Adventure Paths

Table of Contents

Rise of the Drow Trilogy (Original)

by Stephen Yeardley & Jonathan G. Nelson

 

Descent into the Underworld (1 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-8

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.

When the dwarven trade city of Embla is placed in a tight position, being between the Overworld and the drow city of Holoth, it calls upon the Overworlders for help.  Most of Embla’s dwarven warriors have been enslaved or killed, and Emlba’s citizens have little hope of holding back the hordes of drow from Holoth.

The PCs are called upon to help the dwarves of Embla.  Their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley.  When the dust settles, the entire region may be changed forever.

Also included in “Descent into the Underworld”:

  • Map of Krelgar Keep by 3x ENnie Award winner Todd Gamble
  • Map of the Underworld by 3x ENnie Award winner Todd Gamble
  • Illustrations by James J Krause, Tim Tyler, and Silvano of Italy
  • New Trap: Ochre Jelly Dust
  • New Special Ability: Third Eye of Fear
  • New Feat: Fused Weapon Fighting
  • New Items: Drow Kllellek Paper, Drow Quill, Drow Ink
  • New Magical Item: Coin of Singing
  • New Spell: Iceflame
  • New Monster: Skildpadder
  • New Monster: Underworld Giant Skeleton
  • New Class: Titanic Beastmaster

 

Scourge of Embla (2 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 8-11

After battling their way to the dwarven trade center of Embla, the PCs find a city under siege, as business dries up and the population show increasing signs of fear towards the drow city of Holoth and its power-hungry head family, House Gullion. So confident, so audacious has Matron Maelora of House Gullion become, that she starts the plans to expand the influence of her house to both the Under and Overworlds by assaulting Embla, initially in a small way, but with greater plans afoot.

Once the ruling council of Embla has woken up to its predicament and gained the PCs as allies, it takes full advantage of the Overworlders help. With most of Embla’s dwarven warriors having been enslaved or killed, the party represents an unexpected addition to the city’s arsenal; advice, guidance and equipment are offered, and the party can either attempt to enter the city of Holoth with a force of Rybalkan soldiers or go along with a reliable and revitalized guide into the lesser-used passages of the Underworld.

But neither path is the easy route; each has its perils and predicaments. Allies may be gained or friends lost, and approaching Holoth will tax the party. Because on accepting the calls to help the dwarves of Embla, the PCs find their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley. When the dust settles, the entire region may be changed forever.

Also included in “Scourge of Embla”:

  • Maps by 3x ENnie award winner Todd Gamble include
  • *City of Embla
  • *Back Road to the City of Holoth and the entrance to the Fungi Forest
  • *Map of the Underworld
  • The dwarven city of Embla fleshed out in great detail and usable for future games
  • Three different plot paths to guide the GM through the rest of the trilogy
  • New Feat: Colorless Mercantile
  • New Monsters: Albino Bronze Dragon, Petrous,  Purple Worm Hatchling, The Ottaakiinni, The Fungiant, Vvor, Mushroom Golem
  • New Item: Giant Green-spored Parasol mushroom poison
  • New Spells: Ironfiber, Fiber Shape
  • New Item  Fungi Forest Kombucha
  • Amazing multi-layered Mushroom Harvesting Mini-Game by Stephen Yeardley with 6 pages of detailed rules on how to run this game for your players!
  • 
and more!

 

Usurper of Souls (3 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 11-15

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.  Numerous bold moves plant House Gullion in a position of power over the entire region.  Now the PCs must make their move and stop the evil Matron Maelora in her play for power, but how will they go about it?  How will they ensure their victory?

Also included in “Usurper of Souls”:

  • Maps by 3x ENnie award winning cartographer Todd Gamble
  • Three main paths for the PCs to explore with downloadable PDFs detailing the layout of each
  • Numerous locations within the drow city of Holoth for use in this adventure as well as your campaign setting
  • The gargantuan “Temple of the Spider Goddess” numbering close to 20 locations, and including a special map by Todd Gamble
  • House Gullion’s home, “Tolgorith Tower” which spans across 6 maps and includes over 30 different locations for your PCs to explore
  • An adventure which is well over 250 pages long with additional supplemental histories on each member of House Gullion
  • Multiple ways for the PCs to end the adventure, each with it’s own experience rewards and regional influence
  • New Monsters
  • New Traps
  • New Magical Items
  • New Artifact
  • The Demi-Plane of Venom
  • The conclusion of a trilogy spanning 3 adventure modules and almost 500 pages

 

 

Search for Lost Legacy Adventure Path

by John R Davis

By Silver's Light (1 of 4)

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Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 1

When supplies of silver ore disappear, the PCs are requested by worried merchants to investigate. Foiling an ambush they arrive in the normally sleepy Hamlet of Krisen to find the local dwarven miners and tranquil nature community at odds with one another.  It is up to the PCs to find the source of the strife, and in doing so make some long lost discoveries that lead to even further mystery.  Awaiting the would be saviors are the remains of previous efforts to exploit ore in the region, a bizarre testing ground and dungeon that time has forgotten.

Will the PCs fall into the cold embrace of shadow and despair, or will they find glory and hope in the glisten of silver’s light? By Silver's Light is the start to the four part adventure path, In Search Of Lost Legacy, and is suited for any rural setting.

 

By Water's Mirror (2 of 4)

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Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 2-3

The lost domain of Vargon Greyhand’s has been found. The PCs are tasked with exploring this forgotten dungeon.  What starts as a foray to solve a mystery and to claim long abandoned treasures soon proves to be quite different. You are not the first to adventure in these halls, and indeed you are far from alone now.

The PCs will seeks answers in a dangerous watery, temple. They fill face foul misshapen creatures from the depths of the world and encounter a whole array of creatures, malevolent and benign. Will the party find riches and answers in this wondrous place, or will they lose their souls to despair by water’ mirror. AP1-3 is the second part of  the four part adventure path, In Search Of Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in “By Water’s Mirror”:

  • 1 new Monster: the aberrant Narenanorm
  • New Monster variation (the harmonic mephit)
  • 1  new Magical Item: Sand of elemental transformation
  • Hints as what is to come in future parts of the ‘In Search Of Lost Legacy’ adventure path

 

By Shadow's Grasp (3 of 4)

by shadows grasp cover

Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 4-5

A race into darkness. The fate of the mighty wizard Vargon Greyhands is slowly being revealed. You are tasked with exploring a mysterious Sanctum upon an underground river. It is soon apparent you are not alone and others seek to plunder the fabled riches of the master shadow maker Vargon. But it is the magicians last endeavour that drives on the PCs, more than mere tales of treasure beyond compare.

Awaiting the brave explorers are a cruel race who have journeyed by an ingenious ship, the bewildering lair of a fiendish guardian, and an opponent with more at stake than even the resourceful party. Will the PCs find lore and reward in this mysterious abode, or will they fall by shadow’s grasp. This is the third foray into the four part adventure path, the Search Of Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in "By Shadow’s Grasp":

  • A fantastical vessel for plying the rivers of the underworld, the Ironkeel.
  • 2 new Monster variants: the aromatic mephit and the spectral shadow.
  • 2 new Haunts.
  • Suggestions to explore the ‘under deeps’ further against a horrific alliance of entities, and their devious deity

 

By Eternal Wrath (4 of 4)

COVER By Eternal Wrath v2Search for Lost Legacy Adventure Path

An adventure for four to six 6th-7th level PCs.

After endless peril the party finally learns the fate of the egomaniacal Vargon Greyhands and an illustrious adventuring group—the Emerald Band—and to their astonishment the PCs discover they must complete the momentous work the shadow magician had begun! This all assumes that they can navigate the intriguing teleport system guarding Vargon’s most important secrets.

Awaiting the brave explorers are a servant of a diabolic god (whose story they have tracked throughout their adventures), an array of fantastic beasts (each a key to Vargon’s destruction), and a terrible showdown with the entity Vargon has become. Will they put an end to Vargon’s machinations once and for all in his magic filled domain, or will they fall to his eternal wrath. This adventure is the conclusion of the four part adventure path, Search For Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in By Eternal Wrath:

  • Four new monster variations: sensate mephit , serpentine lamia, vitriolic skeleton and a classic undead with a new twist, the proto-lich!
  • A fifty chamber dungeon suitable for being dropped into any campaign setting or adventure, sure to test your players’ wits and mettle!
  • Hooks for further adventures, tracing the mysterious past of the illusionist Vargon.

 

 

Saatman's Empire Adventure Path

by Michael McCarthy

Midwinter's Chill (1 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 10

A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in it's wake. The PCs delve into the snow, only to find omens of worse things to come - a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom - can the PCs stop her and her minions before she arrives to dominate the kingdom?

 

Storm's Wake (2 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 12

For centuries, the dragon Storm has 'peacefully' lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr's Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom's eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand!

