top of page
5th Edition 5e Logo

5th Edition

You will notice that many of our books are sold from more than one shop. This is to make it easier for you to keep track of your libraries. However, we would like to reveal something further for you regarding these. Each of the storefronts you're presented with charge us a percentage of the sales price for the privilege of using their storefront and payment methods, but the percentage taken differs depending on the storefront


If therefore, you'd like for us to receive as much of your payment as possible, and to support the people involved in creating these, we ask that you purchase the book on itch.io (if available) as it generates the most income for us, and allows us to channel more payment to our creative team. If you want a further breakdown for it, we have a blog post about this, which you can find HERE.

​

Please also note that there are times when our prices vary slightly from platform to platform. This is because we do not have direct control of the products or prices on certain sites. We always TRY to sort this, but we unfortunately cannot guarantee it.

Tomb of the Undying Empress-5e-cover.jpg

$ 4.95

Tomb of the Undying Empress (5e)

Tomb of the Undying Empress (5e)

As they moved from the sun and into the shadowed halls of the ancient temple, a shiver ran down his back.

"Are you sure we should be doing this? I know Archivist Higgins said it was important, but this place feels... wrong."

His companion, a lanky human of indeterminate years shrugged so his chain mail rattled. "I've got no idea, but we're being paid so I'm going in."

Both of them froze as they heard a noise of metal and leather creaking and a strange cracking, and out from one of the darkened doorways came a skeleton dressed in ancient armor...

 

"Tomb of the Undying Empress" is an epic adventure for 5th Edition (5e).

In this adventure, players will be investigating the remains of a palace once owned by an evil Empress, who ruled a small country and who sought power and eternal life from a Great Old One. Players will take on the role of brave heroes tasked with clearing out the Tomb of the Undying Empress, a treacherous dungeon filled with deadly traps, curses, and powerful enemies.
 

With each challenge overcome, the heroes gain experience and power, leveling up from 3rd to 4th level by the end of the adventure.

Designed for 4-6 players, this adventure offers a thrilling experience for both veteran players and those new to tabletop RPGs. With its engaging storyline, immersive setting, and challenging encounters, "Tomb of the Undying Empress" promises to be an unforgettable gaming experience.

Cover for Goblins of Rough Toup Mountain

$ 2.00

Goblins of Rough Top Mountain (5e)

Goblins of Rough Top Mountain (5e)

This adventure is for 4-6 heroes of 1st-2nd level, for a one-shot adventure for 5th Edition. (Though this may take 1-2 sessions to complete).

​

For decades the humans and goblins who inhabit Rough Top Mountain have lived in peace, with each side keeping its distance respectfully but serving to help each other with the goblins mining ore in the mountains, and the humans selling the products made from it. There have only ever been a few minor skirmishes. Something has changed and the heroes are brought in by a group of rangers to put a stop to the goblin attacks on the town. But not all is as it seems.

​

This product includes 2 PDFS: The adventure itself and an easy-reference bestiary.

Of Reefs and Ruin-5e-Cover-900.jpg

$ 2.00

Of Reefs & Ruin (5e)

Of Reefs & Ruin (5e)

This adventure is for 4-6 heroes of 5th level, for a one-shot adventure for 5th Edition. (Though this may take 1-2 sessions to complete).

​

The Fifth Spar takes criminals to an island prison quite often, and normally the crew and the guards can handle themselves. However, there are a number of high-priority prisoners on board this time, so the heroes are hired to provide extra security.

​

And one night, during a storm, not only do pirates board the ship, but the prisoners break loose. Now it is up to the heroes to contain and stop them.

​

This product includes 3 PDFS: The adventure itself, an easy-reference bestiary, and a map folio.

Trials of the Esoteric Order for 5th Edition

$ 2.00

Trials of the Esoteric Order (5e)

Trials of the Esoteric Order (5e)

This adventure is for 4-6 heroes of 4th level, for a one-shot adventure for 5th Edition.

(Though this may take 1-2 sessions to complete).

​

The Esoteric Order is well-known in certain circles for offering work that pays incredibly well. However, to get in their good books and access these jobs, you have to show that you can step up to the plate and not get yourself killed.


To that end, the Esoteric Order has set up a house of trials, where would-be heroes and mercenaries are put through their paces, while the order watches (and entertains themselves). While dangerous, it is (usually) not deadly.

