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Section Selections

Fiendish Fate Core BooksFiendish Fate Modules

Fiendish Fate Core Books

Core Books

Fate Master's Guide

The Fate Master’s Guide arms GMs with tools to run compelling adventures, manage encounters, craft monsters, and breathe life into the world of Fiendish Fate. It includes advice, optional rules, treasure tables, and mechanics to challenge and surprise players.

Player's Guide

The Player’s Guide provides everything players need to create characters, choose ancestries and classes, master skills, and wield powerful magic. It includes core rules, character advancement, equipment, detailed combat and spell mechanics—all designed for dark, dangerous fantasy. 

Tome of Monsters

The Tome of Monsters is a fearsome bestiary filled with creatures both vile and strange. Each entry includes lore, and scalable stats to match the evolving power of any party, from fledgling adventurers to seasoned legends.

Fiendish Fate Modules

Modules

Below are a list of module for Fiendish Fate. These may be stand alone or combined together to form a campaign.

Mad Wizard's Game

Unsuspecting adventurers are snatched from their slumber and thrust into the dark, twisted labyrinth of a mad wizard's making.  Will you survive the Wizard's Game?

Redcap Warrens of Wurgarr

Redcap goblins attacked the Glarus logging camp. Camp leader, Larry Conwy, has asked the mayor of Glarus, Gylas Burne, to request the adventurer’s guild, The Iron Pact, to send adventures to drive out the Redcap Goblins under the command of the Warlord Wurgarr. You must delve deep into the labyrinth beneath the Whispering Woods to drive them out. Will you save the camp or will what you find beneath the wood drive you to other ends?

Crimson Wind Expedition

A prominent woman is looking to hire an adventuring group to find her husband’s lost expedition, Crimson Wind. They have been gone for several months longer than anticipated and other groups sent to find them have not come back. Can you find the lost expedition?

Fae Market

A mysterious Fae Market has appeared near Glarus, offering rare magic and strange bargains, but only to those who earn its trust. A merchant has hired you to do just that: gain entry, use his writ to strike a deal, and bring back the Fae’s wondrous wares for his shop. But all is not as it seems. Can you outwit the Fae and survive their twisted trials, where the price of failure is far worse than death?

Mines of Feldar

Something inside the mine is kidnapping or killing the miners. They are afraid to go back inside, but the iron ore is desperately needed for construction in Glaurus. Can you secure the mine and restore the flow of iron? 

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