 

Incandium's Eruption (3 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 14

Incandium's youth was fairly typical, at least for a half-dragon raised amongst dragons, filled with years of endless physical and mental abuse. It was always clear he was different than his clutch-mates, though his mother only claimed it was because he was ‘special’, never explaining what latent power his elemental blood held. And so, after studying magic and drawing on untold power, he slew his mother and claimed control over the volcano he called home, which he has ruled with an iron fist ever since. Now, however, he sees the PCs as a threat to his plans, and he calls them to the field of battle! Even if he is defeated, can the party stop his machinations to unleash a wave of dragons on Klavek's western border?

 

 

Saatman's Throne (4 of 4)

Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of Level 16

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Nearly two thousand years ago, in the land which now holds the Klavek Kingdom, a different power ruled the land. The Saatman Empire was a land unlike any seen before or since: it was a place where dragons ruled as gods, each in their own kingdom keeping lesser races as cattle. And above all of these god kings stood and watched the Saatman, an emperor among god-kings.

Eventually, the humans rose up, and great heroes struck down Saatman, bringing the empire to the ruins it was today, and scattering their servants.

But not destroying them.

Now, a cult still dedicated to the dragon-god-emperor has returned the ancient dragon to life. In revenge of his own empire, he has declared war on the Klavek Kingdom - and commanded the death of all humankind. Can the party stop the genocide, and turn his own allies against him?

Also included in "Saatman's Throne":

  • A detailed system for reputation and infamy amid a city warring houses - all of which lay claim to dozens of mad wizards!
  • The city of Gustavin, where dragons are gods and feuding houses control every coin.
  • The Scrollblade, a powerful weapon that can store any magic it chooses
  • Radiant Elixir, and endless source of magical power, at a steep price
  • A great and terrible spell, Genocide
  • A stitched-together monstrosity, the Serpens
  • Appendix: Gods and Kings detailing hidden secrets in the Klavek Kingdom
  • Maps by ENnie award winning cartographer, Todd Gamble

 

 

Clash of the Constructs Adventure Path

by Stephen Yeardley

Rule of Law

Clash of the Constructs Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-5 PCs of levels 14-16

Please note: Rule of Law is a 220 page adventure complete with numerous maps and artwork, thus it may take some time to load.

"Order! Order! Court in session. All rise for the judges!" When the Law speaks, everyone listens closely in Mohkba.

As you become more well-known, you often find that you are called upon to help out in strange situations. And the case of Kosto Hakija versus House Loihtia is definitely strange.The mage Hakija's Protection Golem definitely injured the young daughter of Arvoitus Loihtia as she waved her parasol, but after careful research, Hakija is saying it was self defense. Now he has a chance to prove his case under the grounds of "sufficient suspicion" and the PCs find themselves involved in an assault on a heavily-guarded merchant family's mansion.

But there is magic involved, and lots of it. Hakija is a vastly experienced wizard with a love of golems, Arvoitus Loihtia a sorcerer of outstanding beauty and unfathomable methods; both have reputations for being staggeringly effective in their use of arcane power. The PCs have the opportunity to act as supporters of one side or the other - and the players can choose - and face the force of their opponents. One thing, a small matter really; no-one is allowed to kill anyone else, or you'll find yourself in service at the front lines of Klavek's war against the Vikmordere.

"The Rule of Law" is a complex series of encounters to discover evidence and clear Kosto Hakija's name, -OR- prevent that same evidence being found within a government-sanctioned timescale.

The players must either face gruesome traps, powerful and experienced creatures, and devious puzzles -OR- can place the same things out of harm's way but in plain sight!

Which will they choose, or will they split themselves and play both sides?

An adventure for 4-5 characters of levels 14-16 featuring enhanced creatures, trap combinations, new spells and magic items, and carefully structured solutions which encourage players to use the whole adventure, whether they support Hakija or House Loihtia.

 

 

Fallen Leaves Adventure Path

by Will Myers

 

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Fallen Leaves Adventure Path

A 3.5/Pathfinder Compatible Adventure for four level 5 PCs

An ancient rivalry between Elven deities threatens to overtake the entire world, unless an artifact, the Menalpaur, can be recovered! There is only one clue to the hiding place of the Menalpaur, but the Elves have yet to find it. With the help of the PCs, the Elves may find it in time or the whole world may fall under the control of a deity lost to time!

  • The first adventure in the Fallen Leaves Adventure Path!
  • Cover and interior art by Tim Tyler!
  • Maps by three-time Ennie Award winning cartographer Todd Gamble!
  • The first encounter between the PCs and the Vikmordere!
  • New adversary: the Edheliant!
  • An adventure rich in Adventureaweek lore!
  • New faction: The Grinning Rogues!

 

Updated Into The Woods CoverInto the Woods (2 of 6)

Fallen Leaves Adventure Path

A 3.5/Pathfinder Compatible Adventure for four PCs levels 6-7.

Book 2 of the Fallen Leaves adventure path takes you from the Klavek Kingdom to the unknown depths of the Silent Forest, home of the Elves, who have been secluded for centuries.

Among the towering trees of the Silent Forest, the PCs will learn about the trouble that began a millennium ago that has resurfaced: Onael and his army of Edheliant.  To combat this, the PCs will help Myhal search for the Menalpaur, the Fist of Heaven and their search will lead them into the wastes of the Scorched Lands.

On the way to the Scorched Lands, the PCs will find out that Onael has a new weapon in his war against both the surface Elves and the Drow: the Edhelgurth, the Elven death.

Also included in "Into the Woods":

  • NPC encounters, such as The Brute Squad and a Fortune Teller
  • Explore the town of Divoky
  • The PCs travel to the Silent Forest and meet the Matriarch of the reclusive Elves
  • A meeting with drow agents
  • A new magic item: umbra silk
  • Two new deities: Naneth and Hivaka

 

FL3-SCREEN1Into the Red (3 of 6)

A 3.5/Pathfinder compatible adventure for four to six PCs of levels 7 – 8

Following the clues gained from ancient elven writings, the group journeys ever onward to the inhospitable Scorched Lands in search of the Fist of Heaven, a powerful artifact. Once there, they must brave the Tower ofMek’Madius the SunLich. Will the party find the ancient elven artifact or meet their doom in the fiery desert? One thing is certain, only the most enduring and steadfast adventurers will survive the blazing hot wastes of the Scorched Lands to tell the story.

Prepare for the adventure of your life and delve “Into the Red“:
  • The Scorched Lands of the Aventyr Campaign Setting revealed for the first time in print!
  • Brave the passing of the earth-scorching orbiting Sun Shard
  • Explore the dreaded Tower of the Sun Lich
  • Climb the tower and dare to confront the indomitable defenses therein
  • Confront Mek’Madius’s enigmatic creation, the Shard Golem

 

 

Cloak and Ballot Trilogy

by Haakon Sullivan

 

Tyranny of GreedTyranny of Greed (1 of 3)

Cloak and Ballot Trilogy

A Pathfinder/3.5 Compatible Adventure for four level 3 PCs

The people think they live in a town where they are free but the people are just prisoners in a tyranny of greed.

When the order of monks known as the United Voice liberated the city of Rogail from the evil tyrant Lord Ilin, the people of Rogail rejoiced for their new found freedom. After they elected Willard Maypoll to be their first mayor, crime decreased and trade began to flourish once again. However, nearing the end of Maypoll's second term, there has been a spike in crime with local merchants facing extortion from an unknown group and a local business owner murdered by their hand.

With the town gripped in fear not known since the days of Lord Ilin, local merchant guild headmaster Trina Hearth makes a call of adventurers to investigate the group behind the violence. Little does Trina know that she may be just asking for herself and her investigators to be victims of a tyranny of greed.

  • A detailed investigative adventure with many twists and turns.
  • New organization: The monastic order of the United Voice.
  • New monster: The blood sucking garbage barnacle.
  • The first of three adventures of the Cloak and Ballot trilogy.
  • Maps by three time ENnie Award winning cartographer Todd Gamble.

 

 

CBT2-SCREEN1False Honesty, Corrupt Virtue (2 of 3)

Cloak & Ballot Trilogy

A Pathfinder compatible adventure for four to six 4th level PCs.

Continuing on from Tyranny of Greed, the heroes have just foiled an extortion racket run by a thieves' guild in the city of Rogail. Now, in finding that the guild's rotting influence extends all the way to the mayor's office, the heroes have no choice but to fight their way through a hotly contested election filled with threats, violence, and mischief. On the way, they find out that there are other more sinister forces at work that can destroy all of Rogail's hard earned freedoms if left unchecked.

Also included in False Honesty, Corrupt Virtue:

  • Many new roleplaying opportunities for the PCs.
  • More lore about the city of Rogail.
  • A new monster, the horrible Terror Golem, that strikes fear into innocent bystanders.
  • New, simple election rules.
  • A new map set in the sewers of Rogail.
  • Maps by Justin Andrew Mason

 

CBT3-SCREEN1Divided Stand (3 of 3)

A Pathfinder compatible adventure for four to six level 4 heroes

Continuing on from False Honesty and Corrupt Virtue, the PCs find themselves in the middle of a heated election. It’s not only debates and scandals that plague the election campaign but threats from the past also threaten Rogail’s very existence. This is one deadly election campaign that Rogail will never forget.

