Thursday, December 15, 2016

Occult Secrets: The Occultist

What Secrets Does the Occultist Hide?

There is power all around us, and it settles in the things of the world. Attuned to psychic currents, the occultist wields might in the form of powerful implements. Their expanding collection confuses the uninformed, but some see the truth: in the right hands, each of these innocuous items is more powerful than a wizard’s staff.

Inside these pages, you'll find new occultist material to enhance your game!
  • 22 Occult Implements: 10 Totem Implements and 12 Planar implements
  • 3 Archetypes: The Invoker, the Tattooed Occultist, and the Totemist
  • 4 Feats: Dual Enhancement, Echoes of Mending, Echoes of Servitude, and Mental Ki
  • 2 Spells: Empower Implement and Lock the Flow
  • 1 Sample Occultist: Keron Tiel, the Tattoed Traveler
Balanced, enjoyable, and easy to use, Occult Secrets: The Occultist provides fantastic new class options for the Occultist. Get it today!

$2.99

Wednesday, December 7, 2016

Occult Secrets: The Spiritualist

What Secrets Does the Spiritualist Hide?

No mere conjurer of cheap tricks, the Spiritualist serves as a conduit between the world of the living and the realm of the dead. Together with his possessing phantom, this spellcaster offers an incredible level of flavor and power to players adventurous enough to risk the occult.

Inside these pages, find new spiritualist material to enhance your game!
  • 3 Archetypes: The Forgotten, Poltergeist, and Totem Bound.
  • 4 Emotional Foci: Ancestral, Curiosity, Location, and Totemic.
  • 11 Spells, including: Detonate Phantom, Ectoplasmic Harvest, and Pierce Soul
  • 6 Feats, such as Cleansing Recall and Phantom Insight.
  • 2 Occult Rituals: Child's Guardian and Command the Forgotten.
  • 2 Sample Spiritualists: Kalari, Vengeful Survivor, and Darag Chainwalker, Warden of the Forgotten.
Balanced, enjoyable, and easy to use in your game, Occult Secrets: The Spiritualist provides fantastic new class options for the Spiritualist.  Get it today!

$2.99

Saturday, October 8, 2016

The Colossal Creatures Bestiary



The best monsters are big. Really, really big.

Within these pages, you will find 81 creatures of colossal size, from CR 1 all the way to CR 26 (as well as a CR 33 and CR 40 monstrosity): straightforward enemies like the bearhemoth and sharknado, nuanced complexities like the draconic abomination and dreamer's nightmare, pushovers like the rusted colossus and pastorix, and megabosses like the tribunal wheel and harbinger of time. You’ll find animals, constructs, dragons, swarms, spellcasters, angels, brain eaters, kaiju, dimension hoppers, living siege weapons, and really big raccoons. In fact, you'll find every type and CR in the game.

Need a colossal creature for an epic battle at any level? You'll find it in the Colossal Creatures Bestiary.

This bestiary contains 81 colossal creatures for Pathfinder, including: 
  • Dragon Molt: The discarded molt of a great wyrm, animated and given purpose.
  • Etherworld Fisher: An ethereal jellyfish who taunts and traps its foes through dimensional rifts.
  • Grave Blob: A mobile mass grave with death on his many brains.
  • Harbinger of Time: A CR 40 apocalypse-bringer, who grinds the world to dust under the inevitable march of time.
  • Kongimus Rex and Dracozilla: The King Kong and Godzilla of the Pathfinder Roleplaying Game (forget about that silly tarrasque).
  • Tribunal Wheel: A CR 33 judge, jury, and executioner of epic proportions.
  • Yuggothian Shambler: A floral weapon of war for the hideous mi-go, complete with laser beams and spore launchers.

$4.99, The Colossal Creatures Bestiary

Tuesday, June 21, 2016

We Be Dragons



5/5 - Kim F.    5/5 - Jerry A.   5/5 - Richard Legg   5/5 - Ryan T.

A most unusual adventure for CR 4 dragon characters.

In We Be Dragons, the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a poaching company and a fallen paladin obsessed with the extinction of all dragons. We Be Dragons includes nine new playable dragons which combine the aspects of a classic adventuring party with true draconic flavor.