Now it is YOUR turn to prove yourself worthy. What will you find within this house of traps and treachery?

​

This product includes 2 PDFS: The adventure itself and an easy-reference bestiary.

enTRAPmentCoverImage-900.jpg

$ 6.00

enTRAPment - Traps and Hazards for 5th Edition

enTRAPment - Traps and Hazards for 5th Edition

"Be careful where you step."


As always, Dardan was on point, checking for traps. This hellish maze had already scorched them once when they weren't paying attention, and Gert, the Dwarven Paladin had taken a poisoned dart to the shoulder and was looking a bit green in the face from it.
Looking down Zurt could see that one of the tiles was protruding up slightly higher than one of the others, and he gingerly moved his foot elsewhere. Up ahead Dardan was checking the door and with a satisfied look, pulled out his lockpicks to start working on the door.
Moments later a loud CLICK echoed through the halls and Dardan's face turned white.


"RUN!"

​

Welcome to enTRAPment where we take a look at the old dungeon classic, the trap, and introduce a bunch of new ones, alongside magical, natural, and spiritual hazards.

​

We've redesigned the existing trap system so that it conforms better to the same Challenge Rating as the monsters you encounter in 5th Edition, which should make it easier for Game Masters to choose the right trap for the moment. 


We've also changed the way that traps are presented, in an effort to make them more accessible during gameplay, so that it's easier for you to get an idea of how the trap functions, what it does, how it does it, and how the players can stop it.

​

Within you'll find some of the old classics redesigned in this manner, alongside a host of new traps for you to use to vex your players.

​

In total, you'll find the following:

  • A new trap system, based on Challenge Rating

  • Traps presentation changes

  • 48 Traps

  • 8 Hazards, including the newly introduced Haunts

New Archetypes for Bards, Cleric, Druids, Rangers, and Warlocks for 5th Edition.

$ 2.00

Archetypes of the Ages: Dragons (5e)

Archetypes of the Ages: Dragons (5e)

"Come sit by the fire,
I'll tell a tale to inspire,
Of Dragons and Kings,
And the wonder of everything."

​

Devon looked out at his audience as he strummed his lute and warmed up his hands. Little did his audience know that the story he was about to tell them was real, and a retelling of how the events of centuries past REALLY went down, rather than the diluted stories that other bards engaged in. After all, his retelling was from one who'd been there. The dragon, Ringrodor. Admittedly, he was almost as terrifying as the other stories would have you believe, but he WAS a Brass Dragon after all, and not a gigantic Red Dragon like the stories told.

​

"Hear the story I tell,
And heed it well,
For it is true what I say,
The king DID the dragon lay."

​

Each PDF is fully hyperlinked and bookmarked for easy navigation.

​

Welcome to Archetypes of the Ages: Dragons, in which we look at various archetypes that you, as a player, can tie in with the greatest beasts of legend, the Dragons.

​

Within these 25 pages you'll find:

  • The College of the Transformation, for bards who tap into the power of the ancient dragons, and take on part of their shape.

  • The Wyrm Domain, for those humanoid clerics that worship the Dragon gods.

  • The Circle of the Hoard. For even druids get greedy sometimes, and to protect their hoards, they become like their draconic masters.

  • The Treasure Hunter ranger, for those looking to make that "one big score" and survive.

  • Five new Warlock Patrons: The Brass, Bronze, Copper, Gold, and Silver Dragons.

  • Two new spells, and seven new magic items.

Cloudsea Campaign Setting book for 5th Edition (5e)

$ 14.00

Cloudsea Campaign Setting (5e)

Cloudsea Campaign Setting (5e)

Welcome to the Cloudsea!

​

Two-thousand years after the world was covered in a mysterious fog now known as the Cloudsea, killing nearly everything on the planet with its radiation, society has recovered due to the ingenuity of those who saw the end coming: the gnomes, who built the massive sky-cities which people live on today, the humans, who were gifted with the foresight of tragedy in the first place, and the ratfolk, ingenious workers who know how to make the best out of any bad situation. After reaching the skies, they met the mysterious nimbus nymphs who lived in the clouds and due to magical and technological advancements, were able to build the android race in order to be subservient to the other four.

