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Michael Allen

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  • 5E-SH4-SCREEN1

    5E Shattered Heart Adventure Path #4: Crucible of Faith

    $9.99

    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.

  • SH4-SCREEN1

    Shattered Heart Adventure Path #4: Crucible of Faith

    5.00 out of 5
    $9.99

    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).

  • A23

    A23: Twin Crossings

    5.00 out of 5
    $7.99 $6.99

    Winner of the Pathmaster 2013 contest Michael Allen presents Twin Crossings!

    A mercantile endeavor for four to five 4th level PCs.

    Embroiled in a struggle between two rival merchant houses, the party races to assemble and escort a valuable load of cargo to a commerce-starved city.

    The loss of the yearly supply ship to a late winter storm places an isolated town in peril. A lone survivor, clinging to a hatch cover and blown hundreds of miles by the tempest, brings the disastrous news. Two premier merchant houses make plans to attempt the overland route. The race is on to get word to the far side of the mountains and assemble a relief caravan to cross back over. The loss of the ship means that any goods that do make it over the hump will yield great profit. The survival of not only of the merchant houses but of the very town itself is dependent on those willing to brave the journey. Monsters, difficult trails, and unscrupulous behavior by the competition stand in the way of success—and profit.

    Also included in this adventure:

    • A flexible encounter sequence that allows the PCs to chart their own course over the mountains.
    • Rich roleplaying opportunities and skill challenges that impact the party’s final success.
    • Three new magic items including magical engineering equipment from a hidden cache.
    • A new monster—the Salt Worm—that leaves naught but the desiccated husks of its victims behind.
    • Notes on scaling the encounters for parties of six or more.

  • B18

    B18: Three Faces of the Muse

    5.00 out of 5
    $6.99 $5.99

    A renaissance for four to five 7th level characters

    One of the greatest artisans of the age dies in a tragic construction accident while completing work on the cathedral dedicated to the goddess of beauty, art, love, and music. Undaunted, the high priest beseeches the goddess to return the great master’s soul to complete the task. Though the blessing is surely granted, the soul of the artist remains trapped in the Beyond. The clues to this mystery lie hidden in the works of the virtuoso scattered throughout the cathedral grounds. Can the PCs interpret the art of the renowned composer, sculptor, architect, and painter in time to free the soul, or will the crowning glory of his life’s work go unrealized? Worse yet, will the jewel of the goddess remain at the mercy of lesser artisans to complete?

    Also included in this adventure:

    • Encounters that will test the PCs’ skills and artistic merit as well as their combat prowess, often at the same time!
    • A chance for minstrels to shine!
    • A new magic item, the stonering – perfect for rogues, spies, and those who simply need a way to disappear into the walls.
    • An opponent (with an ability to transcend death) ripe for introduction as a recurring villain in your campaign. Revenge is never so sweet than when driven by the past success of the heroes.
    • Notes on scaling the encounters for parties of six or more.

  • To-Walk-Dark-Road

    PATHMASTER #1 To Walk the Dark Road

    5.00 out of 5
    $7.99 $5.99

    2013 PATHMASTER GOLD MEDAL WINNER

    by Michael Allen

    A waking nightmare for 4-5 Pathfinder characters of 7th level

    The very land rises up against the PCs as they hike deep into country cursed by the ferocity of an ancient evil. Whilst retracing the route of a bygone army to recover a lost artifact, the party discovers that nightmares, monsters, and Nature itself strive to bar the way. Will the adventurers overcome their deepest fears to triumph, or do they lack the courage, skill and perseverance to walk the dark road?

    Also included in “To Walk the Dark Road”:

    • A wilderness trek that will challenge the PCs survival skills and overland travel expertise.

    • Three new magic items (flayed feet of the druid, hands of the druid and mask of the druid) that test the limits of what risks your PCs are willing to take for power and embody the darkness of the road on which they travel.

    • A minor artifact, the Tear of the Mother, that may provide seeds for further adventures.

    • Adventure Hooks for parties of all alignments, with multiple options to resolve the fate of the Tear of the Mother.

    • Suggestions and tips on building suspense and controlling the pace of the adventure, with notes on how to handle parties of 6 or more or those of slightly higher APLs.