We Be Dragons is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 24 pages long, fully illustrated, and only $1.99.

Included in We Be Dragons:
  • A complex and detailed draconic adventure with high emotional stakes.
  • Seven new enemies and NPCs, including poachers and a fallen paladin.
  • Challenging social encounters and skill challenges to test the breadth of draconic abilities.
  • Rules for adjusting difficulty to accommodate the needs of any group.
  • Nine new playable dragon characters, complete with unique abilities and personalities, including Arcane, Corruptor, Harmonic, Radiant, and Iron.

$1.99
Praise for We Be Dragons
  • 5/5 "Absolutely amazing... This is an amazing story of fallen paladins and dragons adding their treasure to their very first horde ... Look no further! ... A very well done adventure that I will definitely be running every time I have a new group. Zenith Games, keep up the good work and make more draconic adventures for everyone!" - Jerry A.
  • 5/5 "For $1.99 this adventure is a BARGAIN" - Curtisin
  • 4.5/5 "What's not to love?!? ... There is so much to love about this adventure. If there was a text book example of how to write an adventure for dragon PCs, this would be it ... The adventure is that good ... Whether run as a one-shot or as an introduction for a dragon-PC themed campaign, players and GMs will find We Be Dragons to be a refreshing break from the normal routine" - Donald Robinson
  • "This was a really fun adventure to run and fun for my players as well ... Playing a dragon was a seamless transition. It felt like a breath of fresh air ... both familiar and new in a fun way ... It really was a blast to run ... My players are looking forward to future installments!" - Ryan T.
  • "Everyone enjoyed playing dragons and everyone felt like they were playing a dragon ... they would like to play it again sometime ... the challenge was a good one and we really enjoyed the game" - Scott J.
  • "It's a fantastic little module at a fantastic price point. Very cool." - Swoosh


Friday, June 10, 2016

Rocket's Red Flare

Rocket's Red Flare
An Independence Day Tale

Celebrate this July 4th with an Independence Day themed module, or throw a firework show in your own adventure!

The PCs have entered into a fireworks show in the independent village of Washingtown. They hope to beat opposing teams and win the star-spangled banner for themselves! Through their perilous journey they navigate complex firework crafting rules, defeat enemies such as freedom eagles and the statue of liberty, and destroy Renedict Barnald, a half-elf who sold his soul to the dark god of fireworks.

Included in Rocket's Red Flare:
  • Extensive and awesome rules for crafting your own fireworks using magic or skill, as well as firework descriptions based on your choices.
  • The patriotic village of Washington and characters such as Uncle Sam, Renedict Barnald, and Samadam.
  • Three new creatures: The Freedom Eagle, the Statue of Biberty, and the Firework Elemental.
  • Sparklers, hot dogs, and griffon burgers.
  • Did I mention the firework crafting rules? Transform your spells into fireworks!
Rocket's Red Flare is an Independence Day themed one-shot for 3-6 Heroes of Levels five to seven (though it is easily adjusted for a range of levels).

$0.99

Tuesday, May 31, 2016

Superhero Classes: Superhuman, Animalman and Telepath




It’s a bird, it’s a dragon, it’s a superhero! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound!  Superhero Classes: Superhuman, Animalman and Telepath introduces three new base classes for the superhero fans among us. They remain true to the source material, flexible enough to build nearly any superhero you can think of, and friendly enough to the fantasy landscape to fit into any campaign.

Included in Superhero Classes:
  • The Superhuman, a man of mithryl who can fly, wrestle giants, shoot lasers out of his eyes, or anything else you might expect from a superhuman (Superman, Wonder Woman, Martian Manhunter)
  • The Animalman, a superhero who draws inspiration from the animal kingdom and takes their powers for his own (Batman, Antman, Spiderman, Wolverine)
  • The Telepath, a superhero who can both dominate his enemies and use telekinesis to physically demolish his foes (Professor X, Jean Grey, Emma Frost)
  • A synopsis of what it means to be a superhero adventurer.

