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Pathfinder Roleplaying Game

 

The following are my 3.0/3.5 SRD and Pathfinder compatible adventures.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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Wizards of the Coast has a Systems Reference Document governing the licensing of the 3.0/3.5/5.0  D20 system.

 

 

 

 

 


Little Island

In days long past, a mighty empire brought light into the darkness—literally, for it raised up numerous light houses to guide and warn seafarers. When the empire fell, as all empires do, one by one the ancient lights went dark.

The lighthouse on Little Island survived the fall as did the surrounding community. But, this light was extinguished by the arrival of pirates and mutineers. One ship, the Dorshenta, was swept onto the Cruel Rocks. With her hull broken, the vessel could no longer shelter her crew-they were cast into the churning surf and crushed upon the rocks. Their wicked compatriots in the Wesren laughed at their fate and set out to sea with their loot, only to face their own judgment.

Since the time of the Dorshenta, the island has not felt the tread of mortal feet. However, other things shamble, stagger and hop about the ruins on the island. This will change with the arrival of the heroes. It is up to them to determine their fate and the fate of the Little Island.

The Little Island is a Pathfinder Role Playing Game compatible adventure. It is written as a campaign opener and will take the characters from first to third level.

Here are some of the features of the adventure:

  • A narrative for getting the new characters together and an encounter with a haunted ship to forge the bonds of the party.
  • An entire island with numerous encounter areas occurring within a coherent narrative that helps guide play without constraining it.
  • Full color, detailed maps for the island and all encounter areas.
  • New monsters (Haunted Armor, Iron Stevedores, Mul Frogs, Necrotrees, and Water Bones).
  • New magic items (Cargo Box, Long Breath Potion Mixer) and a new spell (Long Breath).
  • Full statistics are included for all encounters—no need to look up monsters.
  • Robust opportunities for role-playing and combat.

Little Island is available now on Amazon.com for 99 cents.

Little Island is available on Paizo’s store as a PDF for 99 cents.

Little Island is available in print on Amazon.

Little Island is available at Drive Thru RPG for 99 cents.

Downloads

Little Island Monsters & Maps PDF

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Kelok’s Tomb

The wizard Kelok achieved some minor fame developing original spells, some of which were apparently extremely dangerous to the caster. While some of his descendants claim he developed many spells still used today, unbiased experts claim that his original spells have all been lost. His detractors claim that this is a good thing, at least for wizards who prefer not to be imploded by their own magic.

Because of his love of magical research and dangerous machines, it is perhaps fitting that the legends claim that he met his end whilst researching a new spell. Those friendly to his memory claim that he perished while nobly expanding the boundaries of magical knowledge. His detractors insist he perished while making his last and greatest mistake. Whatever the truth of the matter, nothing has been heard from Kelok in 150 years and it has long been accepted that he perished and was placed within a tomb of his own design.

Little is known of his tomb. According to legend, the tomb was located in the wilderness to keep unwanted grave robber and pilfering adventures away from his treasures. There are, of course, the usual tales about the tomb of any wizard, namely that it is packed with great wealth and fantastic items. Naturally, there are also the usual tales of the elaborate precautions, terrible traps, and vicious monsters that protect the tomb.

Here are some of the features of the adventure:

  • Interesting encounters on the journey the tomb.
  • Detailed color maps for the tomb.
  • New monster (Iron Guardian).
  • New spells (Kelok’s Claw, Kelok’s Companion, and Tigermane’s Wolfskin).
  • New Traps (Fire Square and Ice Square).
  • Full statistics are included for all encounters—no need to look up monsters or traps.
  • Robust opportunities for role-play and combat.
  • For character levels 2-4.

Available on Amazon.

Available at the Paizo Store.

Available at DriveThru RPG.

Downloads

Kelok’s Tomb Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Broken Mine

Old stories tell of the wizard Kelsun, better known as Kelsun the Mad Prophet, who was driven mad by visions of a world-shaking disaster. Fortunately, his madness proved to be benevolent—he set out, in his odd way, to help ensure that items of power would be available to help rebuild civilization after the disaster. Unfortunately, his benevolent madness was…madness. He created strange dungeons filled with exotic traps and monsters to guard these items. As most dungeon creators do, he left cryptic and even bizarre clues regarding the locations of his caches.

One such clue was entrusted to an order of druids and, after centuries, they finally managed to locate the dungeon in question. However, as is always the case, they will call on the heroic adventurers to recover the item promised to them, a magical vine. In return, the brave survivors will be able to keep all the other treasures of the broken mine.

Broken Mine is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 4th-6th level characters.

Here are some of the features of the adventure:

  • Random encounters for the area.
  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Unusual traps.
  • Hero Lab support.

Available on Amazon.

Available at DriveThruRPG.

Available at Paizo.

Downloads

Broken Mine Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Tomb of Rils

The history of Rils is a matter of considerable debate among the great scholars of necromancy. Some of the learned even assert that Rils never existed. Some claim that stories about different necromancers were combined over the centuries and this fictional composite was named Rils.

While the myths and historical accounts vary, a common point of agreement is that unlike many other necromancers of his caliber, Rils was not interested in spreading undeath across the world. Instead, Rils has been portrayed as devoted to the study of necromancy and the undead as a matter of intellectual curiosity.

The scholars who accept that Rils existed believe that because of his devotion to knowledge, he created numerous repositories holding his scrolls and books.  They also claim that Rils did not wish his knowledge to fall into unworthy hands or to be acquired too easily. As such, these repositories are supposed to be well guarded and thoroughly trapped.