In Divided Stand:

The conclusion for the Cloak and Ballot trilogy

Heated battles using Pathfinder’s mass combat rules

Numerous role-playing opportunities

 

 

 

Dire, Devilish Deeds

by Stephen Yeardley

 

Arcineum Devaneas 1 (1 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev1Magic weaves its way through everyone's life, whether they realize it or not. Its energy flows all around them, from the simplest cantrip or orison all the way to the mightiest spells that shake worlds. But the one thing that seems stronger than magic itself is the disagreement between those that wield as to whether divine or arcane energies hold sway; this argument has continued since the birth of the gods!

So when two friends, both successfully powerful beyond the dreams of most mortals, decide to spend a few centuries answering this very question, something very special has to be at work. And the testing gauntlets set up by Olemus Multa and Maaginen Jekku are indeed special; ingenuity, cunning, bravery and sharp wits are all required to find a way through these mind-bending passageways, with encounters designed to establish just who does hold the upper hand.

Of course, doing these two spellcasters such a big favor leads to great rewards, so long as the place isn't broken into pieces during events. A party will find that the rewards reflect the PCs’ level of achievement, as well as turning up after the failure of others. And whilst deaths do occur, the two spellcasters are far more interested in seeing if their use of magical energy gives them a slight upper hand in the endless philosophical debate than they are in having to deal with bodies; resurrections are happily given as part of the deal. Eventually, at the end of each gauntlet, the players will find that the rewards are worth the risk; the two will offer something to each member of a party that is commensurate with their current experience and ability, and is "just what the caster ordered".

So if you can find these mystery settings, rumored to be on a plane following a path through the universe, hop on board and try your luck. Really, what have you got to lose!

Part 1 of the Dire, Devilish Deeds quartet contains:

  • A plane-spanning environment that is far from what it seems
  • The first 8 encounter areas of this challenging gauntlet
  • Puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with "helpful" results
  • New creature, the "Tree of Planes", which allows access to many and varied places across the multiverse
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Arcineum Devaneas 2 (2 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev2

Deep within the gauntlet that is Olemus Multa’s testing ground, the party is finding that championing a druid can have its unsettling moments! The chance to find out “how the other half live and die” is a rare one, and understanding the tooth and claw, sting and constricting coils of what would usually be a foe is both alien and liberating. Yet there is clearly more to come, because as you catch your breath after the first few tests, the path forward continues to lead to another gateway, another puzzle, and another challenging experience.

However, the material rewards so far have been worth all the strangeness, and after every difficult demand placed on you, you can feel the physical ones as well, as you gain insight and experience. And have you noticed anything about the creatures you face? Yes, they are getting stronger, wilier. But then so are you, and if you have someone in the group with the wisdom and knowledge, they may be able to predict what you will face next, and what you will become to do so. So you continue onwards, knowing that your minds and bodies will have to be prepared for more changes, greater trials, and the chance to be more than you have ever imagined!

Part 2 of the Dire, Devilish Deeds quartet contains:

  • The next stage of plane-spanning environment that is far from what it seems, including the final pan-dimensional temple
  • The next set of encounter areas of this challenging gauntlet, more demanding than the first collection
  • Further puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • A chance to gain the thanks of representative of the gods, who can be more generous than you know
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take a place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Devaneum Arcineas 1 (3 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

devarc1Every coin has two sides, every discussion at least two points of view, and magic is no different. If it came from just one source, think how much more straightforward being a spellcaster would be! But magic is strange and fascinating, a force that beguiles and can promise much whilst delivering little. Supporters of its varied sources and uses abound, putting their point of view forward whenever possible.

And so the PCs encounter Maaginen Jekku and Olemus Multa, two casters engaged in a seemingly-eternal discussion about the merits of various magics. Perhaps you have met them before, in a different time and place? Perhaps not, but then now is your chance! Maaginen Jekku has asked you to represent him in his testing gauntlet, with Olemus Multa providing the opposition, which could be anything. You will face foes that will challenge you at the very same time your own abilities catch you by surprise. You will be rewarded well, but may find there is no help that is better than your own skills, wits and perseverance. And you will find yourself changing as you face all that is put in front of you; indeed, it is difficult not to!

Such a demanding test will require help, and Maaginen will definitely provide that. After all, you’re each doing him a favour, so he is happy to, well, return those favors. What could be more rewarding than a life-changing experience that leaves you much more than you were before you started it?

Part 3 of the Dire, Devilish Deeds quartet contains:

  • A fresh, plane-spanning environment that is far from what it seems
  • The first 8 encounter areas of this challenging, arcane-fuelled gauntlet
  • Puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • New creature, the “Cave of Worlds”, which allows access to many and varied places across the multiverse
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Devaneum Arcineas 2 (4 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev2So far, so good, or at least it seems. For as you delve deeper into the challenge that is Maaginen Jekku’s testing ground, you find yourself facing more demanding puzzles and stouter foes. Yes, the rewards continue to be valuable, but the constant changes mean you have to frequently and suddenly adapt to new events and circumstance. How many more times will you have to face dealing with being in another body, another form entirely? Perhaps not too many more.

Of course, those with wisdom and intelligence may once again work out what will happen next. A distinct advantage may be gained if you can set up tactics and be mentally prepared for any further polymorphing. Because these encounters can only serve you well I the long run, as you grow to understand the tactics and capabilities of foes you may yet face, as well as gaining an understanding of how animal companions and familiars think and feel as they enter battle. Through all of this, however, is one main point; your minds and bodies will be prepared for more changes, greater trials, and the chance to be more than you have ever imagined once you have successfully met the challenge of Maaginen’s gauntlet!

Part 4 of the Dire, Devilish Deeds quartet contains:

  • The next stage of this arcane-fuelled, plane-spanning environment that is far from what it seems, including the final pan-dimensional shrine
  • The next set of encounter areas of this challenging gauntlet, more demanding than the first collection
  • Further puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • A chance to gain the thanks of representative of the gods, who can be more generous than you know
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take a place in the greatest experiment known to humanoidkind and to influence the results!

 

Isle of Undeath

by Rory Toma & Justin Andrew Mason

Cartography by Jonathan G. Nelson

Isle of Undeath: Nature Consumed (1 of 2)

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A 3.5/Pathfinder Roleplaying Game compatible adventure for three to five PCs of Levels 3-4

A horrible curse has befallen an unfortunate village. A plague of undeath, fueled by dark magic and necromancy, emanates from the myth-shrouded isle located in the middle of a nearby lake. An unnatural blight has befallen denizen, livestock and wildlife alike, turning the living into twisted, necrotic perversions. Fearful rumors hint of an ancient evil reawakened – an evil that resides only in the recesses of nearly forgotten history and local folklore.

Rooted in the misadventures of an aging necromancer, the curse began with his failed attempt to embrace unlife and become a lich. The folly resulted in the awakening of dark entity that had remained dormant on the isle for centuries.

With the ever-growing undead threat, the villagers have become desperate for assistance. Those who have been sent to investigate have not returned, and if left unchecked, there may soon be little in which for them to return to.

 

 

Dracoprimia

 

New Cover Trouble in Drak'kal_Disaster in Drak'kal (1 of 6)

Drak'kal is the oldest of the Three Sisters, settlements that lay along the Serpent Tail River, and is hosting the most popular attraction of the spring—the Broztavya Circus! When the adventurers go to see the show, however, they find much more than they bargained for under the big top! A sordid wizard, cheated out of a promising future by the duplicitous Harbormaster Casta years ago, has returned and uses the circus to wreck havoc on the city! All of the performances are sabotaged, and the animal tamer's menagerie breaks free of their cages, terrorizing the citizens of Drak'kal until the party can capture the beasts once more! But what of mad Sergei, the mage behind it all, or the most fantastic of the circus' attractions—the dragon man from the Underworld?
The PCs will have to brave Disaster in Drak'kal to find out!

What you're getting with Disaster in Drak'kal:

  • A beautiful map of the riverside town of Drak'kal!
  • Gorgeous illustrations by Nathanael Batchelor and Jacob Blackmon!
  • The unique NPCs of the Broztavya Circus, easily used in any Pathfinder game!
  • More cartography by Jonathan G. Nelson (VTT-ready!), including the Docks of Drak'kal and the Broztavya Big Top!
  • A compelling story by ENnie-winner Mike Myler and the start of the epic Dracoprimia adventure path!
  • Vikmordere valor, a drink reserved only for the truest of heroes!

 

Undertrek (2 of 6)

DRACO2-SCREEN1A Pathfinder compatible adventure module designed for four to five PCs of 3rd-4th level.

