Adventure Omnibus Kickstarter Omnibus Collector’s Edition in four books. A, B, and C-series adventures from 2010-2018 numbering over 2,000 pages for Pathfinder RPG. Back this project! #Pathfinder #PathfinderRPG
Adventure Omnibus Kickstarter

Adventure Omnibus Kickstarter Omnibus Collector’s Edition in four books. A, B, and C-series adventures from 2010-2018 numbering over 2,000 pages for Pathfinder RPG. Back this project! #Pathfinder #PathfinderRPG
lysyy THE HAT MERCHANT CR 4 XP 1,200 Male zwerc skald 5 NG Medium humanoid (dwarf, fey) Init +1; Senses darkvision 120 ft., low-light vision; Perception +3 DEFENSE AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge) hp 41 (5d8+15) Fort +6, Ref +2, Will +3; +2 vs. spells and spell-like […]
Shortly after the adventurers arrive in the Shlyappa zwerc enclave, they are approached by lysyy the hat merchant [tomorrow’s Statblock Sunday!] and offered one free masterwork chapeau. These are not magical in any way, but are perfect for enchanting (reducing the construction cost for a hat wondrous item by 250 gold). The zwerc is extremely […]
When we last left the party, they were nearing the last step through the Underworld to reach a zwerc enclave believed to be the source of a special stone the P.R.A.N.K.S.T.E.R.S. are acquiring: Shlyappa. By befriending or slaughtering the minotaur rulers of the small subterranean realm at the entrance to the Amber Roads that lead […]
There’s no consensus on when exactly the zwerc enclave of Shlyappa first appeared—some scholars claim that it cannot have come into being until after the fall of the Dracoprime, while others point out that the intensely magical demiplane has power locked within that is far, far, far older. Regardless of its age, there’s no denying […]
Sneezing Bell Haunt CR 7 XP 3,200 N Persistent haunt (40 ft. by 15 ft. tunnel) Caster Level 7th Notice Perception DC 22 (to hear a sneezing dwarf and uppity goat) hp 31; Trigger proximity; Reset 1 day Effect When the sneezing bell haunt is triggered, creatures within its area make a DC 16 […]
Hat Rack Trap CR 6 Type mechanical; Perception DC 22; Disable Device DC 23 Trigger location; Reset automatic reset Effect Atk +12 melee touch (4d6 piercing damage; if target’s headgear slot contains a magic item, it takes this damage instead and gains the broken condition without a DC 18 Fortitude save); multiple targets (all targets […]
RAZOR BOWLER Aura moderate transmutation; CL 7th Slot head; Price 16,400 gp; Weight 4 lbs. DESCRIPTION Though the top of this black leather hat looks supple and comfortable, its entire brim gleans and wobbles slightly, clearly made of metal. The wearer of a razor bowler can make one free attack once per day while making […]
EARTHEN MIMIC CR 7 XP 3,200 NE Large aberration (shapechanger) Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18 DEFENSE AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size) hp 80 (10d8+40) Fort +7, Ref +6, Will +6 DR 7/—; Immune acid OFFENSE Speed 5 ft., climb 10 ft. […]
After finding the right entryway to the Amber Roads the adventurers start a long trek through the planar byways that lasts at least 1d4+2 days. A DC 15 Survival check each day (using the Shlyappa ore as a focus) keeps the PCs from getting lost, though if they acquired the improved amber attenuator no check […]
After three days of wandering through nothing but orange tunnels (rarely any more than 5 feet high) even plucky Tanhoj was tiring of the Amber Roads. “Over this way, I’m sure of it,” the dwarf says, beckoning forward with all the confidence of a clan lord, “I promise that we’re about to reach Shlyappa soon.” […]
Amber Creature (CR +1) Though natives of the planar byways are relatively rare some creatures manage to live on the Amber Roads. Over time their bodies change dramatically, taking on more and more of the traits of the magical environment around them until they become things of amber. Creating an Amber Creature “Amber” is an […]
Shlyappa Taboo Haunt CR 10 XP 9,600 CN Persistent haunt (the entirety of the Shlyappa Enclave) Caster Level 10th Notice Perception DC 20 (to notice the walls coalesce in an amber hue) hp 45; Trigger proximity (detect magic); Reset 1 minute Effect The Shlyappa taboo haunt is triggered by spells cast below caster level […]
Amber Prison Trap CR 6 Type magic; Perception DC 30; Disable Device DC 30 Trigger touch; Reset none Effect rendered helpless (DC 21 Reflex negates); helpless target encased in amber* (hardness 5, 25 hp); immobilized target polymorphed into fly (DC 21 Fortitude negates) *While encased in solid amber from an amber prison trap, line of […]
Improved Amber Attenuator Aura faint divination; CL 3rd Slot none; Price 3,800 gp; Weight 6 lbs. DESCRIPTION This odd compass is made of many different metals—lead, tin, silver, copper, titanium, and a host of others. Oddly, it rarely seems to point true north. In addition to operating as a regular amber attenuator when used on […]
SCHEWERKA CR 7 XP 3,200 CN Medium magical beast (earth) Init +5; Senses tremorsense 120 ft.; Perception +8 DEFENSE AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural) hp 60 (8d10+16) Fort +6, Ref +8, Will +2 DR 10/—; Immune fire OFFENSE Speed 80 ft., burrow 40 ft., earth glide […]
It takes several days of navigating the Klavekian Grasslands to reach the network of caves where the map Jesker threw at the PCs indicates an entrance to the much greater Underworld of Aventyr. Finding the Shlyappa Amber Road won’t be quite as simple as locating this first passage, however, and PCs making their first trek […]
Though the adventurers were ambushed by the P.R.A.N.K.S.T.E.R.S. before, they manage to track down where the highly valued contraband is and this time the PCs get the drop on the criminal cabal! Within some barrels in a safehouse, their auras hidden by cunning devices, are several pounds of Shlyappa ore. After returning to Jesker with […]
Amber Roads [The Amber Roads play a critical role for both svirfneblin and zwerc; for more information about the latter get your hands on the Underworld Races PDF, and for more information on both keep your eyes peeled! -MM] These veins of strange translucent orange crystal are permeable to living creatures, changing how quickly and […]