Rils’ actual fate (assuming he existed at all) is not recorded in history. Some scholars believe that he was destroyed by adventurers who mistook him for an evil lich. Others contend he was destroyed by adventurers because he was an evil lich. Some say that he still exists and dwells within a vast underground library, penning necromantic tomes. Whatever the truth, from time to time the location of one of Rils’ alleged repositories is discovered and adventurers brave the dangers within.

Tomb of Rils is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd    level characters.

Here are some of the features of the adventure:

  • New traps.
  • Detailed color map for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New spells (Bone Dance and Glue).
  • New Monster (Bone Dancer)
  • Free Hero Lab portfolio.
  • Zombie fish.

Available now on Amazon.

Available at DriveThruRPG.

Available at the Paizo Store.

Downloads

Tomb of Rils Monsters, Spells & Maps

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Ril’s Lesser Sanctum

This adventure is the second in the Rils’ series. It is preceded by the Tomb of Rils. While scholars of necromancy debate the very existence of Rils, none of them doubt that there are numerous tombs, sanctums and dungeons that are allegedly his handiwork. The scholars who accept that Rils existed believe that because of his devotion to knowledge, he created numerous repositories holding his scrolls and books.  They also claim that Rils did not wish his knowledge to fall into unworthy hands or to be acquired too easily. As such, these repositories are supposed to be well guarded and thoroughly trapped. Others claim that he created these places as deathtraps to slaughter those who might someday challenge his power. Still others speculate that some of his tombs and sanctums were created to imprison and torment failed students. Rils’ actual fate and motives (assuming he existed at all) are not recorded in history. Some scholars believe that he was destroyed by adventurers who mistook him for an evil lich. Others contend he was destroyed by adventurers because he was an evil lich. Some say that he still exists and dwells within a vast underground library, penning necromantic tomes. Whatever the truth, from time to time the location of one of Rils’ alleged repositories is discovered and adventurers brave the dangers within. Sometimes, it is said, Rils himself takes a hand in guiding potential necromancers…perhaps to power…perhaps to doom. Rils’ Lesser Sanctum is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 3rd-5th level characters. It is written to follow Tomb of Rils, but can be run as a stand-alone adventure. Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New spells (Animate Desert Zombies, Animate Burning Skeletons, and Bone Dance).
  • New Monsters (Burning Skeletons, Toothed Fish and Desert Zombie)
  • New Magic Items (Binding Bracers, Mummy Unguent, Lesser Necromantic Mask, and Swarm Stone).
  • Free Hero Lab portfolio.
  • Dream sequences.

Available now on Amazon.
Available at DriveThruRPG.
Available at the Paizo store.

Downloads

Rils’ Lesser Sanctum PDF Hero Lab Portfolio Folder See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


The Dungeon of Leche

During the beginning of the Third Cycle of the endless Abyssal War, the First Kingdom fell before the onslaught of the demons. Despite this defeat, the gods dispensed rewards to the heroes of the war. The cat heroes were granted a gift of magical golden cows that provided an endless supply of delicious milk that could be claimed by any righteous cat.

Over the centuries, cows were lost to chance, murder, or negligence until but one remained. The last golden cow was taken to the greatest Temple of the Cats. Tragically, the priests eventually succumbed to greed and kept all the milk to themselves. Because of this selfishness, the gods cursed the priests with endless thirst (and gigantic hairballs) and took the cow from them. However, they ruled that if a cat were cunning enough to learn the location of the golden cow, brave enough to recover it and generous enough to share the milk, then the magic milk would flow again for all cats. To ensure that the cats would have a tough time of it, the gods turned over the creation of the dungeon to Yote, a god of trickery. Unfortunately, he allowed his nephew Scradoo to help design the dungeon. After it was completed, the dungeon was given appropriate canine and milk based guardians.

Since that time many a cunning cat has set out on the search for the golden cow. However, all have failed. While the very cunning were sometimes able to find it, they either perished in the dungeon or failed the final test. It is now time for new heroes to search for the golden cow.

The Dungeon of Leche: Search for the Golden Cow is a Pathfinder Role Playing Game compatible adventure. It is a humorous adventure intended for a party of 10th-12th level.

Here are some of the features of the adventure:

  • A canine and dairy themed dungeon crawl with two scoops of monsters and traps on top.
  • A humorous adventure that still provides serious play.
  • Detailed maps for the dungeon.
  • New monsters (Golden Cow, Butter Golem, Cheese Golem, Cheese Hungering Mouse Swarm, Ice Cream Golem, and Yogurt Ooze).
  • New spell (Create Milk).
  • Full statistics are included for all encounters—no need to look up monsters.
  • Robust opportunities for puns, jokes and combat.
  • Not fat free.

Available for 99 cents on Amazon.

Available at the Paizo store as a 99 cent PDF.

Available at DriveThruRPG for 99 cents.

Downloads

Dungeon of Leche Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


The Tomb of Kerakos

While most human cities grow with life, the great city of Thetos arose from a devotion to the study of death. Over the centuries, necromancers from around the world (and perhaps other worlds) have been drawn to the secret wisdom hidden within her walls. It is said that even the great necromancer Rils abided for a time within the city.

Tales speak of those who came seeking the knowledge of Rils and most tales end with the final death of the seeker. Some few, such as Kerakos, managed to survive the tests and become great necromancers. When Rils departed from the city his students honored him by creating their own challenges in imitation of those they had faced. Kerakos, reputed to be among the greatest of Rils’ students, reputably created just such a tomb within the desert near Thetos. While the tales of the tomb vary, most of them share a common detail: anyone who can survive the dangers of the tomb can shed the bonds of mortality and gain everlasting existence.

