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The Omnivary of EDEN

After generations of digging, your tribe has finally uncovered the long-buried entrance to the Garden of the Gods. Foretold by an ancient prophet, the Garden is rumored to contain the Seeds of Creation—the essence of all planetary life hidden away before the apocalypse. 

These priceless seeds must be retrieved and protected at any cost, lest they be abused, or worse, destroyed by the factions who abhor all aspects of life that inhabited Terra A.D. before The Great Disaster. 


The Last Will and Testament of Obediah Felkner

1869 California.

On a cool evening in the town of Los Castores, a lawyer summons a small group of strangers into his office. Obediah Felkner, a prominent resident and claim owner of a nearby quicksilver mine, has recently passed away from a mysterious illness. Surprisingly, a group of complete strangers have been named as his beneficiaries. The claim to Felkner’s mine could become theirs.

However, Felkner’s last will contains a peculiar condition: in order to claim the deed to the mine, the party must collect a holy relic known as the Hand of San Roque and deliver it to Felkner’s grieving widow before dawn. The artifact is rumored to be hidden somewhere in the old Mission San Roque, abandoned by the Spanish almost 40 years ago.

And should they refuse? The lawyer points out they, too, have contracted the same disease that claimed the life of Mr. Felkner, and the retrieval of the relic is their only hope if they wish to survive the mysterious deadly affliction.


Children of the Fallen Sun

The star fell from the heavens far above, its long red tail ripping the sky like a bloody, dripping wound. All eyes of the tribe—mutant, manimal, and plantient alike—were transfixed by the resulting explosion seen far off in the horizon.

Some proclaim this is the Second Death, foretold within the Ancient Prophecy. But one venerable sentient redwood recognizes it as the Sky Ark of the Ancients, whose mysteries must be explored before they can be exploited by the tribe’s enemies. What perils and mysteries will lay within the Sky Ark? Only the heartiest of your species have a chance of surviving the dangers that accompany the arcane ancient technology developed by the Children of the Fallen Sun.


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Stronghold of the Wood Giant Shaman

Wood giants—animalistic evolutionary ancestors of hill giants—have emerged from the forests of the Fulthon Mountains to harry and pillage human villages with impunity. Ferocious and feral, they kidnap the weak to sacrifice in their barbaric rituals. Decades ago, your ancestors—stout and brave adventurers of renown—eliminated a previous giant threat, and thus people expect such heroism from you.

But not is all at it seems, as a chaotic force lurks behind the scenes. And if survival against a stronghold of ferocious giants wasn’t challenging enough, the machinations of facing an insane, immortal demon certainly will be…


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The Haunting of Larvik Island

For centuries the legendary exploits of the mighty warlord Larvik have inspired storytellers and adventurers. Despite his glory, Larvik’s fortunes were lost in the war between his sons following his death. What remains of his legacy is a dangerous island bearing his name and the legend of its treasure accessible only once every 35 years.

That time is at hand! Will your party be stout enough to explore the island, defeat both natural beasts and lost souls, and decipher the mysterious markers Larvik left behind? Will you uncover the lost caverns before time runs out and the secret is hidden for another generation, or will you merely become another footnote in the history of the many who have fallen never to return chasing the legend of Larvik Island?


Attack of the Frawgs

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Frightened villagers have come forward saying they’ve seen strange grotesque green creatures peering at them from within the woods. And now, a local trapper has returned from Dead Goblin Lake reporting that he and his partner were savagely attacked by one of these hideous creatures—he barely managed to escape and he fears that his partner may not have been so lucky. The townsfolk feel something must be done, but with no local militia the call is sent out: “Is no one brave enough to take up arms and dispatch these creatures before they kill again?”


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