The Huntsman’s Game
A level 3–5 Feywild survival adventure. The Huntsman and his hounds are already on your trail. The only goal is reaching the standing stones before dawn.
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A level 3–5 Feywild survival adventure. The Huntsman and his hounds are already on your trail. The only goal is reaching the standing stones before dawn.
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A level 3–5 demolition dungeon that ends with the ceiling coming down. Custom enemies, explosive hazards, maps and tokens included.
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A levels 10–12 tournament in the Abyss. Rivals worth remembering, trials that can go wrong, and a win that has to be earned.
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A psychological Feywild adventure built around an Archfey who treats friendship like a prop in someone else's play.
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An infernal tavern mystery for levels 5–8. A real investigation, devilish contracts, maps, tokens, and portraits.
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Kingdom of Numeria, Chapter 1. A simple number adventure for ages 3–7. No worksheets, just a story that needs counting to move forward.
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Kingdom of Numeria, Chapter 2. Number order turns into the actual plot, with encounters kids solve together.
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Kingdom of Numeria, Chapter 3. Equal, more, less, bigger, smaller: fairness becomes something the party has to work out.
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A Father's Day one-shot built around a stolen punchline. Bad jokes are basically a game mechanic here.
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Six mine battle maps, gridded and gridless, ready for a VTT or a printer.
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A tavern map up top, an infernal tribunal underneath it. Both ready for VTT or print.
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High-detail Feywild tokens and portraits. Enough to stock an entire court.
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Infernal knights, prisoners, and officials for dark-fantasy VTT encounters.
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Goblin miners and their demolition crew, with portraits included, ready to drop into a VTT.
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