Tomb of Kerakos is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 3rd-6th level characters. It is written to follow Rils’ Lesser Sanctum, but can be run as a stand-alone adventure.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters ( Desert Ghast, Desert Zombie, and Kerakos Mummy)
  • New Magic Items (Armor of Kerakos, Scarab of Kerakos).
  • Free Hero Lab portfolio.
  • Giant scorpions.

Available on Amazon
Available at DriveThruRPG
Available at the Paizo Store

Downloads

Tomb of Kerakos Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


The Temple of Rats

This adventure takes place after the Dungeon of Leche: Search for the Golden Cow.

During the war of the First Kingdom the normally timorous mice elected to side with humanity against the demons (the human mastery of cheese was instrumental in winning over the mice). While the rats remained neutral in the war, when they learned of the rewards offered to the heroes of the war by the gods, they demanded their cut. In response, the cats mocked the rats, offering them the spilled milk left from their magical milk feast (courtesy of their golden cows). Enraged by this, the rats rushed to attack only to be driven away by the roars of the great cats. These rats fled into the dark and hidden places and plotted their vengeance over the centuries.

It seemed their hunger for vengeance would be satisfied: learning of the location of the last golden cow, the rats endeavored to destroy it. However, they were left hungry by brave heroes who recovered the last golden cow from the Dungeon of Leche.

Thwarted, but refusing to give up, the rats intend to attempt one last gambit: according to the decree of the gods, the golden cow must be returned to the temple where it was originally housed and only then will it give birth to golden calves. To prevent this from happening, the rats long ago took over the abandoned temple and stole the altar from it. It is up to the finders of the golden cow to reclaim the Temple of the Cats from the wretched rats.

The Temple of Rats is a Pathfinder Role Playing Game compatible adventure. It is a humorous adventure intended for a party of 10th-12th level and follows the Dungeon of Leche.

Here are some of the features of the adventure:

  • A rodent themed dungeon crawl with lots of rats.
  • Ben AND Willard.
  • A humorous adventure that still provides serious play.
  • Detailed maps for the dungeon.
  • New monsters (Rat, Ridiculously Sized and Rat OMFGR).
  • Developed NPCs with backstories that can be role-played or ignored by roll players.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Robust opportunities for puns, jokes and combat.
  • Disease. Lots of disease.

Available  for 99 cents on Amazon.

Available for 99 cents at the Paizo store.

Downloads

The Temple of Rats Monsters & Maps PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Zakelena-Cover

Tomb of Zakelana

Roughly three centuries ago the young Zakelana began her adventuring career as a wizard. She was well known for her gift for turning foes to allies and for having a rather broad definition of what counted as a legitimate target for adventuring. This approach earned her the anger of many powerful people who sent assassins or monsters to exact their vengeance. Whenever possible, Zakelana attempted to persuade any would be killer to switch sides. The best known example occurred when a rival mage send a creature to torment Zakelana in her dreams. According to the tale, Zakelana was able to win over the creature with the gift of a pony named “Giggles.”

In her later years, she retired from adventuring and one day she simply vanished. Some speculate a final experiment failed and banished her eternally to some other dimension. Another tale relates how one of her many enemies finally killed her. In any case, she vanished but left behind a tower and a magical gateway to the space containing the tower. Some tales claim that the guards of the tower are monsters that Zakelana won over but could not allow to roam freely. The tales also speak of the great wealth and magical secrets within the tower.

Tower of Zakelana is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 10th-12th   level characters.

Here are some of the features of the adventure:

  • Usable as a side adventure or extended encounter.
  • Detailed color map for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New spells (Zakelana’s Dimensional Tunnel and Zakelana’s Dimensional Pit).

Available on Amazon.

Available at DriveThruRPG.

Available at the Paizo store.

Downloads

Tower of Zakelana Monsters & Map PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Dragon Hunt

The once peaceful town of Gremsel is no longer peaceful. Several months ago a ferocious red dragon landed in the center of the town and gave the people an ultimatum: either they would pay him tribute or he would consume every creature in the town, from the smallest cat to the largest cow. Unable to stand against such a beast, the people agreed to his demand.

Hope arrived in town with a new magistrate possessing funds to hire bold adventurers. Sadly for the good folks of Gremsel, hope quickly departed as the dragon boldly killed the adventurers, returning only their charred skulls to the center of town.

Desperate and short on funds, the magistrate of Gremsel has put out a call for heroes bold (and generous) enough to face the dragon. Will the new heroes slay the dragon or shall their charred skulls join the tastefully arranged pile in the center of the town?

Dragon Hunt is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 8th-11th level characters.

Here are some of the features of the adventure:

  • A dragon. In a dungeon.
  • Detailed maps for the area and dungeons.
  • Full statistics are included for all encounters—no need to look up monsters.
  • A robust narrative with opportunities for both role-play and combat.
  • 99 cents!

Available  on Amazon.

Available at the Paizo store.

Available at DriveThruRPG.

Downloads

Dragon Hunt Map & Monsters PDF

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Pit & Tower

“Well, I have never been to the Pit. I’m content to stay here where it is warm and safe…and ale is within easy reach. But people have told me tales of the place over the years.  They say it is an unwholesome hole in the earth from which emanates a faint moaning. The Pit is easy enough to get into—just bring some stout rope. You can get some at Bessie’s store down the road. The Pit is pretty much a small series of caves, although a dwarf told me he thought some areas showed signs of having been worked at one time. It’s dark, so be sure to bring some torches. You can get them at Bessie’s as well. As far as how the pit got its name, well Bekus was a curious sort of man and he was the first one to find the Pit. The second one to find it…well the second man anyway, was the guy who found Bekus’ remains.”