In the second module of the Dracoprimia Adventure Path, the party travels across the plains of the Klavek King­dom to reach woodlands with a very strange means to travel beneath the surface. Stepping into an odd mushroom hidden inside the Silent Forest, they emerge far down in the Underworld, in the newly seeded Grey Liana Jungle. Crossing this nascent fungal forest is a challenge (the Boiling River especially), and the adventurers are made to fend off vegepygmy until they can escape from the subterranean wilderness. The final leg of their journey requires a miles long journey—the Undertrek—that tests their reflexes, guile, and fortitude with some of the greatest natu­ral dangerous the world beneath Aventyr has to offer!

What awaits you within Dracoprimia: Undertrek?

  • The second leg of the Dracoprimia Adventure Path, taking you deep into the Underworld of Aventyr!
  • Verja the draaki monk, a guide to take PCs through the Endless Caves!
  • The first Rhizomorph Road, one of the most unusual means to travel through the lands of adventure!
  • The burgeoning Grey Liana Jungle, one of the newest Fungi Forests to take root beneath the surface!
  • An exciting mini-game and rules for rafting down the rapids using the Pathfinder RPG!
  • A perilous, miles-long trek through tunnels beneath Aventyr troubled by acid spouts, lava flows, flame geysers, and smoke fountains!
  • Counting the acid puddles, corrosive washes, pressure explosions, and scalding jets, a total of eight new hazards!
  • VTT Maps by Gabriel Pickard!

 

Varakt's Halo

 

Varakts-Halo-Pubo-Hunt-WEBSITEThe Great Pubo Hunt

The PCs wake up shipwrecked on an isolated island, unable to escape the archipelago while the unnaturally active volcanoes that surround it continue to generate vicious currents and tumultuous weather patterns. After awakening they are ambushed by aquatic savages before being introduced to one of the island's two unique native races. The PCs are tasked with saving the beleaguered tribe by completing an annual ritual and capturing a pubo, a misshapen and clumsy landlocked bird. This typically simple task will prove to be a far more dangerous endeavor than they expect however and they soon find themselves to be the prey! Should they survive the encounter the mystery of what plagues the dwindling population of islanders is slowly revealed in this first module in the Varakt's Halo adventure path!

 

What awaits you within The Great Pubo Hunt?

  • An adventure designed specifically for introducing players to the psionics rule set!
  • The Psionic Psyllabus—a one page summary covering the basic elements of the psionics rules for the Pathfinder Roleplaying Game System.
  • Eleven pre-generated characters made using the races and classes presented in Psionics Unleashed and Psionics Expanded.
  • Two new advanced races for use in regular Pathfinder games or settings using the psionics rule set; the hrek, people borne of both flame and earth as well as the athmer, a race created in the dance between wind and water.
  • A new type of psionic creature—the unsuspecting pubo, and it's monstrous mutated brethren.
  • Varakt Island, an archipelago that can easily be dropped into any campaign setting with a large body of water.
  • The crown of fleez, a new psionic item any character can make use of.
  • The cloak of aquatic subversion, a new psionic item that lets you swim with the fishes, one could say.
  • Xyrx crystals: psionically charged plot devices that offer GMs a convenient way to incorporate psionic PCs into their game world without drastically altering the thematics of the setting or power structures in design.
  • A rudimentary language-based puzzle to engage your players, not just their character sheets!
  • Maps and artwork by Justin Andrew Mason.
  • Cover art by Jacob Blackmon!

 

 

Shattered Heart

 

The Ties that Bind (PF & 5E)

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Winner of the Pathmaster adventure writing contest Michael Allen brings us the first installment of the long awaited Shattered Heart Adventure Path: The Ties that Bind.

A genesis of fellowship for four to five 6th level player characters.

Still reeling from the twin disasters of the Great Schism and the Hoyrall Wars, the halfings of Picollo are a people cast adrift from ancient traditions. A cleric of the Great Mother strives to restore four great holy sites to the goddess, and in doing so restore the bedrock of halfling society.

The PCs leave the snow-swept plains of the Klavek Kingdom for the warm shores of distant Picollo to restore the first of these great temples, being among the very few permitted to access to the closed-off island. Bigotry, bribery, deal-making, and self-interest prove just as challenging to overcome as flesh and blood obstacles. Sea monsters, raiders’ and ancient traps at mystical sites all test the PCs’ skill before they slip under the waves to confront the corruption at the heart of the water temple of the Great Mother.

Also Included in this Adventure:

  • Richly detailed relationships with recurring NPCs.
  • Politics, mystery and skill challenges to test the players’ (and PCs’) versatility
  • A method to track the PC’s influence on the future development of Picollan society
  • A new minor artifact and an ancient magical boon
  • Notes on scaling for parties of 6 or more
  • Maps by D&D 5e cartographer Jared Blando (Hoard of the Dragon Queen, Rise of Tiamat)

 

The Temple of Jewels and Mirrors (PF & 5E)

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A tale of power and corruption for four to five 7th level player characters. 

Carlyetta Wesleigh once again seeks the PCs' help to restore the earth temple of the Great Mother, which stands as testament to the ancient bond between the halflings and dwoerg of Picollo.

The last temple of the goddess to be abandoned during the Hoyrall Wars, the Temple of Jewels and Mirrors, has been sealed for hundreds of years. From the nearby dwoerg city of Stoneroot a team of brave companions sets forth to prepare the site for sanctification by the priests of the newly-revived Devotees of the Four Hearts. Ignorance, deception, and the resurgence of a threat long thought eliminated from the shores of Picollo combine to frustrate the efforts of the intrepid band.

Also Included in this Adventure: 

  • Richly detailed relationships with recurring NPCs
  • Five new monsters, the Zagnatti: a race spawned from the mind of an alien god
  • A method to track the PCs' influence on the future development of Picollan society
  • Notes on scaling for parties of 6 or more

 

 

SH3-SCREEN1The Breath of the Goddess (PF & 5E)

A tale of madness, death, life, and revelation for four to five 8th level player characters.

The ancient worship of the Great Mother continues its renaissance on the broken island of halfling Picollo. Will the engineers of its rebirth fall prey to heresy and false promise, or with they stand true to the tenets of community and joy?

The lost archipelago of Picollo now lies under the waves deep in the southern seas, buried under the body of the Dracoprime. In the area known as The Spine of the Dragon, the ancient temple to the air aspect of the Great Mother still stands, shrouded in mystery and superstition. A mission to reclaim the site shortly after the end of the Hoyrall Wars was aborted prematurely without discovering the fate of the priests once serving the goddess at this mystical site. The madness of the past seeks to trap the heroes as they venture forth to uncover the mysteries therein, and the madness of the present seeks to hide the truths lurking under the breath of the goddess.

Also included in this adventure:

  • Engineering puzzles and challenges to test the monument building skills of your players.
  • A new monster, the Drakhalfryda: a terrible byproduct of the Dracoprime’s plummet into southern Aventyr.
  • Five new magic items and two magical boons (for those willing to pay the price).
  • A method to track the PCs’ influence on the future

 

SH4-SCREEN1Crucible of Faith

A witness to plague, fire, fallen ideals and betrayal for four to five 9th level player characters

The future course of halfling society rests in the hands of a small band of adventures blown on the winds like the leaf of a tree.

The mission to restore the last of the great holy sites to the Mother Spirit, the temple of fire, has not been heard from for some weeks. Fresh from the restoration of the temple of air near The Spine of the Dragon, the PCs speed towards the Burning Isle to discover its fate. Also known as the Isle of Pestilence, the site has been abandoned since the fall of the Draco­prime five centuries past caused the dormant volcano within to become active. Showers of disease-ridden ash still reach the mainland and it is hoped that restoring the fire temple of the Great Mother with burn the island clean. Rumors of flesh eating primate, great vermin and virulent disease failed to deter the Paladin Faerlion Hayweather, who now appears lost, along with the rest of his expedition. Will the PCs find the means to provide succor to the failing colony, and in doing so restore the bedrock of the worship of the Great Mother, or will they too fall to pestilence and disease, a fitting metaphor for the miasma that grips the once joyous and open mien of Picollan society?

Also included in this adventure:

  • Disgusting traps that will cause your players to rethink snack time at the gaming table.
  • Natural hazards to engulf the unwary.
  • A new monster, the Yercinendre: a harbinger of plague, disease, and death, called forth by corrupt druids or any who bow to the Horseman of Pestilence.
  • Five new magic items
  • A method to track the PCs’ influence on the future development of Picollan society.
  • Notes on scaling for parties of 6 or more (APL 10).

Rise of the Drow Trilogy (Original)

by Stephen Yeardley & Jonathan G. Nelson

 

Descent into the Underworld (1 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-8

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.

When the dwarven trade city of Embla is placed in a tight position, being between the Overworld and the drow city of Holoth, it calls upon the Overworlders for help.  Most of Embla’s dwarven warriors have been enslaved or killed, and Emlba’s citizens have little hope of holding back the hordes of drow from Holoth.

The PCs are called upon to help the dwarves of Embla.  Their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley.  When the dust settles, the entire region may be changed forever.

