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Products found in this section... Sort by: 
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One Page Number Two : Outdoor Oddities and Landmarks

One Page Number Two : Outdoor Oddities and Landmarks


One Page Number Two : Outdoor Oddities and Landmarks contains twenty strange landmarks, terrain features, and odd constructs ready to plug into any outdoor adventure. Each includes a brief description of the oddity and many include features that can be leveraged into clues or hints by the GM. The One Page series gives the GM instant access to random tables full...   [click here for more]
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One Page Number Five : Tricksy Traps!

One Page Number Five : Tricksy Traps!


Each of the twenty traps in One Page Number Five provides a new and interesting way to confuse, ensnare, imperil, or just plain mangle careless characters! Every listing includes a detailed description of a container-based trap, along with the results of setting off the device. The One Page series gives the GM instant access to random tables full of woodland landmarks,...   [click here for more]
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One Page Number Eight : Woodland Features and Hazards

One Page Number Eight : Woodland Features and Hazards


Trees everywhere! Your party is deep in the woods and you need some challenging terrain to provide variety. One Page Number Eight contains twenty woodland hazards and features ready to test the party's survival skills! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more!...   [click here for more]
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One Page Number Nine : Desert and Wasteland Features and Hazards

One Page Number Nine : Desert and Wasteland Features and Hazards


Not every desert is a barren stretch of sand! One Page Number Nine provides twenty unique terrain features to add color and variety to your party's desert expedition. Use them as chance encounters or to provide detail for an existing map. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures,...   [click here for more]
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One Page Number Fifteen : Jungle Features and Hazards

One Page Number Fifteen : Jungle Features and Hazards


One Page Number Fifteen provides twenty unique terrain features designed for the dense jungle or rainforest. Use them as chance encounters or to provide detail for an existing tropical map. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more! Each One Page...   [click here for more]
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One Page Number Eleven : Mountain and Hill Features and Hazards

One Page Number Eleven : Mountain and Hill Features and Hazards


It's all about the slope. Or slopes. One Page Number Eleven provides twenty unique terrain features to add color and variety to any mountainous crossing. Use them as chance encounters or to provide detail for an existing map. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps,...   [click here for more]
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One Page Number Ten : Plains Features and Hazards

One Page Number Ten : Plains Features and Hazards


Most people think the open plain is flat and boring. Not so! One Page Number Ten contains twenty ways to enliven the open range. Use these entries to bring some color and variety to the plains of your campaign. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more! Each...   [click here for more]
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One Page Number One : Minor Treasures

One Page Number One : Minor Treasures


One Page Number One : Minor Treasures contains twenty ready-to-use minor treasures for your fantasy role-playing game. Each entry provides a brief description of the treasure item, plus an estimated value in gold pieces. Many items also include a minor hook or bit of lore that can provide inspiration for further adventure. The One Page series gives the GM instant...   [click here for more]
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One Page Number Fourteen : Arctic Features and Hazards

One Page Number Fourteen : Arctic Features and Hazards


Ice and snow, glaciers and crevasses, One Page Number Fourteen has them all! It contains twenty unique terrain features to fill in the snowy spaces in the arctic reaches of your campaign. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more! Each One Page...   [click here for more]
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One Page Number Sixteen : Wetlands Features and Hazards

One Page Number Sixteen : Wetlands Features and Hazards


"It sank into the swamp!" If that's the case for your McGuffin, One Page Number Sixteen provides twenty unique terrain features to fill in the soggy spaces your party will face when trying to retrieve it! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever...   [click here for more]
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One Page Number Seven : Instant Plot Hooks

One Page Number Seven : Instant Plot Hooks


Uh-oh. The party killed the dragon too quickly. Now what? Use One Page Number Seven as inspiration for a quick scenario or challenge. Each of the twenty entries describes a brief plot or scenario that can be plugged into your game with minimal effort. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor...   [click here for more]
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One Page Number Four : Curious Mundane Objects

One Page Number Four : Curious Mundane Objects


One Page Number Four : Curious Mundane Objects contains twenty strange objects you can use to confuse or baffle your players! Place them in a local curio shop, a mage's laboratory, or a treasure vault to add a touch of weirdness to your game. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures,...   [click here for more]
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One Page Number Three : Fabulous Jewelry

One Page Number Three : Fabulous Jewelry


One Page Number Three : Fabulous Jewelry contains twenty unique and fabulous pieces of jewelry, ready for your treasure trove! Each entry includes a brief description of the piece, plus a suggested gold piece value. Many pieces also include a bit of lore or a minor hook that can provide inspiration for further adventure. The One Page series gives the GM instant access...   [click here for more]
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Dungeons in Blue - Icon Pack One