Friday, May 6, 2016

Undead Paragon Classes: Skeleton, Zombie and Vampire

Ever wanted to play an undead? Undead Paragon Classes introduces three new 1-20 player classes: the Skeleton, Zombie and Vampire. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Skeleton, a foot soldier of the undead who wields steel and iron while terrifying the weak.
  • The Zombie, an unkillable monstrosity, who gets in close to impart disease, sicken or release insects from his host corpse.
  • The Vampire, master of those he summons, those he dominates, and those he creates, though reliant on a constant source of blood to function.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead.
  • 17 new Undead Feats, including as Bloody, Remove Head, and Grave Rider.
  • Raise Undead, a new spell that allows for transformation into an undead creature.

Tuesday, May 3, 2016

Zenith Games Products

We Be Leshys

A most unusual adventure for CR 5 leshy characters.

In We Be Leshys, the players control leshys out to protect the Brindlewild Forest. They fight their way out of a deadly trap, struggle against a corrupted friend, save their creator from a dangerous mob, and take on an insane, demon-summoning sorcerer. We Be Leshys includes nine new playable leshys which combine the aspects of a classic adventuring party with true floral flavor.

We Be Leshys is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 28 pages long and only $1.99.

Included in We Be Leshys:
  • A complex and detailed leshy adventure with high emotional stakes. 
  • Six new enemies and NPCs, including rift demons and a (spoiler) corrupted treant. 
  • Challenging social encounters and skill challenges to test the breadth of leshy abilities. 
  • Rules for adjusting difficulty to accommodate the needs of any group. 
  • Nine playable leshy characters, complete with unique abilities and personalities, including Briar, Skunk Cabbage and Vine.

Paragon Hags and Occult Covens


Witches gathered in occult circles. Crones tossing human eyes into a cauldron. Cultists raising kings from the dead.

This is the life of a paragon hag. It is a dark life, overflowing with mysterious power and evil pacts. These stooped crones will do anything for power. Their terror and cruelty are legendary.

Master occult rituals. Transform children into changelings. Broker lopsided deals with mortals.

Become the Hag.

Contained inside Paragon Hags and Occult Covens:
  • Rules for forming Occult Covens both as a hag and as a mortal.
  • The Hag Race, immortal and twisted beyond repair.
  • The Paragon Hag class, complete with fearsome claws, ritual spells, 10 family bloodlines, mastery of occult rituals, and three archetypes.
  • 19 New Feats, including Coven Training, Grandmother's Teeth, and Sympathetic Spell.
  • 6 New Rituals, including Crone's Walk, Embrace Changeling, and the terrible Exact Price
  • 3 New Spells: Hag's Ride, Hag's Touch, and Greater Hag's Touch.
  • 3 New Hag Creatures: The Bone Hag, Hearth Hag, and Moon Hag.

101 Spells for the Common Man

Why are there so many spells for flinging flame, but none for harvesting crops?

101 Spells for the Common Man brings arcane power back to the people.

Magic isn’t just for adventurers anymore. As the common folk go about their daily business, a select few augment their efforts using magic. No matter how rare magic is in your world, those working folk who possess the gift make good use of the following spells.

While these spells make life easier for the common man, a clever adventurer can find use for them as well. Rob a bank with silenced work, or create a distraction with awaken instruments. Jot down a confession with recorder’s quill or put a guard to sleep with bed-time story. Remove a watery obstacle with expeditious evaporation or track the passage of time with shadowdial. These spells bring life to your world while providing a fun, creative new toolkit for PCs.

Included in 101 Spells for the Common Man:
  • 101 Level 0, 1, and 2 Spells, categorized by class and likely profession.
  • The Arcane Worker, a new NPC class who mixes magic and raw skill to make his way in the world.
  • 8 magical NPCs to inhabit your world, including the arcane artist and town doctor.
  • Spells include abernathy's abacusillusion of quality, and moneylender's mark, perfect for the successful banker.
  • Boil watercreate ice, and fortify wine, an excellent pairing with chefs of all levels.
  • Create soillocate stock, and scarecrow, turning a single farmer into a one man operation.
  • Bed-time storyschedule, and track child for the parent with too much to manage.
  • Enhance voiceperfect pitch, and game field for entertainers and musicians.