Brekart’s Tower

Brekart began his adventuring career as many had done before him by cleaning out Bekus’ Pit. After that he undertook a series of adventures that enabled him to increase in power. Unfortunately for Brekart his ambition for power exceeded his abilities. Fifteen years ago, using enslaved goblins and orcs for labor, Brekart constructed a tower ten miles from Thusul and declared himself the lord of the region. He sent armed “tax collectors” into Thusul and set up toll booths along the area roads. Not surprisingly, it was not long before word of his activities reached the ears of the legitimate rulers.

As per tradition, an emissary was sent to Brekart demanding that he submit himself for trial and execution. After Brekart refused the demand a small force was sent against him. The force, consisting of loyal adventurers and a support group of soldiers and siege engineers, made short work of Brekart’s “tax collectors” and surrounded his tower.

The attacking force was somewhat concerned since Brekart occupied what appeared to be a stout and well-guarded tower. Unfortunately for Brekart, some of his goblin troops slipped away in the night only to be captured by the besiegers. In return for their freedom, the goblins revealed a rather important secret: the goblins, angry at being enslaved, had built several serious, but hidden, defects into the tower.

The next morning the besiegers lined up for the attack while Brekart gave a loud speech to the effect that his attackers would be gutted and fed the crows. Just as Brekart got to the part about his “unbreakable tower” one of the engineers let fly with a stone from a small catapult. The small stone struck the fatal weak point of the tower, causing the top section to collapse. Brekart survived the collapse, but found himself all alone at the feet of his enemies. With his surviving “loyal” followers running as fast as they could away from the debris, Brekart had no choice but to surrender.

In accord with tradition, Brekart’s goods were auctioned to repay the cost of the siege and to provide reparations. After the last item was sold, Brekart was beheaded. His head decorated a pike by the city gate until it was stolen by a very large raven.

The ruins of Brekart’s tower remain to this day. Over the years various creatures have found the ruins attractive and have set up residence there. Occasionally adventurers visit the ruins to slay any worthy opponents they might find there and to search for the treasure of “tax” money that is allegedly still hidden somewhere in the ruins.

Available  on Amazon

Downloads

Pit & Tower PDF

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


 Ogre Tomb

Gragash is a wild place populated primarily with monstrous humanoids, such as orcs, goblins, ogres, trolls and evil giants.

Because of their chaotic and evil nature, the inhabitants of Gragash generally spend their time making war on each other. However, on rare occasions a leader of sufficient power and vision emerges and to force the warring humanoids into a menacing horde.

One of the greatest leaders to arise in Gragash was Chu-Umbro. Chu-Umbro was the product of a deranged experiment by Bazule, a human necromancer. By the use of vile magic and lots of cheap wine, Bazule bred a captive elf with a swamp troll. This troll later gave birth to a hybrid that was named “Chu-Umbro” by Bazule. This apparently was Bazule’s attempt at humor: “Chu Umbro” is a crude mashing together of the giant and elvish languages and Bazule took this as meaning “successful effort.” While Bazule had originally conducted the union as a mere experiment, the result so pleased him that he took the young Chu-Umbro as an apprentice.

Bazule taught the young hybrid the ways of necromancy and intended him to become one of his chief servants. However, Chu-Umbro chafed under his master’s rule and, desiring to be his own master (and the master of others) he fled to the land of Gragash.

Using his necromancy and ruthlessness, he rose to power quickly. Soon he had forged a fearsome horde and was raiding small human villages. Desiring even more power, he bargained with a demon prince of the undead and was transformed into an undead being. Some of his followers, though thoroughly evil, balked at the idea of serving such an undead monstrosity. Never one to waste resources, Chu-Umbro has his loyal followers kill them and then raised them up again as undead to serve his will.

One of Chu-Umbro’s most faithful followers was the ogre Ghugar. Ghugar was massive, even by ogre standards, and delighted in crushing his foes beneath his iron hammer Skull Breaker. According to legend, Ghugar possessed an ancient necklace that gave him great power over his fellow ogres. According to the stories, this necklace was made from the vertebrae of the first ogre that troubled the world. Ghugar served Chu-Umbro faithfully until the Fifth Battle of the Crossroads. Ghugar fell in this battle, protecting his lord from a paladin wielding the holy weapon Sacred Light. Chu-Umbro and his forces were driven back, though not without inflicting terrible losses. One of Chu-Umbro’s followers recovered the body of Ghugar from the battlefield.

Unfortunately for Chu-Umbro, Ghugar could not be raised up again as an undead being. Chu-Umbro speculated, correctly, that the wound from the holy weapon prevented the corpse from accepting the vile gift of unlife. Bound by his oath to his demon prince, Chu-Umbro could not raise his friend from the dead. Saddened, Chu-Umbro had a tomb built for his faithful servant and laid his remains to rest there.

Chu-Umbro was later betrayed by an ambitious underling, Brukus. Brukus in turn was betrayed and destroyed. With the end of Chu-Umbro and Brukus, the forces of Chu-Umbro quickly turned on one another and were easy pickings for a human army lead by paladins and clerics.

The location of Ghugar’s tomb was believed to have been lost with the destruction of Chu-Umbro’s forces. However, ogres and others have long sought the tomb to find the necklace with the intent of commanding ogres or keeping others from doing so. From time to time rumors of the tomb’s location have surfaced, but none have proved substantial-at least until now.

Available  on Amazon.

Downloads

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Goblin-Spies-CoverGoblin Spies

The peace of the village of Thusul is broken by what the local constable suspects is a burgling Halfling. The guard badger that tore off the intruder’s pants thinks differently. Whatever the nature of the intruder, the PCs will be sent to deal with the problem.

