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The Sleeper's Decks · No. 1 Encounter Complications
A deck of 36 cards for the middle of a fight, once everyone can tell how it ends. Print and cut it, then draw one when things go quiet.
The shelf, by line.

4 titlesThe Sleeper'sDecksCard decks you draw from mid-game.
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No. 1
Encounter Complications
A deck of 36 cards for the middle of a fight, once everyone can tell how it ends. Print and cut it, then draw one when things go quiet.
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No. 2
Player Cheat Cards
Cards for the fifth-edition rules that slip everyone's mind in the middle of a turn. Free, or pay what you want.
Free · pay what you want, Player Cheat Cards (opens in a new tab)
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No. 3
Class Round-Flow Cards
Twelve cards, one per class, each showing the shape of a typical turn, so initiative stops being the scary part for a new player.
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No. 4
Pursuit Complications
Chase cards where each one is a stretch of ground with two ways across. Useful whenever somebody ends up running from something, or after it.

4 titlesThe Sleeper'sTablesBooks of d66 tables: roll for NPCs, monsters, hooks and loot.
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Vol. I
Strangers & Secrets
Three d66 tables for the people and places the party runs into between fights. Roll on it when a stranger needs to want something right now.
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Vol. II
Monster Motives & Tactics
Four d66 tables about how one particular monster behaves. Use them alongside whatever bestiary or monster book your table already runs.
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Vol. III
Story Seeds
A book of sentences to start from and end on, with strange inheritances in between. It works for writers at a desk and for game tables at session zero.
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Vol. IV
Trinkets & Hoards
Four d66 tables for treasure, covering everything about it except what it's worth. Roll when a pack gets searched or a hoard turns up, and again after the party carries it home.

7 packs · 26 singlesThe Sleeper'sOptionsNew subclasses for 5e characters.
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No. 1
Dream & Ruin
A barbarian who teleports through a Rage and a druid whose wall fights back, both built to keep working through level 20.
Buy · $2.95, Dream & Ruin (opens in a new tab)
The Sleeper's Options · No. 1
Dream & Ruin
Sold singly · coming soon
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Path of the Waking DreamBarbarian
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Circle of RuinsDruid
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No. 2
Lullaby & Larceny
A lullaby bard, a sleepwalking monk, a dream-stealing rogue and a warlock who answers to a court, all four for 5e.
Buy · $5.95, Lullaby & Larceny (opens in a new tab)
The Sleeper's Options · No. 2
Lullaby & Larceny
Sold singly · coming soon
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College of LullabiesBard
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Way of the SleepwalkerMonk
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The Dream-ThiefRogue
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The Dreaming CourtWarlock
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No. 3
Ruin & Remnant
What's left of a fortress, an oath, a spell and a temple, in four subclasses for 5e.
Buy · $5.95, Ruin & Remnant (opens in a new tab)
The Sleeper's Options · No. 3
Ruin & Remnant
Sold singly
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Warden of the Fallen KeepFighter
Coming soon
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Oath of the Last StonePaladin
Buy · $1.95, Oath of the Last Stone (opens in a new tab)
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School of SalvageWizard
Coming soon
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The Broken TempleCleric
Coming soon
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No. 4
Keep the Vigil
The night shift, split four ways between a ranger, a sorcerer, a monk and a paladin, all for 5e.
Buy · $5.95, Keep the Vigil (opens in a new tab)
The Sleeper's Options · No. 4
Keep the Vigil
Sold singly · coming soon
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Warden of the NightroadRanger
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Dawnward SorcerySorcerer
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Way of the Third WatchMonk
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Oath of the VigilPaladin
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No. 5
Hearth & Home
Home, and four people who keep it safe: a barbarian in the doorway, a bard in the common room, a cleric at the fire and a druid at the hedge.
Buy · $5.95, Hearth & Home (opens in a new tab)
The Sleeper's Options · No. 5
Hearth & Home
Sold singly · coming soon
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Path of the Banked FireBarbarian
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College of the Common RoomBard
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The Kept FlameCleric
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Circle of the HedgeDruid
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No. 6
On the Hunt
The Chase, a one-page pursuit procedure any table can run, plus a ranger, a fighter, a rogue and a warlock to run it with.
Buy · $5.95, On the Hunt (opens in a new tab)
The Sleeper's Options · No. 6
On the Hunt
Sold singly
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The HornbearerRanger
Coming soon
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The Thief-TakerFighter
Coming soon
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The TrapmasterRogue
Coming soon
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The Old HuntWarlock
Buy · $1.95, The Old Hunt (opens in a new tab)
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No. 7
The First Age
Power older than roads, in four subclasses for 5e.
Buy · $5.95, The First Age (opens in a new tab)
The Sleeper's Options · No. 7
The First Age
Sold singly · coming soon
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The First TongueSorcerer
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School of the Painted CaveWizard
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Path of the Old BonesBarbarian
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Circle of the Standing StonesDruid
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5 titlesThe Sleeper'sLedgersPrintable sheets for keeping track of a campaign.
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No. 1
The Party Ledger
Six printable sheets that hold the campaign's memory, filled in the same night you play. Works with any system.
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No. 2
The Backstory Ledger
A past for any character in three rolls, plus four sheets to catch what the rolls turn up. Print one for every player at session zero, or whenever someone new sits down.
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No. 3
The Villain Ledger
Four sheets and a table of offscreen moves that keep one enemy busy between sessions.
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No. 4
The Faction Ledger
Up to six factions each take a turn between sessions, so the world has moved a little by the time the table sits back down.
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The Sleeper's Ledgers
The Night's Ledger
Two sheets to keep next to your notes on game night, and a table of scenes for when the room goes quiet. It's free.

3 titlesThe Sleeper'sSessionsReady-to-run sessions: openings, downtime, finales.
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No. 1
Five First Sessions
Five campaign openings, each on one page, for the first night when the table has no history together yet.
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No. 2
Downtime & Travel
Two short procedures that give travel and downtime some shape at the table, with a table of events for each.
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No. 3
Five Final Sessions
Five last sessions, one page each, for a table that wants to finish its campaign on purpose.

2 titlesThe Sleeper'sSheetsQuick character and session zero sheets.
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No. 1
Character Speed-Sheet
One guided page that takes someone from a blank sheet to a playable character in about twenty minutes. Keep a few on hand for new players and for characters who die halfway through the night.
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No. 2
The Session Zero Kit
Five sheets and a running order for the night a group sets up a campaign together. It fits any system or edition your group happens to be playing.

The Sleeper'sFoesMonster books with stat blocks for 5e.
No. 1
The Toll Road
Six monsters that live on one old road, for the stretch of travel your party would usually skip.

The Sleeper'sMapsRegion maps for a campaign world.
No. 1
Torn Kingdoms
Six fantasy region maps meant to be printed, written on and torn up at the table. Any system.

The Sleeper'sWorkbooksA guided workbook for building your own monster.
No. 1
The Monster Workbook
A six-step method for building a monster that feels like it was there first. The numbers come from a bestiary you already own.

The Sleeper'sGamesGames of our own. The first one fits on a page, and it's free.
No. 1
The Sundered Page
A free map game for one to five players with no GM. You draw a kingdom, tear the map into four pieces, and spend about 45 minutes putting it back together.






