Undead Paragon Classes II: Ghoul, Lich and Mummy

Ever wanted to play an undead? Undead Paragon Classes II introduces three new 1-20 player classes: the Ghoul, Lich and Mummy. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Ghoul, a murderous cannibal who weakens his enemies with disease and paralysis, then feeds on their flesh.
  • The Lich, an unbridled necromantic spell caster who burns his own soul in pursuit of greater power, and achieves immortality through a phylactery.
  • The Mummy, a blasphemous servant of the divine who slings curses and infects his enemies with horrific rot.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead (From Undead Paragon Classes I).
  • 17 Undead Feats, such as Bloody, Remove Head, and Grave Rider (From Undead Paragon Classes I).
  • Raise Undead, a new spell that allows for transformation into an undead creature (From Undead Paragon Classes I).


The Colossal Creatures Bestiary


The best monsters are big. Really, really big.

Within these pages, you will find 81 creatures of colossal size, from CR 1 all the way to CR 26 (as well as a CR 33 and CR 40 monstrosity): straightforward enemies like the bearhemoth and sharknado, nuanced complexities like the draconic abomination and dreamer's nightmare, pushovers like the rusted colossus and pastorix, and megabosses like the tribunal wheel and harbinger of time. You’ll find animals, constructs, dragons, swarms, spellcasters, angels, brain eaters, kaiju, dimension hoppers, living siege weapons, and really big raccoons. In fact, you'll find every type and CR in the game.

Need a colossal creature for an epic battle at any level? You'll find it in the Colossal Creatures Bestiary.

This bestiary contains 81 colossal creatures, including: 
  • Dragon Molt: The discarded molt of a great wyrm, animated and given purpose.
  • Etherworld Fisher: An ethereal jellyfish who taunts and traps its foes through dimensional rifts.
  • Grave Blob: A mobile mass grave with death on his many brains.
  • Harbinger of Time: A CR 40 apocalypse-bringer, who grinds the world to dust under the inevitable march of time.
  • Kongimus Rex and Dracozilla: The King Kong and Godzilla of the Pathfinder Roleplaying Game (forget about that silly tarrasque).
  • Tribunal Wheel: A CR 33 judge, jury, and executioner of epic proportions.
  • Yuggothian Shambler: A floral weapon of war for the hideous mi-go, complete with laser beams and spore launchers.


We Be Dragons
4.8/5 Stars on RPGnow and Paizo

A most unusual adventure for CR 4 dragon characters.

In We Be Dragons, the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a poaching company and a fallen paladin obsessed with the extinction of all dragons. We Be Dragons includes nine new playable dragons which combine the aspects of a classic adventuring party with true draconic flavor.

We Be Dragons is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 24 pages long, fully illustrated, and only $1.99.




Included in We Be Dragons:
  • A complex and detailed draconic adventure with high emotional stakes.
  • Seven new enemies and NPCs, including poachers and a fallen paladin.
  • Challenging social encounters and skill challenges to test the breadth of draconic abilities.
  • Rules for adjusting difficulty to accommodate the needs of any group.
  • Nine new playable dragon characters, complete with unique abilities and personalities, including Arcane, Corruptor, Harmonic, Radiant, and Iron.

Praise for We Be Dragons

  • 5/5 "Absolutely amazing... This is an amazing story of fallen paladins and dragons adding their treasure to the very first horde ... Look no further! ... A very well done adventure that I will definitely be running every time I have a new group. Zenith Games, keep up the good work and make more draconic adventures for everyone!" - Jerry A.
  • 5/5 "For $1.99 this adventure is a BARGAIN" - Curtisin
  • 4.5/5 "What's not to love?!? ... There is so much to love about this adventure. If there was a text book example of how to write an adventure for dragon PCs, this would be it ... The adventure is that good ... Whether run as a one-shot or as an introduction for a dragon-PC themed campaign, players and GMs will find We Be Dragons to be a refreshing break from the normal routine" - Donald Robinson
  • "This was a really fun adventure to run and fun for my players as well ... Playing a dragon was a seamless transition. It felt like a breath of fresh air ... both familiar and new in a fun way ... It really was a blast to run ... My players are looking forward to future installments!" - Ryan T.
  • "Everyone enjoyed playing dragons and everyone felt like they were playing a dragon ... they would like to play it again sometime ... the challenge was a good one and we really enjoyed the game" - Scott J.
  • "It's a fantastic little module at a fantastic price point. Very cool." - Swoosh

Jacob’s Tower is the critically acclaimed 1-13 mega-dungeon for the Pathfinder Roleplaying Game. Regardless of your world, plot, or players, it is easily run in any campaign or as a mega-dungeon.