Available  on Amazon

Downloads

Goblin Spies Monsters & Maps

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Cheben-CoverCheben

The good folks of Cheben have four problems they need solved.  To start things off, the dead have been walking about in the old graveyard and scouts have reported seeing something else skulking around the old mausoleum. Good Father Rollin would go deal with them himself, but he is busy ministering to the spiritual needs of the community.

Second, goblins have been spotted near the old auxiliary armory and it is feared they might have set up a base of operations on the island. The militia would handle the problem, but the mayor worries that the goblins might be engaged in a ruse to lure away the defenders of the town.

Third, an area of woods near the town is permanently in shadow, no doubt due to magic of some sort. Two hunters have gone missing in the woods and others have reported siting strange creatures in the woods. The town wizard would deal with this, but he is busy with critical research, which leads to the final problem.

Kosven, the town wizard, needs some brave souls to investigate an old and abandoned library. The library has reputation for being haunted and no one in the town wants to face what lurks within its walls.

As usual, it is up to starting adventurers to solve the villagers’ problems. Or die trying.

Cheben is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd level characters.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters (Paper Phantom, Silent Guardian (Least), Rage Wolf, and Whip Plant).
  • Retro Art (=Bad Art).
  • A complete campaign starter adventure with four distinct adventure areas.

Available  on Amazon
Available at DriveThruRPG
Available at the Paizo Store

Downloads

Cheben Monsters & Maps

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Pirates-&-merchents-CoverPirates & Merchants

The success of the Regency in establishing peace and order within its domains has made life much better. Villagers no longer need to worry that they will be awakened by the bloodthirsty howls of gnoll slavers. Merchants can travel in safety from one end of the regency to the other with little to fear but going broke from bad business decisions.

However, one group now faces tough times: amateur adventurers. There is little for the starting adventurer to do within the safe confines of the Regency, yet the foes remaining near the borders tend to be so terrible as to make short work of those who are as foolish as they are weak. Because of this, many young adventurers have elected to seek alternatives that do not involve boredom or certain death.

Well aware that power and boredom are a dangerous combination; Regency officials have established various means to encourage these young adventurers to seek their fortunes in appropriate ways. Some are recruited into the Regency forces, often dying nobly fighting terrible foes. Many more elect to take advantage of cheap or even free passage to untamed lands that the Regency desires to claim.

While these lands no doubt contain foes leftover from the days of the Cataclysm and new perils, the possibility of reward is even greater. In addition to the loot to be gained from fallen foes and old treasure troves, the Regency is known to be very generous to those who serve its interests well.

You adventurers are among those who have boldly chosen to leave the safety of the Regency and take free passage to a place of suitable adventure via the legendary TransportTowers. You will be sent to the newly reclaimed island of Kalthos in the lands of Aegus. While the area is still something of a wild frontier, the Regency has already established a small presence on the island and there is a small village, Arthos, there. You are tasked with aiding the villagers and expanding the power and influence of the Regency in the area.

Available on Amazon

Downloads

Pirates & Merchants MM

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Pirate-Fort-CoverPirate Fort

After the Empire expanded into the Aegus region via the transport towers, Imperial scouts searched for valuable resources. Investigating tales about a mountainous island containing wealth and monsters, Imperial scouts (Althus, Altus, and Ulthus) located caverns that contained rich veins of copper-already being mined by Troglodytes. Eager for the resources, the Empire slaughtered many of the troglodytes and enslaved the rest as miners. A small village, Ulthus, grew up around the mines and a large town, Altus, grew on the coast. The influx of wealth enabled the town to thrive and even construct a theatre for the entertainment of the people. While the theatre was originally a place of the finer arts, as the Empire became more debased, so too did the performances. Eventually, corruption spread throughout the town, infecting even the church.

When the Cataclysm struck, Altus was cast into ruin. The theatre and those who frequented it became the focus of much of the curse. They were transformed to match the evil and depravity in their souls, creating a dangerous and vile show upon the accursed stage. The church also met a terrible fate, becoming a haven for undead beings.

While Ulthus was mainly spared the direct effects of the Cataclysm, the destruction of Altus gave the troglodytes the chance they had been waiting for. They rose up and fought their enslavers. The battle was brutal and costly, but eventually the troglodytes won and were free to go back to enslaving their own kind in order to work the mines for their mysterious masters.

In more recent years and far away from AlthusIsland a great power arose in the lands of the Old Empire. Servants of this power have captured numerous Imperial transport towers and have made use of these to expand into areas once controlled or visited by the Empire. Recently a force of humanoids arrived on the island and established a fort. This fort serves as a base for a variety of pirate operations in the area. These pirates have been raiding various small islands in the area including AlthusIsland.

Available  on Amazon.

Downloads

Pirate Fort Maps & Monsters

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Ruins-of-Ulthus-CoverRuins of Ulthus

After the Empire expanded into the Aegus region via the transport towers, Imperial scouts searched for valuable resources. Investigating tales about a mountainous island containing wealth and monsters, Imperial scouts (Althus, Altus, and Ulthus) located caverns that contained rich veins of copper-already being mined by Troglodytes. Eager for the resources, the Empire slaughtered many of the troglodytes and enslaved the rest as miners. A small village, Ulthus, grew up around the mines and a large town, Altus, grew on the coast. The influx of wealth enabled the town to thrive and even construct a theatre for the entertainment of the people. While the theatre was originally a place of the finer arts, as the Empire became more debased, so too did the performances. Eventually, corruption spread throughout the town, infecting even the church.

When the Cataclysm struck, Altus was cast into ruin. The theatre and those who frequented it became the focus of much of the curse. They were transformed to match the evil and depravity in their souls, creating a dangerous and vile show upon the accursed stage. The church also met a terrible fate, becoming a haven for undead beings.

