A community for lazy dungeon masters
166 adventures found
Cover of Shunned Valley of the Three Tombs
Shunned Valley of the Three Tombs
Pathfinder
Level 1
36 pages
0

Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?

Cover of The Demoncall Pit
The Demoncall Pit
Pathfinder
Level 7
34 pages
0

It’s finally happened! The Demoncall Ritual has begun, and creatures from the Abyss are streaming out through the Cellend family crypt. Heroes are needed, not only to slay the demons and stop the ritual, but to accept the risk of reversing the ritual to seal the Demoncall Pit forever.

Cover of 1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
Pathfinder
Level 7
32 pages
0

The adventure that is, quite frankly, too strong for the mere hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the dangerous renegade B'thuvian Demon Whore Alayshia have her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes, will ever know...

Cover of Extended ZEITGEIST Campaign Guide (Pathfinder)
Extended ZEITGEIST Campaign Guide (Pathfinder)
Pathfinder
60 pages
0

The all-new Player's Guide for ZEITGEIST: The Gears of Revolution! This Player's Guide is a whopping 60 pages of FREE material for players planning on delving into the ZEITGEIST adventure path for 5th Edition. The free Player’s Guide is designed for players of the ZEITGEIST adventure path, and contains background information and character options. This Player's Guide is divided into five separate sections for easy printing and disssemination at the gaming table. 1. Characters. Deva and Eladrin races; Docker, Eschatologist, Gunsmith, Martial Scientist, Skyseer, Spirit Medium, Technologist, Vekeshi Mystic, Yerasol Veteran character themes; salary and requisitions. 2. Equipment. Explosive alchemicals, firearms, ship of the RPHC, prestige rules, and stats for allied officers. 3. The City of Flint. City districts, the military, the Royal Homeland Constabulary. 4. Setting Overview. Languages and accents, details of the countries Risur, and Ber; fey and the mortal realms. 5. Setting Overview (contd). Details of the countries Crysillyir, Danor, Drakr, Elfaivar; plus the border states and Malice Lands, planets and planes, key religions. ZEITGEIST is a critically acclaimed adventure path from EN Publishing, brought to you by the same people who created the War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline. In the ZEITGEIST campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur's borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland's own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age. This FREE 60-page guide introduces players to the ZEITGEIST adventure path, with background information, character options, maps, and more. This Player's Guide is completely free. You are welcome to distribute it amongst your friends.

Cover of Ice Tower of the Salka
Ice Tower of the Salka
Pathfinder
Levels 8–12
24 pages
1

60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.

Cover of Slaughter at Splinterfang Gorge
Slaughter at Splinterfang Gorge
Pathfinder
Levels 4–6
72 pages
0

Many years ago a brutal bugbear chieftain united the goblinoid tribes of the Meirlara Forest and nearly wiped out all traces of the elves there within. A stroke of chance fate turned the tide and the dreaded bugbear warlord Spragnokk was defeated. His loyal kin hid his body away in a sealed chamber and then the world forgot about Spragnokk... until now. Now his bloodline continues, and they have plans to resurrect their fallen "great chieftain," to bring ruin and revenge upon the elves that handed them defeat decades past. The goblinoid tribes have once more been gathered, and their bloody revenge is imminent, except fate has yet once more placed new champions to stand in their way. They just don't realize it yet.

Cover of Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
Pathfinder
Levels 7–8
96 pages
0

On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of lobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga's secrets for themselves.

Cover of One on One Adventures Compendium
One on One Adventures Compendium
Pathfinder
244 pages
0

This collection of eleven 1 on 1 Adventures is now available in 1 tome-now powered by Pathfinder Roleplaying Game! 1 on 1 Adventures #1: Gambler's Quest 1 on 1 Adventures #2: The Star of Olindor 1 on 1 Adventures #3: The Forbidden Hills 1 on 1 Adventures #4: The Sixth Cavalier 1 on 1 Adventures #5: Vale of the Sepulcher 1 on 1 Adventures #6: The Shroud of Olindor 1 on 1 Adventures #6.66: The Pleasure Prison of the B'thuvian Demon Whore 1 on 1 Adventures #7: Eyes of the Dragon 1 on 1 Adventures #8: Blood Brothers 1 on 1 Adventures #9: Legacy of Darkness 1 on 1 Adventures #10: Vengeance of Olindor