Jacob's Tower is an adventure for three to six 1st through 13th level PCs using the Pathfinder RPG rules. It is 152 pages long and meticulously play tested—that's 13 different modules for the price of one. These modules can be inserted piecemeal into a campaign or run as an mega-dungeon campaign.

The dungeon is designed to test a party’s versatility and flexibility, utilizing every skill and creature type in the book over every three Levels. It both introduces new players to the wonders of the Pathfinder Roleplaying Game and gives experienced players a non-traditional setting in which to test their skills.

You can find more information here.

Praise for Jacob's Tower:

"I love this dungeon. It's so cleverly put together, the levels are varied enough to remain interesting whilst still tied together enough to feel cohesive, and I'm super impressed with the seamless integration of a variety of skills into each level. It's inspired me to improve my GMing. I can't say enough good things about this dungeon." —Anonymous 
"Honestly, you made me look good. Fun traps, ghouls, great imagery with the feral animals, a fantastic fight against Posy and a bluffed PC... and with all the DCs spelled out I ran the game like a pro. Got lots of compliments" —David 
"I've been running this, and my players absolutely love how varied it is and how so much comes into play! I'm wondering, do you know anyone else who has made similar things? I can't get enough!" —Anonymous 
"I finally ran this level for my players the other week! And it was amazing. ...Overall, this level was one of the best sessions I've run. Thanks for writing it!" —Anonymous 
"This is a great dungeon! I'm coming from both running it as a GM and playing it as a player, and in both situations I've found it really fun!" —Jack John 
"I just wanted to drop you a line and say thanks / good job on writing up these adventures! ... It was an absolutely enjoyable experience for a DM. :)" —Anonymous 
"I absolutely love Jacob's Tower, it's been amazing to run it for my players and they've been shocked at how they've been using skill checks they didn't even know existed." —ChaosWraith 
"You only want 10 dollars for it all? You da real MVP :P" —Colin MacDonald 



5/5 Stars on Paizo.com and RPG Now


The module where level 1 characters fight a great wyrm dragon!

A non-linear search for hidden artifacts that culminates in an attack on a huge red dragon, "Dragons are Above My Pay Grade" provides heroes with an electrifying start to their careers. Who doesn’t want to fight a dragon, even if it is above your pay grade?

"Dragons are Above My Pay Grade" is an adventure for three to six 1st level PCs using the Pathfinder Roleplaying Game rules. It is 23 pages long, fully illustrated and in color.

You can find more information here.

"Dragons Are above My Pay Grade" features a mining town, a fleshed out island with wild beasts and tropical hazards, a range of mini-dungeons and challenges, and a host of original enemies, spells, poisons, items, and traps. And, of course, the opportunity for a 1st level character to face a red wyrm!

Praise for Dragons are Above My Pay Grade!

5/5
"Dragons are above my pay grade feels like it could be the great beginning of a dragon slaying campaign, giving the players a very nice taste of taking on one of the biggest and baddest beasties in the bestiary. It'd be a great way to jump into things and ask your party 'Hey, you wanna kill a dragon today?'" - N. Jolly

"I found the premise fun, the characters likeable, the new monsters fun and interesting, the names of the kobolds and dragon just unpronounceable enough ("Rowg? Like Smaug? Or is it more like 'rock,' or 'cog?'"), and the humor measured and well-placed...it's a great adventure, the characters are fun and inspired, the concept is great and well-executed" - Simon Barr






Ever wanted to play an undead? Undead Paragon Classes introduces three new 1-20 player classes: the Skeleton, Zombie and Vampire. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Skeleton, a foot soldier of the undead who wields steel and iron while terrifying the weak.
  • The Zombie, an unkillable monstrosity, who gets in close to impart disease, sicken or release insects from his host corpse.
  • The Vampire, master of those he summons, those he dominates, and those he creates, though reliant on a constant source of blood to function.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead.
  • 17 new undead feats, such as Remove Head, Wraith-Touched and Grave Rider.
  • Raise Undead, a new spell that allows for transformation into an undead creature.
You can find more information here.