​

But there was trouble brewing between the sky-cities. The androids were not mindless machines, but sentient, which caused the creators on the sky-city of Hydra to be shunned by the other two sky-cities for not meeting the bottom line and creating automated servants, but living people. Now with resources growing thin, Hydra is becoming more and more warlike by sending out pirates to scavenge what the other sky-cities attempt to mine from the tops of mountains, while war is a sad fact of life for those living in the sky-cities.

​

Diving into the Cloudsea has become the most profitable job within the sky cities, besides piracy, and though dangerous, many are drawn to the wealth they can garner from it. But even so, war looms around every corner, and there are many players in the game who would love to see nothing more than absolute tyranny reign over the sky-cities or anarchy rule the streets.
 

Cloudsea is a dystopian Roaring 20s inspired setting primer that includes the history of the three sky-cities, Dragon, Phoenix, and Hydra. Also contained within these pages are racial write-ups for the five core races of the setting, and rules regarding the radioactive Cloudsea itself, as well as rules for airplanes, constructs with trapped elemental beings inside, to utilize as vehicles. But be wary of what you read! This book is narrated by the Minister of Truth of the sky-city of Dragon herself,  Inari Sam, a gnome at the upper echelons of society, and she may not be the most reliable source of information nor the most moral of people... Needless to say, supporting a brutal dictatorship that suppresses both free speech and the real history of events makes one a pretty terrible person.

​

 

Within this book you'll find:

​

  • 5 new races, either reimagined from classic 5e races or new ones.

  • 12 new subclasses

  • An expanded look at the history of the three sky-cities, including maps

  • 13 NPCs and 2 monsters to flesh out your games

 

Welcome to the Cloudsea, where everyone's a winner. Unless you're one of the unlucky ones that is.

Ancestral Anthologies Vol. 1: Races of Nature Unleashed book for 5th Edition 5e

$ 4.00

Ancestral Anthologies Vol. 1: Races of Nature Unleased (5e)

Ancestral Anthologies Vol. 1: Races of Nature Unleashed (5e)

Dorian looked up at the gigantic beast in front of him. So this was what the Norns had intended for him to rectify. He grinned confidently at his companions - he'd told them about his destiny months ago, and they'd all just scoffed at him. Drawing his blade from its scabbard he waded in. Time to show them a thing or two about how fate worked, and why he believed he was destined for greatness...

​

Each PDF is fully hyperlinked for easy navigation.

​

Ancestral Anthologies Vol. 1: Races of Nature Unleashed provides you with the rules for the following:

​

4 New Races, 9 variant traits, 6 new archetype options for your characters, and 6 new background options.


Destined - When a lesser beings’ meddling upsets the strands of fate, the weavers of Fate must act to correct history’s progression by creating one of the Destined, a creature with the potential to set things right. To do this, they draw upon the raw components that comprise the multiverse, carefully crafting an infant Destined designed to be the model of robust health and charming demeanor. Once created, the Destined is inserted into the material plane where it can alter the course of history.

​

The Destined come with 2 new variant traits beyond the normal ones, and a new martial archetype for the fighter (Fate Weaver).

​

Duburu - Duburus are a muscular, barrelchested humanoid race that live at the northernmost pole where the frigid temperatures, scarce vegetation, inhospitable ice flows, and lack of resources make surviving everyday life a challenge. Unique to the Duburu is their dual consciousness. All Duburus begin life in the womb as a twin, each with a brain of its own. During the gestation period, the two merge to become one, creating a creature that thrives in solitude - though they often talk to themselves.

​

The Duburu bring with them 2 new variant traits beyond the normal ones and a new monastic tradition for the monk (The Way of the Ancestral Conduit).

​

Naboda - Millennia ago, a Great Old One’s interest was drawn to the realm of dreams by a particularly creative humanoid thinker. Interested to see what chaos would unfold if the creature existing in the dreamer’s mind were to exist on the material plane, the Old One plucked it from the dreamscape and breathed life into it. Since that time, Nabodas have integrated themselves into the fabric of the world, living among humans.

​

The Naboda enter the fray with 4 new variant traits (chosen at character creation) beyond the normal ones, as well as a new divine domain for your cleric (the Dream Domain).

