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Fifty years ago, a hag named Speckled Hester was burned at the stake near the town of Ill Hollow. As the flames consumed her, Hester vowed to share her greatest secret with whoever first made contact with her spirit.

Not a word has been heard from Hester since, but the ghost of her most faithful servant, a hound named Bonedigger, haunts Ill Hollow to this day. The townsfolk believe Bonedigger seeks to lead others to Hester's grave. To keep Hester in the ground where she belongs, the people of Ill Hollow began a strange tradition.

On the first night of Harvestide, they bury the bones of a horse or pig in a grave marked with Hester’s name. Rather than finding Hester's bones, each year Bonedigger digs up the contents of the false grave instead.

The ruse has fooled Bonedigger, until now.

Bonedigger is an adventure for three to five 1st level characters. It is designed to be played over the course of a single session. The adventure takes place near an enchanted forest known as the Runewild and can serve as an introduction to the Runewild Campaign Setting. You can also drop the adventure into an existing campaign without much trouble.

Book contains:

  • A complete adventure
  • Suggestions for adapting it to higher levels
  • Two new monsters: the fiddlehead and Bonedigger
  • Two new traps: hunting trap and snare
  • Two new magic items: Hestor's black book and harvestide cookies

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In generations past, the villagers of Widderspire marked the eve of the winter solstice by leaving out gifts for a fey creature named Ember John. After the Aruandans conquered the Runewild, Aldric Widderspire, the village's new lord, became determined to end this practice. He trapped Ember John in an iron cage and sunk the fey to the bottom of Widderspire Pond. Today, the inhabitants of Widderspire commemorate Ember John's defeat by gathering around Widderspire Pond each winter solstice to exchange gifts, drink warm cider, and skate on the pond's frozen surface.

Though banished from the mortal realm, Ember John is still alive. Recently, one of John's sprites, the icy-hearted Jack-o'-Frost, located John in a frozen corner of the Fey Realm. Instead of setting free his master, Jack stole John's magical staff and proclaimed himself the "Lord of the Long, Dark Night." Jack and the other sprites now head to Widderspire to seek vengeance against the mortals who defeated them nearly a century ago.

All Through the Long, Dark Night is an adventure for three to five 1st level characters. It is designed to be played over the course of a single session (3–4 hours of gameplay). The adventure takes place near an enchanted forest known as the Runewild and can serve as an introduction to the Runewild Campaign Setting. You can also drop the adventure into an existing campaign.

The Book Includes:

  • A complete adventure
  • Advice for scaling to higher levels
  • Stats for a new monster: the giant ice toad
  • Two new magic items: Ember John's sack of embers, and staff of winter

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The seasons of the Runewild turn in a rhythm as familiar as a beating heart. Everywhere except in Kidwelly, where an ancient curse locks the halfling village in winter's grip long after the snow has melted elsewhere. In Kidwelly, spring doesn't arrive until the Monax—a mysterious creature with ties to the Fey Realm—emerges from its burrow and ushers in the change of seasons.

But this year the Monax does not emerge. The heroes must venture into the Monax's burrow to discover clues about the unscrupulous family that stole it, rescue the Monax and return it so that springtime can once again come to Kidwelly.

Springtime Comes to Kidwelly is an adventure for three to five 1st level characters. It is designed to be played over the course of a single session (3–4 hours of gameplay). The adventure takes place near an enchanted forest known as the Runewild and can serve as an introduction to the Runewild Campaign Setting. You can also drop the adventure into an existing campaign.

The Book Includes:

  • A complete adventure
  • Advice for scaling to higher levels
  • A random table for the curse of spring fever
  • Two new magic items: sleepy dust, and wizard's weed

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The oil-soaked bridge leaps into flames.

Skeletal hands burst from the soil and clutch at your ankles.

The massive stone you stand on flies through the air and crashes into the cloud giant as you leap off and attack.

Every battle take place somewhere, thus every battle features terrain. Sometimes all you need is a place to stand, maybe some trees or ruins to provide cover, but sometimes you want more. You want your terrain to have a major impact on the story or the heroes' tactics. You want the the Fire Swamp or the Bridge of Khazad Dum.

That's what Terrain Toolbox is for.

Terrain Toolbox provides 48 sample terrains you can drop into combat, like a blood mage's circle, solid clouds, and lightning pillars. Each sample terrain includes cosmetic and rules variations, giving you hundreds of possibilities. Plus the book offers advice to create your own terrain

Note: This is the Pathfidner 2 version of this product. It is also available for 5e.