It’s a bird, it’s a dragon, it’s a superhero! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound!  Superhero Classes: Superhuman, Animalman and Telepath introduces three new base classes for the superhero fans among us. They remain true to the source material, flexible enough to build nearly any superhero you can think of, and friendly enough to the fantasy landscape to fit into any campaign.

Included in Superhero Classes:

  • The Superhuman, a man of mithryl who can fly, wrestle giants, shoot lasers out of his eyes, or anything else you might expect from a superhuman (Superman, Wonder Woman, Martian Manhunter)
  • The Animalman, a superhero who draws inspiration from the animal kingdom and takes their powers for his own (Batman, Antman, Spiderman, Wolverine)
  • The Telepath, a superhero who can both dominate his enemies and use telekinesis to physically demolish his foes (Professor X, Jean Grey, Emma Frost)
  • A synopsis of what it means to be a superhero adventurer.

You can find more information here.



5/5 Stars on RPGnow

Every year for the past six years, Giblet Turkey Farms and Slaughterhouse has suffered some great tragedy on the eve of Turkey Day.  Gunter and Drumstick Giblet have hired the party to protect their prestigious institution and get to the bottom of these mysterious matters. Through the night the PCs are visited by the Ghost of Turkeys Past, the Ghost of Turkeys Present, and the Ghost of Turkeys Future before coming face to face with the fearsome Gobbler.

Included in “The Gobbler:”

  • Six delicious turkey-based enemies
  • A bizarre yearly ritual of slaughter in the town of Pilgrim’s Rest
  • A mysterious new holiday themed curse
  • A new character race, the Awakened Turkey (only with purchase of the pdf)
  • Two sticks of butter and a dash of nutmeg

The Gobbler is a Thanksgiving one-shot meant for 3-4 second to fourth level PCs using the Pathfinder Roleplaying Game ruleset.

You can find more information here.

Praise for The Gobbler: A Thanksgiving Tale

5/5 "The Gobber was a great purchase. For only a dollar, you get a genuinely funny campaign that you can play with friends around the holiday . . . I will be looking for any holiday-related things they put out in the future, as it suited the needs I had and more." - Anonymous 



For too long, the northern town of Ivanheim has suffered under the curse of Santa Claus. With every passing year, his naughty list grows longer and longer and more and more children are taken away to be processed at his workshop. This year, the people of Ivanheim have moved all their children to the great Smokehall and hired mercenaries to defeat the mad elf once and for all.

Included in Deck the Halls:
  • 6 new enemies, including Rudolf, nutcrackers, and Santa himself.
  • A strange fey creature, obsessed with purging the world of naughtiness.
  • Pop culture references to make you giggle
  • Holiday cheer, and goodwill towards men.

Deck the Halls is a Christmas one-shot meant for 3-5 PCs level 2-4.  It takes 2-3 hours to run.

You can find more information here.



Celebrate this July 4th with an Independence Day themed module, or throw a firework show in your own adventure!

The PCs have entered into a fireworks show in the independent village of Washingtown. They hope to beat opposing teams and win the star-spangled banner for themselves! Through their perilous journey they navigate complex firework crafting rules, defeat enemies such as freedom eagles and the statue of liberty, and destroy Renedict Barnald, a half-elf who sold his soul to the dark god of fireworks.

Included in Rocket's Red Flare:
  • Extensive and awesome rules for crafting your own fireworks using magic or skill, as well as firework descriptions based on your choices.
  • The patriotic village of Washington and characters such as Uncle Sam, Renedict Barnald, and Samadam.
  • Three new creatures: The Freedom Eagle, the Statue of Biberty, and the Firework Elemental.
  • Sparklers, hot dogs, and griffon burgers.
  • Did I mention the firework crafting rules? Transform your spells into fireworks!
Rocket's Red Flare is an Independence Day themed one-shot for 3-6 Heroes of Levels five to seven (though it is easily adjusted for a range of levels).

