Come Hell or High Water
ETA: 2026-05-27
You know the rule of three, don't you? Well, following this rule, this book gives you three additions to your gameplay: an in-depth look at some of the places you know and love from the Old Gods of Appalachia podcast, a handful of new places to add to any adventure or campaign, and several full-fledged adventures that you can easily learn and execute. And, like all rules of three, there's something surprising hidden: a short chapter on how to create your own adventures for Old Gods.
Each of these sections is full of dangers and pleasures, which are sure to captivate and captivate your players, and maybe, possibly (dare we say almost certainly) give them a scare or four!
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Come Hell or High Water
Come Hell or High Water
ETA: 2026-05-27
You know the rule of three, don't you? Well, following this rule, this book gives you three additions to your gameplay: an in-depth look at some of the places you know and love from the Old Gods of Appalachia podcast, a handful of new places to add to any adventure or campaign, and several full-fledged adventures that you can easily learn and execute. And, like all rules of three, there's something surprising hidden: a short chapter on how to create your own adventures for Old Gods.
Each of these sections is full of dangers and pleasures, which are sure to captivate and captivate your players, and maybe, possibly (dare we say almost certainly) give them a scare or four!
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Description
ETA: 2026-05-27
You know the rule of three, don't you? Well, following this rule, this book gives you three additions to your gameplay: an in-depth look at some of the places you know and love from the Old Gods of Appalachia podcast, a handful of new places to add to any adventure or campaign, and several full-fledged adventures that you can easily learn and execute. And, like all rules of three, there's something surprising hidden: a short chapter on how to create your own adventures for Old Gods.
Each of these sections is full of dangers and pleasures, which are sure to captivate and captivate your players, and maybe, possibly (dare we say almost certainly) give them a scare or four!