While Ulthus was mainly spared the direct effects of the Cataclysm, the destruction of Altus gave the troglodytes the chance they had been waiting for. They rose up and fought their enslavers. The battle was brutal and costly, but eventually the troglodytes won and were free to go back to enslaving their own kind to work the mines for their mysterious masters.

Available on Amazon

Downloads

Ulthus Monsters & Maps

Hero Lab Portfolio Folder

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Shark-Island-Cover

Shark Island

After the fall of a great empire, the survivors set out in the remaining ships in search of new lives elsewhere in the world. In the course of the voyage, some of the ships became lost. During one particularly violent storm, several ships were separated from the main fleet and most of those were destroyed. A few, however, survived to see the sun shining on a promising new home-a seemingly empty island. After discussing the matter, the captains decided to remain on the island and the people set out to construct a fortress and a village.

For the first year, things went well for them. They completed their houses, established the fortress and planted crops. Unfortunately, the survivors had brought their doom with them.

Available on Amazon.

Downloads

Shark Island Monsters & Maps

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Fishsticks-Cover

Fish Sticks

Fish Sticks is the first book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Bound by destiny and linked by a secret from the past, the uncommon commoners must face their first semi-great challenge, best explained by the following uncommon poem:

 

Welcome to Pisco, our village.
Which, I hope, you will not pillage.
Though the village smells please do not go!
I beg you to listen to our tale of woe!
Once we were happy and full of weal.
Now the place smells like a dead seal!
As for the cause of our pain
You do not need a giant brain
Nor the diviner’s art
To know that the fish do fart!
I am at my wit’s end!
Help us, or I’ll go around the bend!
That is what I have to say.
If you won’t help us, I bid you good day!

The Uncommon Commoners #1: Fish Sticks is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd level uncommon commoner characters (included in the adventure). While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps for the adventure.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • An actual plot. Really. In at least two senses of the term. Plus combat, of course.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Pre-Generated uncommon commoners with backstories, catch phrases, special abilities and special feats.
  • New NPC classes (the magician and the wilds warrior).
  • New Traits & Feats (resilience, focused healer, heroic resilience, devoted healer, and doorman).
  • New rules for intelligent mounts.
  • New Spells (accompanying performer, amplify instrument, entourage, loud speak, and saltball).
  • New Magic Items & Equipment(boots of underwater walking, dancing sea bird, elixir of dancing, elixir of drunken dancing, necklace of saltballs, sexy tiara, salt bomb, bubble weed and Kelok crossbow).
  • 86 pages of adventure (includes maps)!
  • Donk!

Available  At

DriveThru RPG
Paizo Store

Downloads

Hero Lab Files, Maps, Etc.

See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Dour-Temple-CoverThe Dour Temple

The Dour Temple is the second book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying. Bandits of wildly varying competence have begun accosting even old men and their old horses. Dour dwarf followers of the much-too-serious god Unjoi have taken over an abandoned temple of Baccarus, kicking out the semi-famous acting troupe of Caviolo & Son. A joyless druid has begun converting the joyous beasts of the woods into sober, hard-working dour beasts.  It is up to the uncommon commoners to face the perils of the MandaTory Bandits, to endure the acting of Caviolo & Son, to rescue the beasts from dour dullness, and return joy to the Dour Temple. Can the uncommon commoners save the day? Or will they fall victims of an uncommon dourness? The Uncommon Commoners #2: The Dour Temple is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 2nd-4th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play. Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New deities (Baccarus, Na-A-Nee, and Unjoi)
  • New domains & subdomains (Dour Domain, Revel Domain, and Wine Subdomain).
  • New Spells (censor, create wine, inebriation, and sobriety).
  • New Magic Items & Equipment (dour bar, rock water, acorn vest, The Mace of Vicious Mercy, and Vest of Devouring Squirrels).
  • 44 pages of adventure (includes maps)!
  • MandaTory Bandits!

Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


 

Way-of-the-Hoof-CoverThe Way of the Hoof

The Way of the Hoof is the third book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Centuries ago a faraway land was ravaged by endless war. Heeding the cries of the people, the Panda Guardians opened a spirit gate allowing refugees to flee to a new land. Once there, the people and animals of Panda Land (as it was named) lived in harmony under the benevolent guardianship of the Panda Monks. But, as always happens, evil entered the area and corrupted the heart of the greatest of the Panda Monks, Jaq-Blaq. He betrayed his fellows and installed himself as a warlord.

Despite his might, Jaq-Blaq ruled in fear: the owls prophesized that a donkey hero would free Panda Land.  After Jaq-Blaq’s natural (non-donkey related) death, rule passed to his son.  The son’s love of food and dislike of exercise earned him the name Fat Panda. While Jaq-Blaq ran the land with stern efficiency, Fat Panda’s sloth, greed and gluttony plunged the land into disarray. While the common folk made a few efforts to rebel against Fat Panda, his minions always managed to crush them. Thus did Fat Panda grow fat with confidence, despite the prophecy that donkey hoofs of justice would kick Fat Panda off his throne. Now the donkey of the prophecy journeys to Panda Land to save the people and to learn of his tragic past!

The Uncommon Commoners #3: The Way of the Hoof is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 3rd-6th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Feat (Create Spell Stone).
  • New Non Feats (Basket Hat, Cool Name, Dramatic Flair, Dying Monologue, and Fountains of Blood).
  • New Magic Items (Chow Line Hat, Donkey Shows of Throwing, Guide Stone, Gloves of Arrow Stabbing, Jade Earring, and Spell Stones).
  • New Spells (Ice Breaker, Wood Chopper, Stone Breaker, and Iron Breaker).
  • Hero Lab Portfolio (free download).
  • 57 pages of adventure (includes maps)!
  • Fat Panda!