Also included in “Descent into the Underworld”:

  • Map of Krelgar Keep by 3x ENnie Award winner Todd Gamble
  • Map of the Underworld by 3x ENnie Award winner Todd Gamble
  • Illustrations by James J Krause, Tim Tyler, and Silvano of Italy
  • New Trap: Ochre Jelly Dust
  • New Special Ability: Third Eye of Fear
  • New Feat: Fused Weapon Fighting
  • New Items: Drow Kllellek Paper, Drow Quill, Drow Ink
  • New Magical Item: Coin of Singing
  • New Spell: Iceflame
  • New Monster: Skildpadder
  • New Monster: Underworld Giant Skeleton
  • New Class: Titanic Beastmaster

 

Scourge of Embla (2 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 8-11

After battling their way to the dwarven trade center of Embla, the PCs find a city under siege, as business dries up and the population show increasing signs of fear towards the drow city of Holoth and its power-hungry head family, House Gullion. So confident, so audacious has Matron Maelora of House Gullion become, that she starts the plans to expand the influence of her house to both the Under and Overworlds by assaulting Embla, initially in a small way, but with greater plans afoot.

Once the ruling council of Embla has woken up to its predicament and gained the PCs as allies, it takes full advantage of the Overworlders help. With most of Embla’s dwarven warriors having been enslaved or killed, the party represents an unexpected addition to the city’s arsenal; advice, guidance and equipment are offered, and the party can either attempt to enter the city of Holoth with a force of Rybalkan soldiers or go along with a reliable and revitalized guide into the lesser-used passages of the Underworld.

But neither path is the easy route; each has its perils and predicaments. Allies may be gained or friends lost, and approaching Holoth will tax the party. Because on accepting the calls to help the dwarves of Embla, the PCs find their choices will have profound implications on the Underworld, as well as Rybalka and the entire Vikmordere Valley. When the dust settles, the entire region may be changed forever.

Also included in “Scourge of Embla”:

  • Maps by 3x ENnie award winner Todd Gamble include
  • *City of Embla
  • *Back Road to the City of Holoth and the entrance to the Fungi Forest
  • *Map of the Underworld
  • The dwarven city of Embla fleshed out in great detail and usable for future games
  • Three different plot paths to guide the GM through the rest of the trilogy
  • New Feat: Colorless Mercantile
  • New Monsters: Albino Bronze Dragon, Petrous,  Purple Worm Hatchling, The Ottaakiinni, The Fungiant, Vvor, Mushroom Golem
  • New Item: Giant Green-spored Parasol mushroom poison
  • New Spells: Ironfiber, Fiber Shape
  • New Item  Fungi Forest Kombucha
  • Amazing multi-layered Mushroom Harvesting Mini-Game by Stephen Yeardley with 6 pages of detailed rules on how to run this game for your players!
  • 
and more!

 

Usurper of Souls (3 of 3)

Rise of the Drow Trilogy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 11-15

The drow city of Holoth is a wealthy metropolis of power-hungry drow families, with various houses constantly vying for position and prestige at the expense of each other.  House Gullion, one of the more sinister houses, seals a pact with a mysterious race called the Vidre, an agreement which causes a shift Gullion’s way and throws the entire Underworld into utter chaos.  Matron Maelora of House Gullion is as devious as they come and has far greater dreams than simple regional conquest; visions from the Spider Goddess give her insight into the expansion of her house and dominance over both the Under and Overworld.  Numerous bold moves plant House Gullion in a position of power over the entire region.  Now the PCs must make their move and stop the evil Matron Maelora in her play for power, but how will they go about it?  How will they ensure their victory?

Also included in “Usurper of Souls”:

  • Maps by 3x ENnie award winning cartographer Todd Gamble
  • Three main paths for the PCs to explore with downloadable PDFs detailing the layout of each
  • Numerous locations within the drow city of Holoth for use in this adventure as well as your campaign setting
  • The gargantuan “Temple of the Spider Goddess” numbering close to 20 locations, and including a special map by Todd Gamble
  • House Gullion’s home, “Tolgorith Tower” which spans across 6 maps and includes over 30 different locations for your PCs to explore
  • An adventure which is well over 250 pages long with additional supplemental histories on each member of House Gullion
  • Multiple ways for the PCs to end the adventure, each with it’s own experience rewards and regional influence
  • New Monsters
  • New Traps
  • New Magical Items
  • New Artifact
  • The Demi-Plane of Venom
  • The conclusion of a trilogy spanning 3 adventure modules and almost 500 pages

 

 

Search for Lost Legacy Adventure Path

by John R Davis

By Silver's Light (1 of 4)

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Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 1

When supplies of silver ore disappear, the PCs are requested by worried merchants to investigate. Foiling an ambush they arrive in the normally sleepy Hamlet of Krisen to find the local dwarven miners and tranquil nature community at odds with one another.  It is up to the PCs to find the source of the strife, and in doing so make some long lost discoveries that lead to even further mystery.  Awaiting the would be saviors are the remains of previous efforts to exploit ore in the region, a bizarre testing ground and dungeon that time has forgotten.

Will the PCs fall into the cold embrace of shadow and despair, or will they find glory and hope in the glisten of silver’s light? By Silver's Light is the start to the four part adventure path, In Search Of Lost Legacy, and is suited for any rural setting.

 

By Water's Mirror (2 of 4)

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Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 2-3

The lost domain of Vargon Greyhand’s has been found. The PCs are tasked with exploring this forgotten dungeon.  What starts as a foray to solve a mystery and to claim long abandoned treasures soon proves to be quite different. You are not the first to adventure in these halls, and indeed you are far from alone now.

The PCs will seeks answers in a dangerous watery, temple. They fill face foul misshapen creatures from the depths of the world and encounter a whole array of creatures, malevolent and benign. Will the party find riches and answers in this wondrous place, or will they lose their souls to despair by water’ mirror. AP1-3 is the second part of  the four part adventure path, In Search Of Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in “By Water’s Mirror”:

  • 1 new Monster: the aberrant Narenanorm
  • New Monster variation (the harmonic mephit)
  • 1  new Magical Item: Sand of elemental transformation
  • Hints as what is to come in future parts of the ‘In Search Of Lost Legacy’ adventure path

 

By Shadow's Grasp (3 of 4)

by shadows grasp cover

Search for Lost Legacy Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 4-5

A race into darkness. The fate of the mighty wizard Vargon Greyhands is slowly being revealed. You are tasked with exploring a mysterious Sanctum upon an underground river. It is soon apparent you are not alone and others seek to plunder the fabled riches of the master shadow maker Vargon. But it is the magicians last endeavour that drives on the PCs, more than mere tales of treasure beyond compare.

Awaiting the brave explorers are a cruel race who have journeyed by an ingenious ship, the bewildering lair of a fiendish guardian, and an opponent with more at stake than even the resourceful party. Will the PCs find lore and reward in this mysterious abode, or will they fall by shadow’s grasp. This is the third foray into the four part adventure path, the Search Of Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in "By Shadow’s Grasp":

  • A fantastical vessel for plying the rivers of the underworld, the Ironkeel.
  • 2 new Monster variants: the aromatic mephit and the spectral shadow.
  • 2 new Haunts.
  • Suggestions to explore the ‘under deeps’ further against a horrific alliance of entities, and their devious deity

 

By Eternal Wrath (4 of 4)

COVER By Eternal Wrath v2Search for Lost Legacy Adventure Path

An adventure for four to six 6th-7th level PCs.

After endless peril the party finally learns the fate of the egomaniacal Vargon Greyhands and an illustrious adventuring group—the Emerald Band—and to their astonishment the PCs discover they must complete the momentous work the shadow magician had begun! This all assumes that they can navigate the intriguing teleport system guarding Vargon’s most important secrets.

Awaiting the brave explorers are a servant of a diabolic god (whose story they have tracked throughout their adventures), an array of fantastic beasts (each a key to Vargon’s destruction), and a terrible showdown with the entity Vargon has become. Will they put an end to Vargon’s machinations once and for all in his magic filled domain, or will they fall to his eternal wrath. This adventure is the conclusion of the four part adventure path, Search For Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in By Eternal Wrath:

  • Four new monster variations: sensate mephit , serpentine lamia, vitriolic skeleton and a classic undead with a new twist, the proto-lich!
  • A fifty chamber dungeon suitable for being dropped into any campaign setting or adventure, sure to test your players’ wits and mettle!
  • Hooks for further adventures, tracing the mysterious past of the illusionist Vargon.

 

 

Saatman's Empire Adventure Path

by Michael McCarthy

Midwinter's Chill (1 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 10

A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in it's wake. The PCs delve into the snow, only to find omens of worse things to come - a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom - can the PCs stop her and her minions before she arrives to dominate the kingdom?

 

Storm's Wake (2 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 12

For centuries, the dragon Storm has 'peacefully' lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr's Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom's eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand!

