Decay Resin Dice
$19.95 Original price was: $19.95.$15.95Current price is: $15.95.
$69.95 Original price was: $69.95.$59.95Current price is: $59.95.
A 440 page, complete 5th Edition campaign setting spanning levels 1-8 in a dark, whimsical world where tiny heroes battle ancient corruption.
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A complete 5th Edition campaign setting spanning levels 1-8 in a dark, whimsical world where tiny heroes battle ancient corruption. 440 pages include:
Perfect for tables craving Redwall atmosphere with genuine darkness.
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Seeds of Decay equips both sides of the screen. Players get 30+ original spells, a complete foraging system for gathering contraption components, and detailed rules for playing tiny characters. Game Masters receive 60+ fully statted monsters, 30+ illustrated magic items, an NPC generator, ready-to-use tavern menus, and modular systems that scale from simple to crunchy based on your table’s preferences.




Not all who study decay seek to spread it. Wizards of the Order of Rot understand that decomposition is essential to the cycle of life. They study the magic of Rohr-tan not to serve darkness, but to comprehend it, contain it, and turn its power against those who would corrupt the forest.
These wizards walk a dangerous path. They learn spells that wither wood and drain vitality, magic that most dobbers would consider forbidden. Yet their knowledge proves invaluable when facing the Rot Weaver’s minions, understanding infections that spread through the Alwaysgreen, and protecting communities from plagues both natural and supernatural.
The Order of Rot wizard subclass grants unique abilities tied to necrotic magic and decay. Master the corruption to save what you love.

The bestiary of the Alwaysgreen Forest holds over 60 creatures, from the mundane to the terrifying. Fire lizards guard their stolen eggs in mountain caves. Giant stag beetles lumber through the underbrush. Horgoraths and rock moles tunnel beneath the forest floor.
But darkness spreads. The Creatures of Decay chapter presents twisted abominations born of Rohr-tan’s corruption: Decay Bears and Vine Badgers, Fungal Doppelgangers and Spore Ghosts. Plague Orbs drift through infected groves. Plaguewood Spiders weave webs of rot. Spore Skeletons and Spore Zombies shamble where the blight has taken hold.
Beyond the decay, you’ll find the Mohkgaarb tribes, the Rat Claw Clan, clockwork constructs, giant bees, Current-filled spirits, and legendary threats. Every creature is fully illustrated and ready to challenge your players from level 1 through 8.

Dobbers are tiny folk, often described as “three apples tall,” though they typically range between 14 inches and 2 feet. What they lack in size, they make up for with intelligence, wisdom, and creativity. Their stocky frames sport sturdy builds, large hands and feet, and their most distinctive features: oversized round noses and equally large ears.
Their tiny size suits their lives perfectly. They build homes into tree trunks, tend flourishing gardens wherever sunlight breaks through the canopy, and craft amazing contraptions to aid their daily chores. Dobbers love vegetables, fruits, berries, and nuts. Most prefer working with their hands.
They are hardworking folk who cherish their community, always willing to lend a hand, share a story, or enjoy a warm cup of tea by a roaring fire. Choose from Sylvan Dobbers, who dwell among the upper branches, or Terrin Dobbers, who make their homes closer to the forest floor.

Masters of mechanics and creative genius, Tinkerers build contraptions ranging from clockwork creatures to devastating weapons. Their inventions are limited only by imagination, fueled by a unique ability called Spark that gives their creations life-like automation.
Spark is the subconscious link between Tinkerer and contraption. It allows an insect gizmo to skitter across walls, a clockwork lock to recognize who may open it, and hawk wings to keep their user aloft while focused on other tasks. As Tinkerers gain levels, they can maintain Spark in an increasing number of contraptions.
Choose an Institute of Inspiration to focus your craft: Weaponeers build firearms, flame throwers, and explosive ammunition. Automatoniers create gizmos like mechanical ravens, wolves, and bears. Solutionists and Architects round out the options with utility and mobility contraptions. Forage for components, manage build times, and watch your creations come to life.




Seeds of Decay delivers a fully realized campaign setting across 440 pages. The Alwaysgreen Forest sprawls with distinct communities: Dobberton’s capital city built around the legendary Prime Tree, the woodkin-dominated Burrow where awakened animals outnumber dobbers, trading posts like Litewyck, and frontier outposts like Mossfort where the kingdom’s toughest warriors stand guard. Every location features detailed NPCs, local customs, and plot hooks waiting to unfold.
The adventure arc spans levels 1 through 8, taking players from humble beginnings to facing Rohr-tan himself in the Heart of the Rot Weaver’s Tomb. Fourteen chapters guide parties through farming villages under siege, underground Terrin caves, Sylvan treetop councils, palace intrigue in Dobberton, and cursed time loops along Blue River. Each chapter functions as a standalone session or connects into an epic campaign where choices ripple forward.
The setting supports more than dobbers. Woodkin let you play awakened raccoons, badgers, chipmunks, owls, and more, or use the Create Your Own Woodkin rules to design any forest creature as a playable species. Goblins from the Ironspire Tribe and the savage Rat Claw Clan offer darker options. Three new backgrounds (Green Thumb, Woodsmith, Inventor) and complete tiny-creature rules ensure every character fits seamlessly into this miniature world.



The Rot Weaver has returned. The forest needs heroes!
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A crack has formed in the darkness, leaking decay into the forest.