Cover of 1 on 1 Adventures #4: The Sixth Cavalier
1 on 1 Adventures #4: The Sixth Cavalier
Pathfinder
Levels 9–11
30 pages
0

Hubrimort is a small, respectable town whose only claim to fame is a local governmental position bestowed by five of the king’s chosen officials, known as the Cavaliers. The position is given to the head of one of four noble families once each decade. While competition for the mysterious position is always fierce, this year there are rumors of underhanded deals with criminals, rigged tournaments, and a nasty case of blackmail. Which of the ancient families deserves ten years of power and privilege? Only the Sixth Cavalier can help the five officials make the right choice!

Cover of Plunder & Peril
Plunder & Peril
Pathfinder
Level 4
64 pages
0

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?

Cover of Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder
Levels 1–5
16 pages
0

Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.

Cover of The Goblins of Kaelnor Forest
The Goblins of Kaelnor Forest
Pathfinder
Levels 1–3
20 pages
0

The Goblins of Kaelnor Forest – Adventure This first level adventure takes the adventurers into the Kaelnor Forest. While the eastern side of the forest has long been the home of the forest elves, the western side is infested with goblins, boggarts, spiders, and more. The adventure takes players through the forest, investigating a rumor of raiding creatures. They begin in South Hollow, a farming community south of Ferryport proper, and will travel deep within the dark, enchanted woods. Are there supernatural creatures in the woods taking the farmers’ stores? Will they survive the strange fey forest? The adventure comes with 5 pre-made Uteria player characters, so players can jump right into the adventure.

Cover of Academy of Secrets
Academy of Secrets
Pathfinder
Level 13
32 pages
0

Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions.

Cover of We Be Goblins Free!
We Be Goblins Free!
Pathfinder
Level 4
16 pages
0

After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes". But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else! Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans! Part 3 of the We Be Goblins series.

Cover of The Fiddler's Lament
The Fiddler's Lament
Pathfinder
Levels 1–3
13 pages
0

Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.

Cover of The Dragon's Demand
The Dragon's Demand
Pathfinder
Level 1
64 pages
0

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Cover of Cult of the Ebon Destroyers
Cult of the Ebon Destroyers
Pathfinder
Level 8
32 pages
0

A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…

Cover of Pathfinder Adventure Path #36: Sound of a Thousand Screams (Kingmaker 6 of 6)
Pathfinder Adventure Path #36: Sound of a Thousand Screams (Kingmaker 6 of 6)
Pathfinder
Level 15
96 pages
0

A Pathfinder Roleplaying Game adventure for 15th-level characters, this volume of Pathfinder Adventure Path is part 6 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 17th level by the end of this adventure. This adventure begins after the War of the River Kings has ended—the PCs, be they the war’s victors or losers, are faced with the task of rebuilding their kingdom or perhaps helping to rebuild Pitax. Yet soon after the war is over, a new peril strikes the region as strange monsters and violent bursts of rapid vegetation growth and bizarre weather plagues the Stolen Lands. At the same time, the PCs learn that one of the treasures discovered in Pitax’s House is a nascent vorpal sword, a weapon of immense power, and as the strange weather and blooms of life and monstrous incursions increase, so does this sword’s intelligence and power. The PCs soon learn that their kingdom faces an invasion, but this time not from the physical world. Some fell force from the legendary First World is attempting to expand into this world, and when the PCs begin to fight back against these verdant blooms, they discover that it’s possible to step from this world into the First World realm of Thousandbreaths. There, the PCs face powerful new threats unlike anything they’ve seen before, and learn that the dangers facing their kingdom are even greater than they feared, for the fey ruler of Thousandbreaths is about to absorb the Stolen Lands into a bauble for her own purposes, an act that would scour clean the region and leave behind nothing but a wasteland.If the PCs hope to save their new kingdom from this threat, they must combat the nymph queen Nyrissa both by stopping the various blooms in their kingdom and by traveling into Thousandbreaths itself to confront the dangerously insane nymph.

Cover of The Godsmouth Heresy
The Godsmouth Heresy
Pathfinder
Level 1
32 pages
1

Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric whose weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.

Cover of Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder
Levels 1–4
100 pages
0

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.