 

Incandium's Eruption (3 of 4)

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Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 14

Incandium's youth was fairly typical, at least for a half-dragon raised amongst dragons, filled with years of endless physical and mental abuse. It was always clear he was different than his clutch-mates, though his mother only claimed it was because he was ‘special’, never explaining what latent power his elemental blood held. And so, after studying magic and drawing on untold power, he slew his mother and claimed control over the volcano he called home, which he has ruled with an iron fist ever since. Now, however, he sees the PCs as a threat to his plans, and he calls them to the field of battle! Even if he is defeated, can the party stop his machinations to unleash a wave of dragons on Klavek's western border?

 

 

Saatman's Throne (4 of 4)

Saatman's Empire Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of Level 16

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Nearly two thousand years ago, in the land which now holds the Klavek Kingdom, a different power ruled the land. The Saatman Empire was a land unlike any seen before or since: it was a place where dragons ruled as gods, each in their own kingdom keeping lesser races as cattle. And above all of these god kings stood and watched the Saatman, an emperor among god-kings.

Eventually, the humans rose up, and great heroes struck down Saatman, bringing the empire to the ruins it was today, and scattering their servants.

But not destroying them.

Now, a cult still dedicated to the dragon-god-emperor has returned the ancient dragon to life. In revenge of his own empire, he has declared war on the Klavek Kingdom - and commanded the death of all humankind. Can the party stop the genocide, and turn his own allies against him?

Also included in "Saatman's Throne":

  • A detailed system for reputation and infamy amid a city warring houses - all of which lay claim to dozens of mad wizards!
  • The city of Gustavin, where dragons are gods and feuding houses control every coin.
  • The Scrollblade, a powerful weapon that can store any magic it chooses
  • Radiant Elixir, and endless source of magical power, at a steep price
  • A great and terrible spell, Genocide
  • A stitched-together monstrosity, the Serpens
  • Appendix: Gods and Kings detailing hidden secrets in the Klavek Kingdom
  • Maps by ENnie award winning cartographer, Todd Gamble

 

 

Clash of the Constructs Adventure Path

by Stephen Yeardley

Rule of Law

Clash of the Constructs Adventure Path

A Pathfinder/3.5 Compatible Adventure for 4-5 PCs of levels 14-16

Please note: Rule of Law is a 220 page adventure complete with numerous maps and artwork, thus it may take some time to load.

"Order! Order! Court in session. All rise for the judges!" When the Law speaks, everyone listens closely in Mohkba.

As you become more well-known, you often find that you are called upon to help out in strange situations. And the case of Kosto Hakija versus House Loihtia is definitely strange.The mage Hakija's Protection Golem definitely injured the young daughter of Arvoitus Loihtia as she waved her parasol, but after careful research, Hakija is saying it was self defense. Now he has a chance to prove his case under the grounds of "sufficient suspicion" and the PCs find themselves involved in an assault on a heavily-guarded merchant family's mansion.

But there is magic involved, and lots of it. Hakija is a vastly experienced wizard with a love of golems, Arvoitus Loihtia a sorcerer of outstanding beauty and unfathomable methods; both have reputations for being staggeringly effective in their use of arcane power. The PCs have the opportunity to act as supporters of one side or the other - and the players can choose - and face the force of their opponents. One thing, a small matter really; no-one is allowed to kill anyone else, or you'll find yourself in service at the front lines of Klavek's war against the Vikmordere.

"The Rule of Law" is a complex series of encounters to discover evidence and clear Kosto Hakija's name, -OR- prevent that same evidence being found within a government-sanctioned timescale.

The players must either face gruesome traps, powerful and experienced creatures, and devious puzzles -OR- can place the same things out of harm's way but in plain sight!

Which will they choose, or will they split themselves and play both sides?

An adventure for 4-5 characters of levels 14-16 featuring enhanced creatures, trap combinations, new spells and magic items, and carefully structured solutions which encourage players to use the whole adventure, whether they support Hakija or House Loihtia.

 

 

Fallen Leaves Adventure Path

by Will Myers

 

Into the White (1 of 6)FL1-SCREEN1

Fallen Leaves Adventure Path

A 3.5/Pathfinder Compatible Adventure for four level 5 PCs

An ancient rivalry between Elven deities threatens to overtake the entire world, unless an artifact, the Menalpaur, can be recovered! There is only one clue to the hiding place of the Menalpaur, but the Elves have yet to find it. With the help of the PCs, the Elves may find it in time or the whole world may fall under the control of a deity lost to time!

  • The first adventure in the Fallen Leaves Adventure Path!
  • Cover and interior art by Tim Tyler!
  • Maps by three-time Ennie Award winning cartographer Todd Gamble!
  • The first encounter between the PCs and the Vikmordere!
  • New adversary: the Edheliant!
  • An adventure rich in Adventureaweek lore!
  • New faction: The Grinning Rogues!

 

Updated Into The Woods CoverInto the Woods (2 of 6)

Fallen Leaves Adventure Path

A 3.5/Pathfinder Compatible Adventure for four PCs levels 6-7.

Book 2 of the Fallen Leaves adventure path takes you from the Klavek Kingdom to the unknown depths of the Silent Forest, home of the Elves, who have been secluded for centuries.

Among the towering trees of the Silent Forest, the PCs will learn about the trouble that began a millennium ago that has resurfaced: Onael and his army of Edheliant.  To combat this, the PCs will help Myhal search for the Menalpaur, the Fist of Heaven and their search will lead them into the wastes of the Scorched Lands.

On the way to the Scorched Lands, the PCs will find out that Onael has a new weapon in his war against both the surface Elves and the Drow: the Edhelgurth, the Elven death.

Also included in "Into the Woods":

  • NPC encounters, such as The Brute Squad and a Fortune Teller
  • Explore the town of Divoky
  • The PCs travel to the Silent Forest and meet the Matriarch of the reclusive Elves
  • A meeting with drow agents
  • A new magic item: umbra silk
  • Two new deities: Naneth and Hivaka

 

FL3-SCREEN1Into the Red (3 of 6)

A 3.5/Pathfinder compatible adventure for four to six PCs of levels 7 – 8

Following the clues gained from ancient elven writings, the group journeys ever onward to the inhospitable Scorched Lands in search of the Fist of Heaven, a powerful artifact. Once there, they must brave the Tower ofMek’Madius the SunLich. Will the party find the ancient elven artifact or meet their doom in the fiery desert? One thing is certain, only the most enduring and steadfast adventurers will survive the blazing hot wastes of the Scorched Lands to tell the story.

Prepare for the adventure of your life and delve “Into the Red“:
  • The Scorched Lands of the Aventyr Campaign Setting revealed for the first time in print!
  • Brave the passing of the earth-scorching orbiting Sun Shard
  • Explore the dreaded Tower of the Sun Lich
  • Climb the tower and dare to confront the indomitable defenses therein
  • Confront Mek’Madius’s enigmatic creation, the Shard Golem

 

 

Cloak and Ballot Trilogy

by Haakon Sullivan

 

Tyranny of GreedTyranny of Greed (1 of 3)

Cloak and Ballot Trilogy

A Pathfinder/3.5 Compatible Adventure for four level 3 PCs

The people think they live in a town where they are free but the people are just prisoners in a tyranny of greed.

When the order of monks known as the United Voice liberated the city of Rogail from the evil tyrant Lord Ilin, the people of Rogail rejoiced for their new found freedom. After they elected Willard Maypoll to be their first mayor, crime decreased and trade began to flourish once again. However, nearing the end of Maypoll's second term, there has been a spike in crime with local merchants facing extortion from an unknown group and a local business owner murdered by their hand.

With the town gripped in fear not known since the days of Lord Ilin, local merchant guild headmaster Trina Hearth makes a call of adventurers to investigate the group behind the violence. Little does Trina know that she may be just asking for herself and her investigators to be victims of a tyranny of greed.

  • A detailed investigative adventure with many twists and turns.
  • New organization: The monastic order of the United Voice.
  • New monster: The blood sucking garbage barnacle.
  • The first of three adventures of the Cloak and Ballot trilogy.
  • Maps by three time ENnie Award winning cartographer Todd Gamble.

 

 

CBT2-SCREEN1False Honesty, Corrupt Virtue (2 of 3)

Cloak & Ballot Trilogy

A Pathfinder compatible adventure for four to six 4th level PCs.

Continuing on from Tyranny of Greed, the heroes have just foiled an extortion racket run by a thieves' guild in the city of Rogail. Now, in finding that the guild's rotting influence extends all the way to the mayor's office, the heroes have no choice but to fight their way through a hotly contested election filled with threats, violence, and mischief. On the way, they find out that there are other more sinister forces at work that can destroy all of Rogail's hard earned freedoms if left unchecked.

Also included in False Honesty, Corrupt Virtue:

  • Many new roleplaying opportunities for the PCs.
  • More lore about the city of Rogail.
  • A new monster, the horrible Terror Golem, that strikes fear into innocent bystanders.
  • New, simple election rules.
  • A new map set in the sewers of Rogail.
  • Maps by Justin Andrew Mason

 

CBT3-SCREEN1Divided Stand (3 of 3)

A Pathfinder compatible adventure for four to six level 4 heroes

Continuing on from False Honesty and Corrupt Virtue, the PCs find themselves in the middle of a heated election. It’s not only debates and scandals that plague the election campaign but threats from the past also threaten Rogail’s very existence. This is one deadly election campaign that Rogail will never forget.