​

Vek - Distant cousins of the cyclops, Veks live sequestered in the remotest parts of the jungles in a
communal lifestyle. Like their cousins, Veks possess one central eye and powers of the mind, but they lack the physical stature and strength of their cousins. Instead, Veks possess some physical characteristics similar to arachnids, such as a toughened epidermis. Veks hunt in small packs, taking advantage of poison and ambush tactics. Veks have an uncanny ability to predict another creature’s battle tactics and defensive maneuvers, and they rely on this insight to determine the best way to take down prey.

​

The Vek are introduced with a single variant trait beyond the normal ones, 3 new druidic circles (Circle of Currents, Circle of Seasons, and Circle of Paths).

 

Furthermore, the book comes with 6 new backgrounds (Barrister, Circus Acrobat, Diplomat, Orphan, Shaman, and Squire).

Ancestral Anthologies Vol. 2: Fox & Fae: Kitsune and Sylphs book for 5th Edition 5e

$ 4.00

Ancestral Anthologies Vol. 2: Fox & Fae, Kitsune and Sylphs (5e)

Ancestral Anthologies Vol. 2: Fox & Fae: Kitsune and Sylphs (5e)

Yulai was sitting on the tavern roof overlooking the alley, waiting for her prey to appear. She'd have to be extra vigilant this evening, as her sylph friend Moongleam was playing the victim. A gang of ruffians had been harassing the villagers for a few weeks now, and it was time that they learned a lesson.

​

Darkfang, her trusty fox companion, nudged her side, and then she saw it too. A shadow was moving in the alley. It was time. The kitsune stood up straight and leapt into action.

​

Each PDF is fully hyperlinked for easy navigation.

​

Ancestral Anthologies Vol. 2: Fox & Fae provides you with the rules for the following:

​

Kitsune and Sylphs as playable races, 4 new pieces of equipment (2 for each race), 4 new archetype options for your characters, and 2 new background options.


Kitsune - The kitsune or fox-people are a race from ancient times, but one that has often escaped the notice of humans and others, as they hide in plain sight. They were originally fox spirits who were so intrigued by the endless possibilities of humanoids that they eventually made a deal with the moon-goddess and became, partially at least, the kind that they were so fascinated with. Now, beautiful and dangerous they hide among others, ever looking for friendship, love, and in some cases revenge.

​

Sylph - Sylphs are a strange mix of the elemental powers and the fey realms, crossing between the two with effortless grace. They’re the descendants of an ancient fey king, stemming from one of the king’s trysts with one of the elemental lords of the Elemental Plane of Air. The elders flit about on butterfly-like wings and have a particular bond with flying creatures.

Ancestral Anthologies Vol. 3: Favored of the Gods book for 5th Edition 5e

$ 4.00

Ancestral Anthologies Vol. 3: Favored of the Gods (5e)

Ancestral Anthologies Vol. 3: Favored of the Gods (5e)

Ssavara caught her friend’s scent just before Wakuru’s form reappeared beside her. “You were right,” Wakuru told Ssavara. “We can always count on your keen sense of smell to track down anything. There are six well-armed fighters guarding the chalice and I overheard them saying the highest bid so far is 2,000 gold. They’re not letting anyone in armed, so it’s a good thing we’ve got other options.” 

​

“When I give the signal, you hit them with your mind blast, “ Ssavara told Wakuru as she allowed her venomous saliva to drip onto a wicked-looking dagger. Seconds later her appearance changed from an anthropomorphic red-scaled ophidian to a red-haired human beauty in seconds. Ssavara tucked the envenomed dagger into her bodice, gave Wakuru a wink, and said, “Let’s get this chalice back to the monastery where it belongs!”

​

Each PDF comes fully hyperlinked.

​

Ancestral Anthologies Vol. 3: Favored of the Gods provides you with the rules for the following:

​

It contains rules for 7 new races/ancestries, with 23 alternate racial traits, 2 new Cleric domains, 4 new Ranger archetypes, and 2 new Sorcerer origins.

​

Duskari - Duskari hail from a gigantic underground cavern, and stand 7 feet tall, as strong as the stones that surround their homes. The gentle giants are capable of bringing the heat in combat, though most prefer a calmer approach.

​

Ekko - The blue-skinned Ekkos were once creatures without a physical form, but now they delight in the sensations available to them through their bodies. Able to tap into incredible mind-powers, they set out to experience everything that the world has to offer.

​

Runiqs - Infused with the magic of the gods, and marked upon their skin with strange runes, these powerful elemental-like do not set out to change the world. Instead, they become one with nature and work to protect it as best as they can.