Dungeons in Blue - Icon Pack One


Every good GM wants to customize their maps. Icon Packs provide dozens of unique features and objects ready to drop into your geomorph dungeon! The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps....   [click here for more]
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Dungeons in Blue - Just Geomorphs #60

Dungeons in Blue - Just Geomorphs #60


Just Geomorphs bring more geomorphs to Dungeons in Blue! They include a mix of all corridor and room styles: 10-, 20- and 30-foot caverns and worked passages plus sewers and mines, all connecting an assortment of rooms, caves, chambers and caverns. Sets include GM and player versions of each geomorph, plus a map legend, one-third scale reference image, and a brief...   [click here for more]
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One Page Number Thirteen : Transitional Traps

One Page Number Thirteen : Transitional Traps


Halls and tunnels. Stairs and doors. In the dungeon, anything and everything can be trapped. One Page Number Thirteen provides twenty unique traps designed for use in these transitional spaces, ready to wound, snare, or just confuse your players. The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures,...   [click here for more]
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Dungeons in Blue - Small Dungeons #1

Dungeons in Blue - Small Dungeons #1


Need a stand-alone map for your virtual tabletop game? Small Dungeons add self-contained maps to the Dungeons in Blue collection! Each Small Dungeons product contains a stand-alone, ready-to-fill dungeon map drawn in the classic-blue style. Each includes assorted tricks, traps, and features, but leaves plenty of room for the GM's additions. All Small...   [click here for more]
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One Page Number Twelve : Dungeon Junk

One Page Number Twelve : Dungeon Junk


One Page Number Twelve contains twenty unique bits of junk one might find in the dungeon. One character's trash is another's improvised barricade or trap. Test your player's ingenuity by dropping these objects into your next dungeon adventure! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures,...   [click here for more]
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Dungeons in Blue - Just Geomorphs #58

Dungeons in Blue - Just Geomorphs #58


Just Geomorphs bring more geomorphs to Dungeons in Blue! They include a mix of all corridor and room styles: 10-, 20- and 30-foot caverns and worked passages plus sewers and mines, all connecting an assortment of rooms, caves, chambers and caverns. Sets include GM and player versions of each geomorph, plus a map legend, one-third scale reference image, and a brief...   [click here for more]
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One Page Number Nineteen : Eerie Sites and Scenes

One Page Number Nineteen : Eerie Sites and Scenes


One Page Number Nineteen : Eerie Sites and Scenes provides twenty weird places for your game. If you're running a horror scenario or just need to creep out your players, these strange set-pieces are just the thing! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more!...   [click here for more]
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One Page Number Six : Second-hand Gear

One Page Number Six : Second-hand Gear


Whether it's something purchased in the general store (only used by a little old elf who never left her tree), or something looted off the corpse of a less fortunate adventurer (hey, he's done with it), used gear has history. Each of the twenty entries in One Page Number Six describes a useful mundane item, along with a bit of history, a minor feature, or an unfortunate complication....   [click here for more]
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One Page Number Twenty : Strange Writings

One Page Number Twenty : Strange Writings


One Page Number Twenty : Strange Writings contains descriptions of twenty tomes, pages, and scrolls, each with a minor hook or story attached. Reading is fundamental! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps, and more! Each One Page product contains...   [click here for more]
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Dungeons in Blue - Set A

Dungeons in Blue - Set A


The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility. This product includes twelve unique...   [click here for more]
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One Page Number Seventeen : Prisoners and Captives

One Page Number Seventeen : Prisoners and Captives


"This looks like it was a prison; maybe it still is." If your party has discovered the dungeon equivalent of Alcatraz, you need One Page #17 : Prisoners and Captives. This addition to the series provides twenty system-agonistic prisoner and captive descriptions, ready to use in your fantasy campaign. Each provides a brief, gender- and race-neutral description,...   [click here for more]
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One Page Number Eighteen : Minor Powers

One Page Number Eighteen : Minor Powers


One Page Number Eighteen : Minor Powers contains twenty ready-to-use mundane and magical powers and feats for your fantasy role-playing game. Give your players a little perk or add color to a favorite NPC with these abilities! The One Page series gives the GM instant access to random tables full of woodland landmarks, strange objects, minor treasures, clever traps,...   [click here for more]
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Dungeons in Blue - Small Dungeons #2