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


 

Wizard-Valley-Cover

Wizard Valley

Wizard Valley is the fourth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Many decades ago several families of humans grew weary of the endless wars plaguing their homelands and decided to create a new home far from the whims of kings and princes. Luckily, they found a hidden valley and established the appropriately named town of Hidden Valley. Being compassionate sorts, the humans invited other refugees, including a band of Halflings to join their community. Hidden Valley enjoyed peace and prosperity until the night the monsters arrived in the valley. While the Halflings were enslaved, history claims that all the humans were slaughtered.

Years after the slaughter, it is said, a powerful and enraged human wizard came the valley, doing terrible things to the monsters there and claiming the land as her own. While the wise have avoided the valley, rumors have emerged speaking of bizarre monsters, such as pumpkin gnolls and goblin chickens.

While the sensible would avoid such a valley, clues will lead the uncommon commoners to Wizard Valley to learn the past of Smartee, the smartest of the uncommon commoners. What weirdness and secrets are hidden in Wizard Valley? The uncommon commoners must find out…or die trying.

The Uncommon Commoners #4: Wizard Valley is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 4th-7th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters (goblin chicken, ogre pigs, and the plant head template).
  • New Magic Items (Dunce Cap, Granny Smith’s Airy Apple Crisp, Plant Head Pie, Scary Robe, Sewing Kit of Mending, Roy the Wizard’s Hat, Staff Charge and Wizard’s Pipe).
  • New Spells (Plant Head and Think).
  • Hero Lab Portfolio (free download).
  • 71 pages of adventure (includes maps)!
  • Apple Halflings!
  • Pumpkin Gnolls!

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Unexplained-Journey-Cover

An Unexplained Journey

An Unexplained Journey is the fifth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Long ago, the pornography loving dragon Smut descended on the Sticky Mountains and laid waste to the humans of the lake and the dwarves under the mountain. Since then, people have trembled in the shadows of the Sticky Mountain. But, there is hope—a prophecy says that someday the dragon will be slain and that the King Under the Dirt will return to shower the people with gold.

Long after the dragon took up residence in the stickiest of the Sticky Mountains, Nimblee’s family was slaughtered after being expelled from their home city. On that day, Nimblee vowed revenge. This pledge of vengeance will place the uncommon commoners on a collision course with Smut. To reach the dirty dragon and exact revenge will require an unexplained journey that will pit the heroes against such foes as Joe Bitey, cave crickets, and talkative trolls.

The Uncommon Commoners #5: An Unexplained Journey is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 5th-8th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Dwarven Cooler, Ring of Visibility, Burglar Book, Burglar Mask, and Sneaky Pants).
  • Hero Lab Portfolio (free download).
  • 66 pages of adventure (includes maps)!
  • Joe Bitey!
  • Ted talking.

 

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Fighta Club

Fighta-Klub-Cover

Fighta Klub is the sixth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

When Beef Fist was but a young lad, the dragon Azul descended on his village bringing blue tinted death. And lightning. And lightning death. Now has come the time for Beef Fist’s beefy vengeance—Azul the Cruel shall face justice.

But to reach the dragon, Beef Fist and his fellows must punch their way through a myriad of foes, ranging from Mitey Mite to Mic Son of Ty. These epic battles will take place in a variety of arenas, including the Orctagon and the Kobold Koliseum. As always, the first rule of Fighta Klub is talk about Fighta Klub. Otherwise, no one will know when the fights are.

The Uncommon Commoners #6: An Unexplained Journey is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 5th-8th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Boots of Dodging, Gloves of Hitting Yourself, Champion Belt, and Lightning Rod).
  • New Item (Goblin Fire Mace).
  • New Spells (Enlarge Donkey and Reduce Donkey)
  • Hero Lab Portfolio (free download).
  • 61 pages of adventure (includes maps)!
  • Kobold Punching.

 Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Baked-Bads-Cover-2

Baked Bads

Baked Bads is the seventh book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Irongutee was born a prince of the dwarfs, but was robbed of his crown (and cookbook) by the treachery of a family friend and the deadly hooves of Red Horse. Now is the time for revenge—a dish best served baked.

Irongutee and his friends must chop, slice, dice and puree their way through the Badkery, brave the toxic wastes of the GEPA dump, stand the heat of the Hot Plate, endure the sexism of the Fluffy Fox Inn, endure a heavy metal onslaught, and finally sit in the shade of the Tree of Truth. It all comes to and end here. Well, not everything. Just the campaign.

The Uncommon Commoners #6: Baked Bads is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 6th-9th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Magic Items (Chug Mug, Dwarven Cook Book Eternal Wood, Eternal Wood Torch, Iron Axe Crown, and Tankard of Baccarus),
  • New Spells (Animate Dough and Enduring Wood)
  • Hero Lab Portfolio (free download).
  • 63 pages of adventure (includes maps)!
  • Baked goods.

    Available  At

    DriveThru RPG

    Paizo Store

    Downloads

    Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


The Uncommon Collection
Uncommon-Collection-Cover

The Uncommon Collection collects all seven Uncommon Commoner adventures into one convenient…collection. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

#1 Fish Sticks

Bound by destiny and linked by a secret from the past, the uncommon commoners must face their first semi-great challenge, best explained by the following uncommon poem:

 

Welcome to Pisco, our village.

Which, I hope, you will not pillage.

Though the village smells please do not go!

I beg you to listen to our tale of woe!