​

Sedevas - The angelic Sedevas were once part of the celestial host, but fell in love with a mortal charge, and requested a boon from their gods: To live among the mortals and be one with them, to be with the person they loved. Their boon was granted, but they lost their ability to fly, and they cannot leave behind their true nature and set out to help those around them.

​

Ssindar - The ophidian shapeshifters of the Ssindar live in places that are inhospitable to most. The deepest of deserts and beneath volcanic mountains. Here the humanoids can be their true forms, a serpentine natural anthropomorphic form while being able to use their human form for when they have to go elsewhere. Their powers vary greatly by the individual - some have burning breath, while others spit acid, but common to them all is the love of their tribe.

​

Tarri - Tarri are bipedal humanoids with the upper body of an elf with an antlered head and the legs of a reindeer. So rare that most think they’re satyrs, few have ever seen them. Tarri live both among elves and centaurs, and quickly learn to use their agility and speed to the fullest. They’re headstrong, but love their home and friends, and would do anything for them.

​

T’Veelu - The T’veelu are scorpion people, humanoids with stingers or multi-jointed legs. The T’veelu are hardy, preferring a nomadic lifestyle in the deserts where they make their homes, working together to bring down prey bigger than an individual could. Because of their grey or blue skin, they’re often mistaken for drow. A nasty surprise awaits those that irritate or threaten a T’veelu when making such a mistake.

Keeping It Classy: The Barbarian book for 5th Edition 5e

$ 6.00

Keeping It Classy: The Barbarian (5e)

Keeping It Classy: The Barbarian (5e)

Welcome to Keeping It Classy: The Barbarian

​

This book aims to give you a host of new options for the Barbarian class, to liven up your game.

​

This includes the following:

​

  • 15 new Barbarian Paths

  • 5 new backgrounds (usable by everyone, but thematically appropriate for Barbarians)

  • 1 new race (the redscale lizardfolk - a semi-civilized breed of lizardfolk, that were created to be strong and loyal)

  • 6 new pieces of equipment (5 weapons: bolas, one and two-handed claymores, lochaber axe, molamu, recurve bow, and wardarts - as well as war paint).

Keeping It Classy: The Bard book for 5th Edition 5e

$ 6.00

Keeping It Classy: The Bard (5e)

Keeping It Classy: The Bard (5e)

Welcome to Keeping It Classy: The Bard

​

This book aims to give you a host of new options for the Bard class, to liven up your game.

​

This includes the following:

​

  • 15 new Bard Colleges

  • 5 new backgrounds (usable by everyone, but thematically appropriate for Bards)

  • 1 new race (the windsingers - a race of winged humanoids that center themselves around song and community)

  • 5 new pieces of equipment (bard box, regional songbook, steel backing (for instruments) vuvuzela, weighted cloak).

Keeping It Classy: The Cleric book for 5th Edition 5e

$ 6.00

Keeping It Classy: The Cleric (5e)

Keeping It Classy: The Cleric (5e)

Welcome to Keeping It Classy: The Cleric

​

This book aims to give you a host of new options for the Cleric class, to liven up your game.

​

This includes the following:

​

  • 15 new Domains

  • 5 new backgrounds (usable by everyone, but thematically appropriate for Clerics)

  • 1 new race (the korfari- a race of masked humanoids, hailing from Limbo, who focus on their faith to keep them alive)

  • 5 new pieces of equipment (censermace, phylactery, reliquary, scrit of absolution, and traveler's shrine).

Book of Races: Gendarak for 5th Edition 5e

$ 1.00

Book of Races: Gendarak (5e)

Book of Races: Gendarak (5e)

The Gendarak is a race of tall, sturdily built humanoids, with thick skin, strong muscles, and a single horn jutting from their face. They value strength, persistence, and loyalty over all other considerations. They are found in large herds, making their living on the wide steppes.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Yuan-ti Halfblood for 5th Edition 5e

$ 1.00

Book of Races: Yuan-ti Halfblood (5e)

Book of Races: Yuan-ti Halfblood (5e)

Insidious, serpentine, and cruel beyond belief, the Yuan-ti sit astride the gap between humanity and the serpentfolk. Corrupted and strong, they aim to subvert humanity and force them into their proper place as slaves. Yet, in spite of all their strength and power, the Yuan-ti know that humanity can only be controlled from behind the scenes. But for those occasions where brute force is warranted, they call upon their warrior caste: The Yuan-ti Halfbloods.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Devurin for 5th Edition 5e