Dungeons in Blue - Small Dungeons #2


Need a stand-alone map for your virtual tabletop game? Small Dungeons add self-contained maps to the Dungeons in Blue collection! Each Small Dungeons product contains a stand-alone, ready-to-fill dungeon map drawn in the classic-blue style. Each includes assorted tricks, traps, and features, but leaves plenty of room for the GM's additions. All Small...   [click here for more]
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Hexed Places - The Gray Ribs

Hexed Places - The Gray Ribs


This Hexed Places locale is mountainous and rugged, with a few  patches of woods and hills. The Bugbears of Stoneroot Village trade iron, coal, and silver for the slaves needed to work Dragor's Mine. ...   [click here for more]
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Hexed Places - Ash Wood

Hexed Places - Ash Wood


Years ago a falling star landed in this densely wooded area, starting a fire that burned away much of the forest. The woods have grown back in many places, but the area around the landing site is still a burned and blackened ruin. Some say the fallen star was no star, that it was a living thing that now lurks in the Ash Wood. No one knows the truth of the matter, but few dare these...   [click here for more]
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Hexed Places - The Bogwood

Hexed Places - The Bogwood


Swampy, oak and sycamore forest cloaks a cursed river that crawls past the ruins of a fishing village, the inhabitants long gone. On a nearby hill, a temple with the power to heal any ill flanks a little-used road, travelers frightened off by reports of a fierce giant. Rumors say that lizard-things hunt the river's edge, but nothing seems to bother the temple attendants. What will your party find when...   [click here for more]
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Hexed Places - Fen Fields

Hexed Places - Fen Fields


This plains region is divided by a slow river that runs from southeast to northwest . The open plains are covered in tall grasses, while patchy woods and marshy ground flank the river-bottom lowlands. At night a vast croaking chorus fills the air. Rumors claim a giant multi-headed monster stalks the river-side swamps of the Fen Fields, and a wizard's ghost haunts the nearby tower....   [click here for more]
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Dungeons in Blue - Just Geomorphs #59

Dungeons in Blue - Just Geomorphs #59


Just Geomorphs bring more geomorphs to Dungeons in Blue! They include a mix of all corridor and room styles: 10-, 20- and 30-foot caverns and worked passages plus sewers and mines, all connecting an assortment of rooms, caves, chambers and caverns. Sets include GM and player versions of each geomorph, plus a map legend, one-third scale reference image, and a brief...   [click here for more]
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Dungeons in Blue - Small Dungeons #3

Dungeons in Blue - Small Dungeons #3


Need a stand-alone map for your virtual tabletop game? Small Dungeons add self-contained maps to the Dungeons in Blue collection! Each Small Dungeons product contains a stand-alone, ready-to-fill dungeon map drawn in the classic-blue style. Each includes assorted tricks, traps, and features, but leaves plenty of room for the GM's additions. All Small...   [click here for more]
PBE Games  $1.29 $0.89

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Dungeons in Blue - Icon Pack Two

Dungeons in Blue - Icon Pack Two


Every good GM wants to customize their maps. Icon Packs provide dozens of unique features and objects ready to drop into your geomorph dungeon! The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps....   [click here for more]
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Deadly Blows

Deadly Blows


Are your critical hits boring? Do the players at your table yawn and mumble a double-damage die result without feeling the excitement of having scored a masterful blow against a challenging foe? When the GM rolls a critical is it just another die roll? Breathe life back into the fateful attacks that can turn a battle on its head. The six charts in this pdf turn vanilla critical hits into a more meaningful,...   [click here for more]
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Dungeons in Blue - Set B

Dungeons in Blue - Set B


The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility. This product includes twelve unique...   [click here for more]
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Hexed Places - The Ragged Fringe

Hexed Places - The Ragged Fringe


The irregular border between the Crow Wood, a forest filled with towering poplars, elms, and maples, and the Green Scrabble, an expanse of dry grasslands and scrub, defines this territory. Two factions occupy the Ragged Fringe. Grass Clan hobgoblins maintain Camp Iron Watch in the Green Scrabble. They face off against competing hobgoblin tribes from nearby territories at the Field...   [click here for more]
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Hexed Places - Two Fang Gap

Hexed Places - Two Fang Gap


Two tree-sided mountains rise above the low hills of this area, giving it its name. The peaks and surrounding hills are divided by a broad grassy valley and the deep, slow-moving Two Fang River. An ancient bridge decorated with stone gargoyles is the only obvious way across its dark waters. Rumors surround Two Fang Gap, rumors of battles and burial mounds, ruined towers and flying...   [click here for more]
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Hexed Places - Bitterblack Forest

