The adventurers now have their own island and port, but they’ll need more than one ship to defend it. When a past rival sends a fleet to attack them, they’re forced to pull out all the stops to defend their island home, scouring the harbors and docks of the Shackles in order to recruit more ships and crews to their flag. Yet when they sail to the attacker’s own island to get their revenge, the adventurers discover a traitor—one whose betrayal threatens not only their own fleet, but the very islands of the Shackles themselves. This volume of Pathfinder Adventure Path includes: • “The Price of Infamy,” a Pathfinder RPG adventure for 11th-level characters, by Tim Hitchcock. • Fleet battle rules that allow players to stand as admirals and commodores directing their own armadas against enemy fleets in large-scale naval warfare, by James Jacobs. • A glimpse behind the gray veil of Norgorber, Golarion’s most secretive deity, by Sean K Reynolds. • Lock-breakers and sea-devils in the Pathfinder’s Journal, by Robin D. Laws. • Four new monsters, by Savannah Broadway, Ryan Costello, Mark Moreland, and Sean K Reynolds.
Get ready to Draw Steel like a Viking! Apotheosis is a norse-inspired adventure designed for a group of three to six 1st-level heroes, set in the fictional world of Orm, where the players help to create the pantheon! Plot Hook: There has been tension for generations between two neighbouring regions in the country of Kvysia: Kjalwick on the north-west coast, and Oruma on the north coast. It is common for the two regions to raid back and forth until another uneasy truce is called. This time, though, the Orumians have gone too far... What's included: - A 1st-level adventure lasting two, maybe three, 4 hour sessions. Heroes can expect to earn between 6-8 Victories. - A forked adventure! Depending on if the heroes win or lose their first encounter, the adventure goes one of two ways. Two groups may experience completely different endings! - Custom Rival statblocks, for before they become the heroes' real Rivals. Descriptions of each provided to help bring them to life through roleplay! - Eight encounters, including a seafaring montage and a potential negotiation (if the heroes are charismatic enough!). Adjustments for between 3-6 heroes are included. - Encounter sheets, custom maps and statblocks for each of the encounters! Designed in a way to make best use of Draw Steel's mechanics in interesting and fun ways, for both the Director and the players. - Custom Retainers and modified titles to suit the adventure. - Printable, lightweight documents designed for online or pen & pencil play.
After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…
The Isle of Ruk and the Dungeon of Klinis A sandbox adventure module and mini‑setting for classic fantasy play. Explore the bustling port town filled with factions and intrigue, wander the wilds where strange creatures stalk, and delve into the dungeons. New monsters, magic items, and two new character classes bring fresh flavour without adding rules. At the island’s heart stands the Dungeon of Klinis a three‑level ruin carved deep into the mountain, filled with traps, factions, and long‑buried treasures waiting to be uncovered. Whether your table prefers exploration, intrigue, or old‑school dungeon delving, Ruk offers a flexible foundation for emergent play. Inside you’ll find: A lively port town packed with NPCs, factions, rumours, and adventure hooks A hex‑crawl wilderness full of oddities, encounters, and strange phenomena The Dungeon of Klinis, a multi‑level adventure site designed for classic play New monsters and magic items that add flavour without adding rules Two new character classes to drop straight into your campaign A setting built to be hacked, expanded, or used as a launchpad for your own stories Design Inspirations This project draws on the spirit of Gary Gygax’s classic article “How to Set up Your Dungeons & Dragons Campaign – and Be Stuck Refereeing It Seven Days per Week until the Wee Hours of the Morning!” and the practical creativity of Ray Otus’s workbook approach to worldbuilding. The map were drawn with inspiration from Niklas Wistedt (Paths Peculiar) how to draw basic dungeon maps. The Graves design aided by James Holloway's The Tome of Tombs. The earliest seeds of the Isle of Ruk emerged while designing a character class for the OSE Class Jam, eventually growing into a full mini‑setting and adventure module,
This 4 to 6 hour module goes from Saltmarsh to Baldur's Gate in a race against time. A dark vision warns of a terribly cataclysmic event in Baldur's Gate and the characters are hired to deliver supplies before its too late. This adventure can be adjusted for any Tier 1, 2, or 3 party. It is intended to help usher characters from the Saltmarsh area to Baldur's Gate, just in time for Descent into Avernus. A challenging voyage they should give them a wild ride with new challenges at sea.
Near the jungles of Chult, beneath the waves of Refuge Bay, lies a ruined city. Evil hags and their minions make their home among the ancient relics. Even deeper down, at the bottom of an old undersea lake, an otherworldly monstrosity guards its eclectic hoard of oddities. What does it know about the Soulmonger? An adventure for characters between levels 4-6 Requires the Tomb of Annihilation adventure This 44 page adventure adds Ishau as a location to your Tomb of Annihilation campaign. It describes the city's history and current inhabitants, including maps, new monsters, and treasure. In an undersea temple, characters face off against a coven of sea hags. The sunken wreck of the Decapus is the lair of sea spawn pirates. And among the ruins lurk giant crabs, skeletal sharks, vegetan mummies, and other monstrosities. A second location, complete with keyed maps, is available to characters who wish to dig deeper: the underwater island-domain of a Morkoth, pulled into Chult by Acererak's magic. The Morkoth's home is in disarray. Trophies it collected from across the multiverse are now running wild and its treasures are being looted by marauders from Ishau. If the characters help, it may share its secrets with them.
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041
After having one adventure under your belts you set sail to deliver a package across the open seas. A problem with nature causes their vessel to make an unscheduled stop on a small island that was home to a spice dealer for water. Problems ensue on the island and the party quickly discovers they aren’t “feeling themselves”. This item was played at WhosYerCon convention this past year in Indianapolis!
Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster. A Four-Hour Adventure for 17th-20th Level Characters. Optimized for five 17th-level characters.
An alien being, dark omens, and vanishing ships send the adventurers to a mysterious island newly appeared in the Sea of Swords. But can the characters uncover the mysteries of the Changing Island in time to save Faerûn from a terror from another plane? A dark fantasy adventure for characters of 11th to 13th level.
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)
A level 3 temple incursion adventure by Brad Kerr. In a golden temple of healing on a sundrenched island, blissful amnesiac patients are held prisoner by monstrous caretakers. Intruding PCs will need their wits and their swords to unravel the temple’s secrets, snatch its treasures, and escape. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"
Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59
In this level 3 adventure, the heroes face off against a band of orcs who live on islands in a pool of their orc god's blood. Warpath of Gruumsh is part 2 of the Litany of Arrows adventure path, following up on the platinum-selling Castle of Corellon adventure. This can very easily be run as a standalone adventure. Warpath of Gruumsh contains three versions of each full-color map (untagged, player's map and DM's Map), original artwork, one page of new magic items, and full entries on 6 new monsters, including mithral dragons and blood moon harpies.
Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110
The Candy Isle - home to a confectionary shore, saccharine jungles, and a chocolate volcano, it epitomizes the phrase "sweet but deadly." The PCs must avoid gummy tribesmen and other weird, sugary dangers to retrieve the apotheosis of all sweets, the Confection Perfection!
Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better to pass over. In the Filbar campaign the adventurers found themselves on Numb Island several times during their adventuring career and were not strangers in Miles Away!