$ 1.00

Book of Races: Devurin (5e)

Book of Races: Devurin (5e)

Created as a result of a horrible metamorphosis merging human illithid tadpoles with human sacrifices. The resulting devurin are a race of infiltrators, used by the mind flayers to spy on and weaken human society from the inside. A few of them rebel against their overlords, using their powers to help humanity instead, always hoping to be accepted by others, somehow.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Ice Elves for 5th Edition 5e

$ 1.00

Book of Races: Ice Elves (5e)

Book of Races: Ice Elves (5e)

Long ago, the Ice Elves split off from the rest of the elven world, as a result of drow aggression. Their numbers depleted, they hid for millennia inside unassailable fortresses in the coldest parts of the world. Over the years they grew strong once more, and while the world forgot about them, they never forgot about the world. They're now ready to rejoin the world once again. Are you?

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Mirtana for 5th Edition 5e

$ 1.00

Book of Races: Mirtana (5e)

Book of Races: Mirtana (5e)

Warlike, strong, and nearly impossible to dissuade, the Mirtana rule the battlefields across the world. A race of powerful warrior women, they seek to prove themselves in battle. Their power and strength frighten many, but those who can put their prejudice aside find them to be great allies. Some few, those who prove themselves to the Mirtana might even become a part of their tribes, as friends or more.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Pech for 5th Edition 5e

$ 1.00

Book of Races: Pech (5e)

Book of Races: Pech (5e)

Deep in the darkest recesses of the earth, you'll find the Pech. Former slaves to the elemental genies, the Dao, they escaped not only the Dao but the Elemental Plane of Earth. Now they make a living in the inhospitable depths of the underworld, fighting against the encroachment of dark elves and duergar, while continually fending off new attacks and enslavement attempts by the Dao.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Orogs for 5th Edition 5e

$ 1.00

Book of Races: Orogs (5e)

Book of Races: Orogs (5e)

The orogs are a proud warrior sub-race of the orcs. Stronger, taller, and smarter. They stand heads and shoulders over the orcs and are the living embodiment of the worst fears concerning the orcs. Blessed by a dark goddess, they represent the next step in orc evolution. But they're smarter, and not always loyal to the orcs, wishing to strike out on their own, and forge their own destinies.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Landlocked Merfolk for 5th Edition 5e

$ 1.00

Book of Races: Landlocked Merfolk (5e)

Book of Races: Landlocked Merfolk (5e)

Almost every culture has stories about mermaids. These beautiful and mysterious creatures have captured the hearts and minds of many, but few have spent time among them. Now their kin, the landlocked merfolk seek to join the land dwellers, and carve out their own destiny. Now you can join them, and see the wonders of the world below the surface.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Daywalkers for 5th Edition 5e

$ 1.00

Book of Races: Daywalkers (5e)

Book of Races: Daywalkers (5e)

Everyone fears the predators in the darkness, but who knows of those that prey upon the beasts? Related to vampires, the daywalkers are able to move around in the sunlit hours, and have many of the same strengths as the bloodsuckers themselves, gaining sustenance from drinking the vital fluid of other creatures, and gaining power from it. While they're not as powerful as vampires, they make for excellent foes for these leeches of darkness.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Voadkyn for 5th Edition 5e

$ 1.00

Book of Races: Voadkyn (5e)

Book of Races: Voadkyn (5e)

Long-forgotten, the Voadkyn, or wood giants, have often fought on the side of the smaller races. Now they take a step out of from under the shadowy canopy of the forests, and once more enter the world. Giant-sized and with a lot of power on their side, they're ready to make a mark on the world once more. Straight from the mists of humanoid legends, they stand ready to defend their new allies.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Great Ogres for 5th Edition 5e

$ 1.00

Book of Races: Great Ogres (5e)

Book of Races: Great Ogres (5e)

Before the ogres, during the time of giants, there was another cousin to the giant and ogre family trees. Far more civilized than their modern-day counterparts, these Great Ogres carved out their own empire in the valleys that the giants refused to use. These Great Ogres partially survived the downfall of the great giant kingdoms, but many of their counterparts degenerated into barbarism, becoming the ogres that most people know today. The Great Ogres sequestered themselves in a magical tomb, where they were encased, only to be let out once their land was fertile once more.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