In Divided Stand:

The conclusion for the Cloak and Ballot trilogy

Heated battles using Pathfinder’s mass combat rules

Numerous role-playing opportunities

 

 

 

Dire, Devilish Deeds

by Stephen Yeardley

 

Arcineum Devaneas 1 (1 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev1Magic weaves its way through everyone's life, whether they realize it or not. Its energy flows all around them, from the simplest cantrip or orison all the way to the mightiest spells that shake worlds. But the one thing that seems stronger than magic itself is the disagreement between those that wield as to whether divine or arcane energies hold sway; this argument has continued since the birth of the gods!

So when two friends, both successfully powerful beyond the dreams of most mortals, decide to spend a few centuries answering this very question, something very special has to be at work. And the testing gauntlets set up by Olemus Multa and Maaginen Jekku are indeed special; ingenuity, cunning, bravery and sharp wits are all required to find a way through these mind-bending passageways, with encounters designed to establish just who does hold the upper hand.

Of course, doing these two spellcasters such a big favor leads to great rewards, so long as the place isn't broken into pieces during events. A party will find that the rewards reflect the PCs’ level of achievement, as well as turning up after the failure of others. And whilst deaths do occur, the two spellcasters are far more interested in seeing if their use of magical energy gives them a slight upper hand in the endless philosophical debate than they are in having to deal with bodies; resurrections are happily given as part of the deal. Eventually, at the end of each gauntlet, the players will find that the rewards are worth the risk; the two will offer something to each member of a party that is commensurate with their current experience and ability, and is "just what the caster ordered".

So if you can find these mystery settings, rumored to be on a plane following a path through the universe, hop on board and try your luck. Really, what have you got to lose!

Part 1 of the Dire, Devilish Deeds quartet contains:

  • A plane-spanning environment that is far from what it seems
  • The first 8 encounter areas of this challenging gauntlet
  • Puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with "helpful" results
  • New creature, the "Tree of Planes", which allows access to many and varied places across the multiverse
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Arcineum Devaneas 2 (2 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev2

Deep within the gauntlet that is Olemus Multa’s testing ground, the party is finding that championing a druid can have its unsettling moments! The chance to find out “how the other half live and die” is a rare one, and understanding the tooth and claw, sting and constricting coils of what would usually be a foe is both alien and liberating. Yet there is clearly more to come, because as you catch your breath after the first few tests, the path forward continues to lead to another gateway, another puzzle, and another challenging experience.

However, the material rewards so far have been worth all the strangeness, and after every difficult demand placed on you, you can feel the physical ones as well, as you gain insight and experience. And have you noticed anything about the creatures you face? Yes, they are getting stronger, wilier. But then so are you, and if you have someone in the group with the wisdom and knowledge, they may be able to predict what you will face next, and what you will become to do so. So you continue onwards, knowing that your minds and bodies will have to be prepared for more changes, greater trials, and the chance to be more than you have ever imagined!

Part 2 of the Dire, Devilish Deeds quartet contains:

  • The next stage of plane-spanning environment that is far from what it seems, including the final pan-dimensional temple
  • The next set of encounter areas of this challenging gauntlet, more demanding than the first collection
  • Further puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • A chance to gain the thanks of representative of the gods, who can be more generous than you know
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take a place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Devaneum Arcineas 1 (3 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

devarc1Every coin has two sides, every discussion at least two points of view, and magic is no different. If it came from just one source, think how much more straightforward being a spellcaster would be! But magic is strange and fascinating, a force that beguiles and can promise much whilst delivering little. Supporters of its varied sources and uses abound, putting their point of view forward whenever possible.

And so the PCs encounter Maaginen Jekku and Olemus Multa, two casters engaged in a seemingly-eternal discussion about the merits of various magics. Perhaps you have met them before, in a different time and place? Perhaps not, but then now is your chance! Maaginen Jekku has asked you to represent him in his testing gauntlet, with Olemus Multa providing the opposition, which could be anything. You will face foes that will challenge you at the very same time your own abilities catch you by surprise. You will be rewarded well, but may find there is no help that is better than your own skills, wits and perseverance. And you will find yourself changing as you face all that is put in front of you; indeed, it is difficult not to!

Such a demanding test will require help, and Maaginen will definitely provide that. After all, you’re each doing him a favour, so he is happy to, well, return those favors. What could be more rewarding than a life-changing experience that leaves you much more than you were before you started it?

Part 3 of the Dire, Devilish Deeds quartet contains:

  • A fresh, plane-spanning environment that is far from what it seems
  • The first 8 encounter areas of this challenging, arcane-fuelled gauntlet
  • Puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • New creature, the “Cave of Worlds”, which allows access to many and varied places across the multiverse
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take place in the greatest experiment known to humanoidkind and to influence the results!

 

 

Devaneum Arcineas 2 (4 of 4)

A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level

arcdev2So far, so good, or at least it seems. For as you delve deeper into the challenge that is Maaginen Jekku’s testing ground, you find yourself facing more demanding puzzles and stouter foes. Yes, the rewards continue to be valuable, but the constant changes mean you have to frequently and suddenly adapt to new events and circumstance. How many more times will you have to face dealing with being in another body, another form entirely? Perhaps not too many more.

Of course, those with wisdom and intelligence may once again work out what will happen next. A distinct advantage may be gained if you can set up tactics and be mentally prepared for any further polymorphing. Because these encounters can only serve you well I the long run, as you grow to understand the tactics and capabilities of foes you may yet face, as well as gaining an understanding of how animal companions and familiars think and feel as they enter battle. Through all of this, however, is one main point; your minds and bodies will be prepared for more changes, greater trials, and the chance to be more than you have ever imagined once you have successfully met the challenge of Maaginen’s gauntlet!

Part 4 of the Dire, Devilish Deeds quartet contains:

  • The next stage of this arcane-fuelled, plane-spanning environment that is far from what it seems, including the final pan-dimensional shrine
  • The next set of encounter areas of this challenging gauntlet, more demanding than the first collection
  • Further puzzles to test the skills of both the players and the PCs, with progress and rewards influenced by their degree of success
  • Traps with “helpful” results
  • A chance to gain the thanks of representative of the gods, who can be more generous than you know
  • Chances to face combat at a variety of levels, in a variety of ways, as a variety of creatures
  • The opportunity for your PCs to take a place in the greatest experiment known to humanoidkind and to influence the results!

 

Isle of Undeath

by Rory Toma & Justin Andrew Mason

Cartography by Jonathan G. Nelson

Isle of Undeath: Nature Consumed (1 of 2)

COVER Isle of Undeath 1

A 3.5/Pathfinder Roleplaying Game compatible adventure for three to five PCs of Levels 3-4

A horrible curse has befallen an unfortunate village. A plague of undeath, fueled by dark magic and necromancy, emanates from the myth-shrouded isle located in the middle of a nearby lake. An unnatural blight has befallen denizen, livestock and wildlife alike, turning the living into twisted, necrotic perversions. Fearful rumors hint of an ancient evil reawakened – an evil that resides only in the recesses of nearly forgotten history and local folklore.

Rooted in the misadventures of an aging necromancer, the curse began with his failed attempt to embrace unlife and become a lich. The folly resulted in the awakening of dark entity that had remained dormant on the isle for centuries.

With the ever-growing undead threat, the villagers have become desperate for assistance. Those who have been sent to investigate have not returned, and if left unchecked, there may soon be little in which for them to return to.

 

 

Dracoprimia

 

New Cover Trouble in Drak'kal_Disaster in Drak'kal (1 of 6)

Drak'kal is the oldest of the Three Sisters, settlements that lay along the Serpent Tail River, and is hosting the most popular attraction of the spring—the Broztavya Circus! When the adventurers go to see the show, however, they find much more than they bargained for under the big top! A sordid wizard, cheated out of a promising future by the duplicitous Harbormaster Casta years ago, has returned and uses the circus to wreck havoc on the city! All of the performances are sabotaged, and the animal tamer's menagerie breaks free of their cages, terrorizing the citizens of Drak'kal until the party can capture the beasts once more! But what of mad Sergei, the mage behind it all, or the most fantastic of the circus' attractions—the dragon man from the Underworld?
The PCs will have to brave Disaster in Drak'kal to find out!

What you're getting with Disaster in Drak'kal:

  • A beautiful map of the riverside town of Drak'kal!
  • Gorgeous illustrations by Nathanael Batchelor and Jacob Blackmon!
  • The unique NPCs of the Broztavya Circus, easily used in any Pathfinder game!
  • More cartography by Jonathan G. Nelson (VTT-ready!), including the Docks of Drak'kal and the Broztavya Big Top!
  • A compelling story by ENnie-winner Mike Myler and the start of the epic Dracoprimia adventure path!
  • Vikmordere valor, a drink reserved only for the truest of heroes!

