So You Want to Summon a Demon — Devils, demons, and the fools who call them forth. A practical grimoire for magic-users who want to traffic with the lower planes — covering summoning spells, the volatile art of demon control, the cold contractual logic of devil-bargaining, and the very real consequences of getting any of it wrong.
The Clan of 66: Tongues of Yeenoghu — Sixty-six gnolls. One Demon Prince. An unflinching account of Yeenoghu’s chosen attendants, their rites, their relics, and the bone-temple their god raises for them wherever they roam. This is not your standard gnoll encounter.
The Tempters — Not all demons come at you with claws. Some sit down beside you and start talking. A new class of infernal foe drawn from a 17th-century demonological text: fiends who wear human faces and corrupt through persuasion, pride, and sin.
Diabolical Deal Generator — Every fiend has a price — and every adventurer has a weakness. This generator gives referees everything they need to draft a proper infernal contract, from the bait dangled before the party to the fine print that damns them.
Loathsome Lair Generator — Where does a devil hang his horns? This hexflower-based generator builds fiend lairs fast, cavernous, sprawling, and properly menacing, from the outermost zones to the seat of power at the heart of it all.
There’s More to Hell Than Fire — Forget the pitchfork and the brimstone clichés. Hell is a place with cities, politics, and points of interest worth visiting, if you survive the trip. Seven notable locations in the infernal realms, ready to drop into your campaign.