Book of Races: Gnolls for 5th Edition 5e

$ 1.00

Book of Races: Gnolls (5e)

Book of Races: Gnolls (5e)

Gnolls are feral humanoids raised from demonic and hyena stock. They're carrion eaters and live on the outskirts of civilization. They're the living embodiment of hunger, driven to a constant state of near-rage, always a second away from giving in to an unstoppable bloodthirst. They lurk in the shadows, and wait for their moment to strike and lay ruin to the world of man, all in the name of Yeenoghu, their demonic god. You are an exception to this, having lost or left your pack following a remarkable incident. You've grown stronger than your old packmates would ever believe, but you need a new pack. A strong pack. One that can get you what you want.

​

Inside this book, you'll find all the rules you need to play one of these creatures, including statsabilities, and background information on how they fit into a wider campaign world. 

​

The book is a total of 5 pages long, with 3 pages of content (plus 1 cover page and 1 credit page).

 

And for this one, there is a little song. :) - Please hum to the tune of "Breaking the Law".

I am just a feral humanoid, hyena-like, and brown
Slaughtering and eating flesh of villagers in town
No goodness or compassion resides in my heart
Celebrating victory and then ripping you apart

Regular Gnoll, Regular Gnoll
Regular Gnoll, Regular Gnoll
Regular Gnoll, Regular Gnoll
Regular Gnoll, Regular Gnoll

Domains of Ravenloft: Souragne book or 5th Edition 5e

$ 3.95

Domains of Ravenloft: Souragne (5e)

Domains of Ravenloft: Souragne (5e)

Souragne is a domain dominated by a vast swamp, the Maison d'Sablet. It is an industrious country, producing large amounts of cotton, sugar, and rice. It is a divided domain, with the vast majority of inhabitants enslaved by a small minority of nobles. In the swamps live the true ruler of the domain, the Darklord known as the Lord of the Dead, Anton Misroi. A man whose jealousy knows no bounds, and who ruthlessly suppresses any challengers to his rule. This Ravenloft supplement builds on and expands upon the information given in older editions of Dungeons & Dragons releases for Ravenloft.

​

 

This volume contains:

​

  • Places of interest with Souragne.

  • New adventure hooks for you to use in your Ravenloft campaign.

  • New monsters and creatures. Notes on how to run a Ravenloft campaign focusing on Souragne or which dips into it.

  • New stats of the Darklord, Anton Misroi.

Night of the Walking Dead: Under a Bloody Moon adventure book or 5th Edition 5e

$ 4.95

Night of the Walking Dead: Under a Bloody Moon (5e)

Night of the Walking Dead: Under a Bloody Moon (5e)

As a storm gathers overhead, a slim figure runs her hand against the bony outlines of her skull-throne. Helena Tarascon imagines herself reunited with her uncle, Marcel Tarascon, the man who brought Marais d’Tarascon to its knees and nearly attained immortality. If not for a band of adventurers, he would have accomplished it too. But now, his resurrection is at hand, and she will finish what he started.

​

But as the storm of the century rages, the mist rises in the swamp, and a new band of adventurers is about to arrive. In Ravenloft, evil always wins. But despite what Helena thinks, she is not all-powerful, and the lord of the land intends to test her further before granting her the power she wants.

 

This is a stand-alone adventure for 4-6 player characters of level 1-3. It is set more than 20 years after and follows on from the events in the classic adventure Night of the Walking Dead

Fifty Swamp Encounters (Systemless)

FREE!

Welcome to Fifty Swamp Encounters! This title is intended for those times where your players find themselves in a swamp but are beginning to slump a bit. These encounters will help you liven up your swamp a bit for them. The majority of these are non-combat encounters - some of them are not even encounters, but events or findings that they could come across in such an environment. Some of these are merely one-off things that might catch a traveler's eye, while others could serve as a plot hook for an adventure or campaign.

​

If you like what you see and if you’d like to delve further into the horrors of a swamp, you should take a look at two other books. The Domains of Ravenloft: Souragne details a land,  dominated by a vast swamp, and the Lord of the Dead who rules the land without question. The other book, Night of the Walking Dead: Under a Bloody Moon tells the tale of a village under attack by a madwoman. One of their own, who works from the inside, raising the dead to prove her power to her dark lord, and restore her uncle to unlife once more.