Hexed Places - Bitterblack Forest


Bitterblack Forest is a treacherous stretch of mountainous forest that offers a convenient shortcut between two trade routes. Rangers maintain a camp for travelers on the edge of the wood, but the ruin of Broken Ridge Tower serves as a grim reminder of the dangers hidden in the densely forested region. Despite rumors of a lost mine full of gold and silver, few dare to leave the road and risk...   [click here for more]
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Dungeons in Blue - Set C

Dungeons in Blue - Set C


The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility. This product includes twelve unique...   [click here for more]
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Hexed Places - Green Caldera

Hexed Places - Green Caldera


The Green Caldera is all that remains of an ancient divine war and a god's demise. The defeated Fallen God landed here centuries ago, and its broken body lies scattered across the basin. Native creatures that consume the being's incorruptible flesh are forever changed. Chief among these creatures is the Shroomic Brain. It occupies the Shroomic Seat and controls a growing fungal empire....   [click here for more]
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Hexed Places - The Sharp Hills

Hexed Places - The Sharp Hills


The Sharp Hills are a patchwork of dry and rugged terrain in the middle of an area of scrubby rolling hills and green plains. The Red River, which takes its name from its iron-stained water, splits the region into roughly equal halves. Prospectors seek gold, silver and gems in these barren lands, but often find death instead. ...   [click here for more]
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Dungeons in Blue - Edges and Alcoves Set One

Dungeons in Blue - Edges and Alcoves Set One


All good things must come to an end, even the megadungeon! Edges and Alcoves provides geomorphs with connections on one side, so you can bring your dungeon map to a reasonable and attractive end. The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously...   [click here for more]
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Dungeons in Blue - Set D

Dungeons in Blue - Set D


The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility. This product includes twenty unique...   [click here for more]
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Animal Companions

Animal Companions


Bringing furred or feathered friends along on an adventure is a common fantasy trope. Animal Companions is an OSR-friendly advancement system for mundane creatures that gives beasts of burden and pets a little extra survivability and utility. It includes rules for acquiring companions, training them, and maintaining their loyalty plus advancement and quirk tables for nine categories...   [click here for more]
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Hexed Places - Pass of Horns

Hexed Places - Pass of Horns


The Pass of Horns is one of the few places where people can cross from one side to the other of this imposing mountain range, which is both a physical and political barrier. Three outposts - North Watch Peak Watch, and Woodway - guard the main trail leading through the pass. The central trail circles the base of Horn Peak, a climbing challenge for thrill-seekers. Side trails offer...   [click here for more]
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Hexed Places - Plain of Mire

Hexed Places - Plain of Mire


From a distance, the Plain of Mire is a green and pleasant place, but looks are deceiving. The greenery is a mix of stiff, head-high grass and reeds that slice exposed flesh and thick algae mats that hide treacherous murky pools. Fog fills the air morning and evening, so it's easy to get turned around when all you see is grass. The sole landmarks are the continually shifting Circa...   [click here for more]
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Hexed Places - Whispering Vale

Hexed Places - Whispering Vale


Thick scrub and patchy woods slow travelers who attempt the Whispering Vale, a hilly wind-blown pass through steep-sided mountains. Several barely discernable trails lead into the Vale, but they all disappear into the wilderness. The ruins of Haver Hill, a tiny village, overlook the Narrow Deep, the bottomless lake that lies at the lowest point in the valley. West of Narrow Deep, the...   [click here for more]
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Hexed Places - Stony Fields

Hexed Places - Stony Fields


Steep-sided hills dot this boulder-strewn plain, which is part of a desolate border between two kingdoms. The only travelers that frequent the Stony Fields are the smugglers and roving bandits based in Dimwood Refuge. Others crossing the Fields risks their lives. Aside from bandits and smugglers, the plain and the many caves hidden beneath its rocky surface are home to dangerous creatures....   [click here for more]
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Hexed Places - Crescent Lake

Hexed Places - Crescent Lake


Surrounded by lowland forests and rounded hills, the waters of Crescent Lake are green and deep and still. The reclusive villagers of Chire scratch out a poor living farming the boggy lands around the lake, reminiscing about better days, when the now abandoned mine once brought wealth to the area. Travelers passing through the area keep careful watch after dark near the lake. Rumor...   [click here for more]
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Hexed Places - Dima's Ascent

Hexed Places - Dima's Ascent


Dima's Ascent takes its name from Dima Mahkas, the adventurer and explorer who first mapped the region years ago, and the densely forested, rising terrain that leads to the mountainous slopes to the south and east. Traveling through the area is challenging. Several trails lead into the forest, but they all fade to nothing beneath the thick canopy. Foresters, hunters, and trade guilds...   [click here for more]
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