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Sometimes just beating the bad guys is not enough.

Alternate objectives are goals beyond just killing everyone that you can include in your combats. These encounters still feature enemies to fight, but they also include tasks for the heroes to complete. These could be anything from rescuing hostages, to destroying an evil relic, to holding a scrap of land long enough for reinforcements to arrive.

The book Alternate Objectives includes advice for creating your own encounters with seven categories of goals, plus general advice like using skill checks and making combat optional.

It also includes six sample encounters that you can drop into your campaign, each with multiple story hooks.

  • Necklace Heist: The characters steal a necklace from a corrupt noble at a crowded tavern.
  • Caves of Ice: The heroes escape a crumbling ice cave while battling elementals.
  • The Fire Fight: The heroes try to extinguish the blaze at an abandoned warehouse while battling fire-breath bugs.
  • The Assassination: The characters protect a prince from would-be assassins.
  • Escape the City of Brass: The heroes activate a portal to escape the City of Brass as unending waves of efreet and their minions attack.
  • Fallen Angel: The characters try to bring a fallen planetar back to the light while battling his new diabolical allies.

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Since the dawn of fantasy roleplaying games, opening locks has been a staple of fantasy adventures. This mini-supplement for the worlds most popular roleplaying game is filled with information about locks and how to open them.

Lock and Key includes:

  • A real-world history of locks and keys
  • Ideas for a fantasy history
  • Variant Locks — Including real world items like false keyholes, and fantasy items like talking locks
  • A random key generator
  • 2 new traps
  • 4 new magic items
  • 3 new monsters

Note: This is the Pathfinder 2nd edition compatible version of Lock and Key. It is also available in a 5e version.

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Toxic gas is one of the most common hazards faced by explorers of sewers, dungeons, and other subterranean spaces. Some of these foul vapors are naturally occurring, while others are the byproducts of magical catastrophes, alchemical experiments gone awry, or interdimensional incursions into the mortal plane. Assassins and tyrants alike often weaponize such gases to subjugate or terrorize those who oppose them.

20 Vile Vapors presents twenty rare and unusual vapors to terrorize your players, including ghoul fog, lavender reek, and stygian dioxide. These gasses that dissolve memories, transform flesh to copper, or grant mind-bending visions.

Plus it includes a new spell Niznoc's exhalation, which lets players harness the vapors from this book.

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Fifty years ago, a hag named Speckled Hester was burned at the stake near the town of Ill Hollow. As the flames consumed her, Hester vowed to share her greatest secret with whoever first made contact with her spirit. ... Not a word has been heard from Hester since, but the ghost of her most...

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In generations past, the villagers of Widderspire marked the eve of the winter solstice by leaving out gifts for a fey creature named Ember John. After the Aruandans conquered the Runewild, Aldric Widderspire, the village's new lord, became determined to end this practice. He trapped Ember John...

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The seasons of the Runewild turn in a rhythm as familiar as a beating heart. Everywhere except in Kidwelly, where an ancient curse locks the halfling village in winter's grip long after the snow has melted elsewhere. In Kidwelly, spring doesn't arrive until the Monax—a mysterious creature...

Our Price: $5.99

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The oil-soaked bridge leaps into flames. ... Skeletal hands burst from the soil and clutch at your ankles. ... The massive stone you stand on flies through the air and crashes into the cloud giant as you leap off and attack. ... Every battle take place somewhere, thus every battle features...

Our Price: $5.99

Add to Cart

Sometimes just beating the bad guys is not enough. ... Alternate objectives are goals beyond just killing everyone that you can include in your combats. These encounters still feature enemies to fight, but they also include tasks for the heroes to complete. These could be anything from rescuing...

Our Price: $2.99

Add to Cart

Since the dawn of fantasy roleplaying games, opening locks has been a staple of fantasy adventures. This mini-supplement for the worlds most popular roleplaying game is filled with information about locks and how to open them. ... Lock and Key includes: A real-world history of locks and keys;...

Our Price: $1.99

Add to Cart

Toxic gas is one of the most common hazards faced by explorers of sewers, dungeons, and other subterranean spaces. Some of these foul vapors are naturally occurring, while others are the byproducts of magical catastrophes, alchemical experiments gone awry, or interdimensional incursions into the...