Fifty Swamp Encounters (Systemless)

Fifty Swamp Encounters (Systemless)

Curse of the Porcelain Throne adventure book or 5th Edition 5e

$ 4.95

Curse of the Porcelain Throne (5e)

Curse of the Porcelain Throne (5e)

His bowels distended and hurting, the ancient wizard looks down upon his work. This will take a lot of cleaning up. But there are no more of the sacred scrolls to help finish the ritual. With a shaking hand and a gasping for air, the wizard reaches into his arcane repository and casts a spell to call for aid.

​

Curse of the Porcelain Throne is a story of toilet humor and a play on people grabbing ridiculous items from the shelves of their local stores. It is presented here as a Dungeons & Dragons roleplaying game adventure for a party of four to six adventurers of level 1.

 

It is not intended to be a serious adventure and could serve as an evening’s entertainment for you and your group, whether as a stand-alone adventure or as part of a larger campaign.

​

 

This is a stand-alone adventure for 4-6 player characters of level 1.

This book was released as an April Fools Joke! BE WARNED!

Of Reefs and Ruin-5e-Cover-900.jpg

$ 2.00

Of Reefs & Ruin (5e)

Of Reefs & Ruin (5e)

This adventure is for 4-6 heroes of 5th level, for a one-shot adventure for 5th Edition. (Though this may take 1-2 sessions to complete).

​

The Fifth Spar takes criminals to an island prison quite often, and normally the crew and the guards can handle themselves. However, there are a number of high-priority prisoners on board this time, so the heroes are hired to provide extra security.

​

And one night, during a storm, not only do pirates board the ship, but the prisoners break loose. Now it is up to the heroes to contain and stop them.

​

This product includes 3 PDFS: The adventure itself, an easy-reference bestiary, and a map folio.

Woven Words-5e-Cover-900.jpg

$ 2.00

Woven Words (5e)

Woven Words (5e)

This adventure is for 4-6 heroes of 4th level, for a one-shot adventure for 5th Edition. (Though this may take 1-2 sessions to complete).

​

A century ago, a witch sought to unweave the Archwillow forest from this world. Before she could complete the ritual, she was ambushed by witch hunters and brought to the gallows for her crimes. When her neck snapped at the end of the noose, it should have been the end of it...But she had already breathed the first words and given life to the spell. The ritual itself wants to be completed and has become more and more desperate over the years. It has bathed the forest in a haunted darkness that draws in the magically gifted to form its unwilling coven. To stop the ritual and end the threat once and for all: the adventurers must abandon the daylight, take up the mysterious Gloomwrought Lantern and dare to enter a land coming apart at the seams.

​

This product contains 2 PDFs (the main adventure and an easy-reference bestiary/appendix), as well as a flowchart for the events, and a map for one of the events.

​

Please note that this adventure is very much an experiment, and far less linear than what is normally presented in an adventure. As such we do not expect that it is for everyone.

The Cave That Time Forgot 5e - Cover900.jpg

$ 2.00

The Cave That Time Forgot (5e)

The Cave That Time Forgot (5e)

This adventure is for 4-6 heroes of 4th level, for a one-shot adventure for Fifth Edition (5e). (Though this may take 1-2 sessions to complete).

The entire community of Tacaam is abuzz with the news of a recently discovered sinkhole. A rumor
that the fabled City of Gold exists below is spreading like wildfire from one villager to the next. The village archeologist and her research team descended into the hole three weeks ago. Not a single member has returned to report their findings. Indeed, the only creatures emerging from the hole since its discovery are a plethora of bats.

​

In this level 4 adventure, the heroes will encounter vermin of all sorts, carnivorous plants, dangerous dinosaurs, and unfriendly morlocks. Although this sinkhole isn’t the location of the fabled lost city, the heroes will gain fame and goodwill among the villagers if they rescue the surviving archeologists who are held captive by morlocks in the deepest part of the cavern complex.


And if the heroes are observant, they can find a clue within the morlock camp to the actual location of Zamona, the lost City of Gold… Which is an adventure for the future! 

 

This product includes 2 PDFs: The adventure itself (13 pages) and an easy-reference bestiary (20 pages) . Furthermore it also contains 2 versions of the map, one with a map key, and one without, for you to use.

bottom of page