge from sunset to sunrise as a baron’s soldiers, river pirates, and the troll’s own kin arrive—and the river rises without rain. A 5E-compatible adventure for 2–4 players and one Game Master, with sixth-level characters included.

A complete adventure. Ready for your table.
Adventure Overview
One bridge. One night. Four unlikely heirs. Negotiate with rival claimants, defend the crossing, and decide who deserves your trust as six stages carry the adventure from sunset toward dawn. Choices have consequences, and the river has secrets of its own.
What's Included
A 21-page Game Master Book, a 3-page player guide, and a 16-page character pack with four sixth-level builds. Separate GM and player map packs, ten printable handouts, two covers, and nine original illustrations. An organized ZIP with printable PDFs and optional editable Word originals.
Compatibility & Play
5E compatible. Designed for 2–4 players and one Game Master. Includes paladin, rogue, druid, and barbarian builds with alternate names. Requires Fifth Edition core rules and dice. Digital files only; no physical shipment.
An estimated 4 to 6 hours
of role-playing adventure
A WEEKEND EDITION • SIXTH-LEVEL CHARACTERS
Play in one long sitting, or divide the adventure into two sessions of roughly two to three hours. Your group’s choices and pace shape the length.
PLAYERS
2–4 + GM

LEVEL
Level 6

HEROES
4 builds

STAGES
6

PLAY TIME
4–6 hours

A planning estimate for your table. Negotiation, combat, and the choices your party makes affect the running time.
Explore the adventure
Hold the bridge. Face the night.

The Baron’s Writ — Every claim brings another difficult choice.
A lantern-lit crossing. A demand sealed by a baron. Boats gathering beneath the arches. Original illustrations set the scene, while separate GM and player maps keep the action clear at the table.

Reavers Under the Arch — Keep watch above and below the crossing.