Once we were happy and full of weal.

Now the place smells like a dead seal!

As for the cause of our pain

You do not need a giant brain

Nor the diviner’s art

To know that the fish do fart!

I am at my wit’s end!

Help us, or I’ll go around the bend!

That is what I have to say.

If you won’t help us, I bid you good day!

 

#2 The Dour Temple

Bandits of wildly varying competence have begun accosting even old men and their old horses. Dour dwarf followers of the much-too-serious god Unjoi have taken over an abandoned temple of Baccarus, kicking out the semi-famous acting troupe of Caviolo & Son. A joyless druid has begun converting the joyous beasts of the woods into sober, hard-working dour beasts.  It is up to the uncommon commoners to face the perils of the MandaTory Bandits, to endure the acting of Caviolo & Son, to rescue the beasts from dour dullness, and return joy to the Dour Temple. Can the uncommon commoners save the day? Or will they fall victims of an uncommon dourness?

 

#3 Way of the Hoof

Centuries ago a faraway land was ravaged by endless war. Heeding the cries of the people, the Panda Guardians opened a spirit gate allowing refugees to flee to a new land. Once there, the people and animals of Panda Land lived in harmony under the benevolent guardianship of Panda Monks. But, as always happens, evil corrupted the heart of the greatest of the Panda Monks, Jaq-Blaq. He betrayed his fellows and installed himself as a warlord.

Despite his might, Jaq-Blaq ruled in fear: the owls prophesized that a donkey hero would free Panda Land.  After Jaq-Blaq’s natural (non-donkey related) death, rule passed to his son.  The son’s love of food and dislike of exercise earned him the name Fat Panda. While Jaq-Blaq ran the land with stern efficiency, Fat Panda’s sloth, greed and gluttony plunged the land into disarray. While the common folk tried to rebel against Fat Panda, his minions always managed to crush them. Thus did Fat Panda grow fat with confidence, despite the prophecy that donkey hoofs of justice would kick Fat Panda off his throne. Now the donkey of the prophecy journeys to Panda Land to save the people and to learn of his tragic past!

 

#4 Wizard Valley

Many decades ago several families of humans grew weary of the endless wars plaguing their homelands and decided to create a new home far from the whims of kings and princes. Luckily, they found a hidden valley and established the appropriately named town of Hidden Valley. Being compassionate sorts, the humans invited other refugees, including a band of Halflings to join their community. Hidden Valley enjoyed peace and prosperity until the night the monsters arrived in the valley. While the Halflings were enslaved, history claims that all the humans were slaughtered.

Years after the slaughter, it is said, a powerful and enraged human wizard came the valley, doing terrible things to the monsters there and claiming the land as her own. While the wise have avoided the valley, rumors have emerged speaking of bizarre monsters, such as pumpkin gnolls and goblin chickens.

While the sensible would avoid such a valley, clues will lead the uncommon commoners to Wizard Valley to learn the past of Smartee, the smartest of the uncommon commoners. What weirdness and secrets are hidden in Wizard Valley? The uncommon commoners must find out…or die trying.

 

#5 An Unexplained Journey

Long ago, the pornography loving dragon Smut descended on the Sticky Mountains and laid waste to the humans of the lake and the dwarves under the mountain. Since then, people have trembled in the shadows of the Sticky Mountain. But, there is hope—a prophecy says that someday the dragon will be slain and that the King Under the Dirt will return to shower the people with gold.

Long after the dragon took up residence in the stickiest of the Sticky Mountains, Nimblee’s family was slaughtered after being expelled from their home city. On that day, Nimblee vowed revenge. This pledge of vengeance will place the uncommon commoners on a collision course with Smut. To reach the dirty dragon and exact revenge will require an unexplained journey that will pit the heroes against such foes as Joe Bitey, cave crickets, and talkative trolls.

 

#6 Fighta Klub

When Beef Fist was but a young lad, the dragon Azul descended on his village bringing blue tinted death. And lightning. And lightning death. Now has come the time for Beef Fist’s beefy vengeance—Azul the Cruel shall face justice.

But to reach the dragon, Beef Fist and his fellows must punch their way through a myriad of foes, ranging from Mitey Mite to Mic Son of Ty. These epic battles will take place in a variety of arenas, including the Orctagon and the Kobold Koliseum. As always, the first rule of Fighta Klub is talk about Fighta Klub. Otherwise, no one will know when the fights are.

 

#7 Baked Bads  

Irongutee was born a prince of the dwarfs, but was robbed of his crown (and cookbook) by the treachery of a family friend and the deadly hooves of Red Horse. Now is the time for revenge—a dish best served baked.

Irongutee and his friends must chop, slice, dice and puree their way through the Badkery, brave the toxic wastes of the GEPA dump, stand the heat of the Hot Plate, endure the sexism of the Fluffy Fox Inn, endure a heavy metal onslaught, and finally sit in the shade of the Tree of Truth. It all comes to and end here. Well, not everything. Just the campaign.

 

Features

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Hero Lab Portfolios (free download)
  • Pre-Generated uncommon commoners with backstories, catch phrases, special abilities and special feats.
  • New NPC classes (the magician and the wilds warrior).
  • New Traits & Feats
  • New rules for intelligent mounts.
  • New Spells
  • New Magic Items & Equipment
  • New deities
  • New domains & subdomains
  • New Monsters

The Uncommon Commoners #1-7: The Uncommon Collection is a Pathfinder Role Playing Game compatible adventure. It is intended to take the uncommon commoner characters (included in the adventure) from 1st to 8th level. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Available  At

DriveThru RPG

Paizo Store

Downloads

Hero Lab Files, Maps, Etc. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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