 

Undertrek (2 of 6)

DRACO2-SCREEN1A Pathfinder compatible adventure module designed for four to five PCs of 3rd-4th level.

In the second module of the Dracoprimia Adventure Path, the party travels across the plains of the Klavek King­dom to reach woodlands with a very strange means to travel beneath the surface. Stepping into an odd mushroom hidden inside the Silent Forest, they emerge far down in the Underworld, in the newly seeded Grey Liana Jungle. Crossing this nascent fungal forest is a challenge (the Boiling River especially), and the adventurers are made to fend off vegepygmy until they can escape from the subterranean wilderness. The final leg of their journey requires a miles long journey—the Undertrek—that tests their reflexes, guile, and fortitude with some of the greatest natu­ral dangerous the world beneath Aventyr has to offer!

What awaits you within Dracoprimia: Undertrek?

  • The second leg of the Dracoprimia Adventure Path, taking you deep into the Underworld of Aventyr!
  • Verja the draaki monk, a guide to take PCs through the Endless Caves!
  • The first Rhizomorph Road, one of the most unusual means to travel through the lands of adventure!
  • The burgeoning Grey Liana Jungle, one of the newest Fungi Forests to take root beneath the surface!
  • An exciting mini-game and rules for rafting down the rapids using the Pathfinder RPG!
  • A perilous, miles-long trek through tunnels beneath Aventyr troubled by acid spouts, lava flows, flame geysers, and smoke fountains!
  • Counting the acid puddles, corrosive washes, pressure explosions, and scalding jets, a total of eight new hazards!
  • VTT Maps by Gabriel Pickard!

 

Varakt's Halo

 

Varakts-Halo-Pubo-Hunt-WEBSITEThe Great Pubo Hunt

The PCs wake up shipwrecked on an isolated island, unable to escape the archipelago while the unnaturally active volcanoes that surround it continue to generate vicious currents and tumultuous weather patterns. After awakening they are ambushed by aquatic savages before being introduced to one of the island's two unique native races. The PCs are tasked with saving the beleaguered tribe by completing an annual ritual and capturing a pubo, a misshapen and clumsy landlocked bird. This typically simple task will prove to be a far more dangerous endeavor than they expect however and they soon find themselves to be the prey! Should they survive the encounter the mystery of what plagues the dwindling population of islanders is slowly revealed in this first module in the Varakt's Halo adventure path!

 

What awaits you within The Great Pubo Hunt?

  • An adventure designed specifically for introducing players to the psionics rule set!
  • The Psionic Psyllabus—a one page summary covering the basic elements of the psionics rules for the Pathfinder Roleplaying Game System.
  • Eleven pre-generated characters made using the races and classes presented in Psionics Unleashed and Psionics Expanded.
  • Two new advanced races for use in regular Pathfinder games or settings using the psionics rule set; the hrek, people borne of both flame and earth as well as the athmer, a race created in the dance between wind and water.
  • A new type of psionic creature—the unsuspecting pubo, and it's monstrous mutated brethren.
  • Varakt Island, an archipelago that can easily be dropped into any campaign setting with a large body of water.
  • The crown of fleez, a new psionic item any character can make use of.
  • The cloak of aquatic subversion, a new psionic item that lets you swim with the fishes, one could say.
  • Xyrx crystals: psionically charged plot devices that offer GMs a convenient way to incorporate psionic PCs into their game world without drastically altering the thematics of the setting or power structures in design.
  • A rudimentary language-based puzzle to engage your players, not just their character sheets!
  • Maps and artwork by Justin Andrew Mason.
  • Cover art by Jacob Blackmon!

 

 

Shattered Heart

 

The Ties that Bind (PF & 5E)

SH1-SCREEN1

Winner of the Pathmaster adventure writing contest Michael Allen brings us the first installment of the long awaited Shattered Heart Adventure Path: The Ties that Bind.

A genesis of fellowship for four to five 6th level player characters.

Still reeling from the twin disasters of the Great Schism and the Hoyrall Wars, the halfings of Picollo are a people cast adrift from ancient traditions. A cleric of the Great Mother strives to restore four great holy sites to the goddess, and in doing so restore the bedrock of halfling society.

The PCs leave the snow-swept plains of the Klavek Kingdom for the warm shores of distant Picollo to restore the first of these great temples, being among the very few permitted to access to the closed-off island. Bigotry, bribery, deal-making, and self-interest prove just as challenging to overcome as flesh and blood obstacles. Sea monsters, raiders’ and ancient traps at mystical sites all test the PCs’ skill before they slip under the waves to confront the corruption at the heart of the water temple of the Great Mother.

Also Included in this Adventure:

  • Richly detailed relationships with recurring NPCs.
  • Politics, mystery and skill challenges to test the players’ (and PCs’) versatility
  • A method to track the PC’s influence on the future development of Picollan society
  • A new minor artifact and an ancient magical boon
  • Notes on scaling for parties of 6 or more
  • Maps by D&D 5e cartographer Jared Blando (Hoard of the Dragon Queen, Rise of Tiamat)

 

The Temple of Jewels and Mirrors (PF & 5E)

SH2-SCREEN1

A tale of power and corruption for four to five 7th level player characters. 

Carlyetta Wesleigh once again seeks the PCs' help to restore the earth temple of the Great Mother, which stands as testament to the ancient bond between the halflings and dwoerg of Picollo.

The last temple of the goddess to be abandoned during the Hoyrall Wars, the Temple of Jewels and Mirrors, has been sealed for hundreds of years. From the nearby dwoerg city of Stoneroot a team of brave companions sets forth to prepare the site for sanctification by the priests of the newly-revived Devotees of the Four Hearts. Ignorance, deception, and the resurgence of a threat long thought eliminated from the shores of Picollo combine to frustrate the efforts of the intrepid band.

Also Included in this Adventure: 

  • Richly detailed relationships with recurring NPCs
  • Five new monsters, the Zagnatti: a race spawned from the mind of an alien god
  • A method to track the PCs' influence on the future development of Picollan society
  • Notes on scaling for parties of 6 or more

 

 

SH3-SCREEN1The Breath of the Goddess (PF & 5E)

A tale of madness, death, life, and revelation for four to five 8th level player characters.

The ancient worship of the Great Mother continues its renaissance on the broken island of halfling Picollo. Will the engineers of its rebirth fall prey to heresy and false promise, or with they stand true to the tenets of community and joy?

The lost archipelago of Picollo now lies under the waves deep in the southern seas, buried under the body of the Dracoprime. In the area known as The Spine of the Dragon, the ancient temple to the air aspect of the Great Mother still stands, shrouded in mystery and superstition. A mission to reclaim the site shortly after the end of the Hoyrall Wars was aborted prematurely without discovering the fate of the priests once serving the goddess at this mystical site. The madness of the past seeks to trap the heroes as they venture forth to uncover the mysteries therein, and the madness of the present seeks to hide the truths lurking under the breath of the goddess.

Also included in this adventure:

  • Engineering puzzles and challenges to test the monument building skills of your players.
  • A new monster, the Drakhalfryda: a terrible byproduct of the Dracoprime’s plummet into southern Aventyr.
  • Five new magic items and two magical boons (for those willing to pay the price).
  • A method to track the PCs’ influence on the future

 

SH4-SCREEN1Crucible of Faith

A witness to plague, fire, fallen ideals and betrayal for four to five 9th level player characters

The future course of halfling society rests in the hands of a small band of adventures blown on the winds like the leaf of a tree.

The mission to restore the last of the great holy sites to the Mother Spirit, the temple of fire, has not been heard from for some weeks. Fresh from the restoration of the temple of air near The Spine of the Dragon, the PCs speed towards the Burning Isle to discover its fate. Also known as the Isle of Pestilence, the site has been abandoned since the fall of the Draco­prime five centuries past caused the dormant volcano within to become active. Showers of disease-ridden ash still reach the mainland and it is hoped that restoring the fire temple of the Great Mother with burn the island clean. Rumors of flesh eating primate, great vermin and virulent disease failed to deter the Paladin Faerlion Hayweather, who now appears lost, along with the rest of his expedition. Will the PCs find the means to provide succor to the failing colony, and in doing so restore the bedrock of the worship of the Great Mother, or will they too fall to pestilence and disease, a fitting metaphor for the miasma that grips the once joyous and open mien of Picollan society?

Also included in this adventure:

  • Disgusting traps that will cause your players to rethink snack time at the gaming table.
  • Natural hazards to engulf the unwary.
  • A new monster, the Yercinendre: a harbinger of plague, disease, and death, called forth by corrupt druids or any who bow to the Horseman of Pestilence.
  • Five new magic items
  • A method to track the PCs’ influence on the future development of Picollan society.
  • Notes on scaling for parties of 6 or more (APL 10).