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Dire, Devilish Deeds (4 of 4): Devaneas Arcineum 2$6.99
A Pathfinder/3.5 Compatible Adventure for 3-6 PCs of Any Level
So 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!
PATHMASTER #3 Cutting Silver Pass
by Scott Janke
A Pathfinder Compatible Adventure for 4-6 level 7 characters
The remote mining town of Imarlap relies on magic for its silver exports, but its mage is now missing. He planned to open a new route and the silver barons grow desperate to complete his work. The PCs must discover the wizard’s underground cavern and join the town to the new pass. The denizens and other underground hazards make cutting through the roots of the mountain extremely dangerous, but the town needs heroes to finish cutting Silver Pass!
Also included in “Cutting Silver Pass”:
Encounters while riding river rapids, both above ground and below.
Engineering projects like silver mining, lock building, and bridging waterfalls to introduce to your fantasy campaign.
A new location set in a remote mountain location. A perfect setting for any frontier town.
Negotiations with neighboring residents including a silver dragon, a werebear druid, the White Water orcs band and a family of stone giants.
C01: Alagoran’s Gem
A10: Icecrag Monastery
A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 5-7
Icecrag Monastery is located atop a towering mountain peak and has long been a haven for those that choose a peaceful and meditative way of life. After receiving a dire plea for help from the Icecrag monks the PCs make the long and dangerous journey to the isolated monastery.
Upon arrival they discover a once stable relationship between neighbors has been shattered, though the catalyst is not readily known. Strangely enough an orc shaman, a lesson in herbalism from the old monks, and an old legend may help the PCs resolve the conflict and once again bring peace to the region.
Also included in “Icecrag Monastery”:
- The new “Herbalism” Feat introduced in the Apothecary of Icecrag Monastery
- A new magical plant form to go with the new feat
- Two new magical items; one used for good, the other: evil
- An exciting location to use in future games complete with maps by three time ENnie Award winning cartographer Todd Gamble
- Different ways to complete the primary quest
A09: Rogue Wizard
A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 9-12.
We all dream; sometimes we remember them, sometimes we even understand them, but always we’re fascinated by them. As to their worth, how many brave adventurers, skilled traders and successful leaders achieved because they were told by a mentor, “Follow your dreams!” But what happens when those dreams constantly play on your mind? When those dreams begin to take over all your waking hours as well as those dedicated to sleep? When those dreams begin to change your very being with their alternative take on the world around you?
The party have a straightforward charge; bring in a rogue wizard! In a kingdom where unregulated and unobserved magic is frowned upon, this could mean anything and anyone, so how do you prepare for the unknown? And what do you do when you don’t like the sound of what you find out when what is known by others comes to the surface? Murder, theft and unstinting self-sacrifice make strange and unsettling bedfellows, and one mage is accused of them all. Yet the person in question seemed such a charming and intelligent child, one you’d want to protect as a parent if you met them as a youngster. Has all that charm gone, all that cleverness been wasted? Surely not? Perhaps the support and encouragement of a guardian is all that is needed.
Also included in “Rogue Wizard”:
- One of the most bizzare adventures you will ever run
- Maps by 3x ENnie Award winning Cartographer Todd Gamble
- Illustrations by renowned graphic novel artist Tim Tyler
- High Resolution Maps of all Tower Levels and interior
- New Monster: Undead Ogre Guards
- New Monster: Grizzly Bear Rug
- New Monster: Sentinel
- New Monster: NITNAM
- New Monster: Tormented Flesh Golem (made of halfling corpses and fully illustrated)
- New Monster: Black Pudding Knight (fully illustrated)
- New Spells: Taxidermy Swarm (lesser and greater)
- Over 10 fully illustrated and in-depth puzzles for your players to solve!
- Multiple New Traps!
- New Machine: Bone Grinding Machine
- New Material: Bonedust
A08: Search for the Tri-Stone
A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 6-9
When you are successful , your reputation will spread farther and more widely than you might imagine. And when that reputation reaches those who believe that “the enemy of my enemy is my firend,” you might just find yourself working with and for some interesting people. So when the village go-between for the mayor of Rybalka and local Vikmordere tribespeople asks the party to recover an item, you can’t be sure exactly who you are going to earn your coin from.
The PCs find themselves having to tread a very thin line to be successful with this job; the Monachy’s agent in Rybalka is very interested in what they are doing, as are other, less friendly tribes; but the PCs don’t know this. In fact, there is much they don’t know and they will only become aware of some of the implications of their actions when potential problems become reality. Of course, if they’d know they were meant to find a ship buried in a cliff face, defeat its entire crew before finding great beauty in physical and material form, take what belongs to a king and then return unnoticed through territory claimed by old enemies and new allies, they would have prepared quite differently, wouldn’t they? Ah, hindsight is a wonderful thing…
Also included in “Search for the Tri-Stone”:
- Maps by 3x ENnie Award winning Cartographer Todd Gamble
- New Runic Language introduced through a Runestick which PCs may use on their journey to decode puzzles and find clues in their search for the Tri-Stone
- High resolution map of the Thingallor Burial Shrine
- New Monster: Zombie Handmaidens
- Numerous New Maps and Illustrations!
- New Magical Items: Sword and Shield of King Rytan
- New Artifact!
- Here’s what Paizo reviewer ENDZIETGIEST says about A8: Search for the Tri-Stone: “Just when I thought I knew what to expect at best from adventureaweek.com, they pull this one out of their hats. Let me spell it out for you: This is as of yet by far their best module – from the awesome puzzles (that should stupefy no player, but be fun and come with DM-aids to help stuck players) to the iconic dungeon and sense of ancientness, I can find no weakness in the narrative or the module’s overall presentation. In fact, I was positively blown away by how neat and concise the narrative is presented.”