The Sourcebook is the complete core volume for the Fiendish Fate role-playing game, providing a playable foundation with a curated bestiary and magic item set. It contains everything needed to create characters and run adventures. It features deep customization, tactical combat, dark fantasy magic, creeping horror, and a modular design built for long-term campaigns and future expansion. Survival in Fiendish Fate is not guaranteed. It is earned.
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.
Below are a list of module for Fiendish Fate. These may be stand alone or combined together to form a campaign.
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 adventurers to take care of the Redcap Goblins. You must delve 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?
A prominent woman, Kera Nettle, 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?
Thunderous rumbling was heard from deep below the dwarven fortress of Thrazak Hold. The doors to the vault of Alzhamar, the first thane of the Hold, are cracked. A terrible power can be felt emanating from the chamber within.
Dwarven expeditions into the vault have not returned. The current thane, Duanar Firebeard, fears something evil stirs within the vault and wants you to stop it before it can spill forth.
Chance and a shoddy cavern ceiling has plunged your party 150 feet down into a hidden cavern. The smell of rot and decay permeates the air. What dangers and riches will you find or will you forgo them to save yourself and find the way back to the surface?
TBA
TBA
TBA
A mining crew breached the walls of a lost stronghold and something beyond the walls answered. Horrid screams and the screech of metal now echo in the dark. The guild wants the stronghold investigated and threats removed, so mining operations can begin again. Without the flow of iron the town of Glarus cannot defend itself from outside threats. Will you answer the guild's call?
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?
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?
Deep within the western mountainous region lies a cavern filled with glowing crystals. Some miners believe the crystals have magical properties, but the cave is also home to dangerous creatures. If this could be cleared out, then it could be a valuable resource to the region.
Pirates are rumored to have a hidden base along the coastline, but it's been impossible to find. They've become quite the nuisance by attacking incoming galleons loaded with goods bound for the surrounding cities. Your group has been tasked with putting a stop to the pirating.
TBA
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