You can find more information here.

Monday, April 11, 2016

Jacob's Tower: How To Run



Jacob’s Tower is the perfect fast paced dungeon crawl for the Pathfinder RPG. Regardless of your world, plot, or players, it is easily run in any campaign or as a megadungeon.

The dungeon is designed to test a party’s versatility and flexibility, utilizing every skill and creature type in the book over every three Levels. It both introduces new players to the wonders of Pathfinder and gives experienced players a non-traditional setting in which to test their skills.

Each Level of Jacob's Tower corresponds to the Average Party level designed to play it. Level 1 is designed for characters of level 1, Level 2 is designed for characters of level 2, Level 3 is designed for characters of level 3, and so on. Each Level can be easily brought into your campaign at the appropriate party level, either for a fun break or a real, plot relevant dungeon.

Alternatively, the entire Tower can be played one Level after another. Such an experience is an excellent chance to blow off some steam and test the player's Pathfinder chops. If you choose to run Jacob's Tower in this way, our heroes gain an addition bit of gold every level to make up for the quick leveling, as indicated at the end of the text.

Regardless of performance or enemies killed, players will receive a set amount of experience points for completing a Level as indicated at the start of the level. Some monsters exist only as deterrents, and the PCs should know they will get the same amount of experience points if they avoid the monster or kill it. However, the treasure that they get is entirely dependent on what they actually pick up.

Adjusting Difficulty: Jacob's Tower is made for an average party of 3 and a half characters. However, all parties are very different, and adjusting difficulty is very easy.

If you have more than four characters, or if your characters are well built, add the advanced template to all enemies.  This is essentially +2 to AC, attack, damage, saves, and DCs.  Additionally, add +2 to all skill checks in the dungeon.  If they are still breezing through encounters, you can add it again, or double the hit points of enemies.

If you are only playing with one or two characters, or your players are still coming to grips with the system, then adjusting is even easier.  Simply play the levels at a higher level than designated.  Start your characters at character level 2 for Level 1, and advance them such that they are consistently one above level at all times.


Nine and the Inter-Dimensional Bar Stop

Between each level, our heroes find themselves transported to a strange, extra-dimensional inn. The Inn is simple, clean, brightly lit, and pleasant, the type of Inn you might find in a quaint mountain village. However, there are no windows to the outside world, and all doors lead in short dimensional hops to other parts of the inn. A single black wooden door in the downstairs bar does not open at all. It leads to level 13 and will not open until our heroes get there.

The downstairs bar is devoid of other patrons, populated only by stools, tables, mugs, and large barrels of delicious beer and wine from around the world (including the characters' favorites). A short flight of stairs leads to a narrow corridor from which branch the characters’ rooms. Each room is simple, but well suited to its occupant. A druid’s room might have a banzai plant, a wizard’s room might have a smattering of old books, and a paladin’s room might have a small alter to his god.

Along the narrow upstairs corridor are thirteen paintings that represent the thirteen levels of Jacob’s Tower. They depict, in order:

(1) A large tan block of stone flanked by torches.

(2) A five headed hydra in a glass cage.

(3) A ghostly figure at the end of a feast laden table.

(4) A cell door with a silver key.

(5) A tall block of obsidian inlaid with purple runes.

(6) An advancing wall with protruding spikes.

(7) A gothic cathedral against a bloody sunset.

(8) A wall of purple shimmering force between two black pillars.

(9) A campfire in a dark forest.

(10) A corpse in a black void.

(11) An ornate chandelier.

(12) A dusty coliseum.

(13) Finally, a portrait of a handsome young man with blonde hair, a razor sharp jaw line, and piercing silver eyes. If asked, Nine will reveal that this is Jacob.

The Inn is filled with dozens of identical winged humans known only as "Nine." Nine is the everyman here, full time bartender, shopkeep, blackmith, entertainment, and conversationalist. Nine will happily buy anything the heroes have, and sell any item they require, generating the products out of thin air. He also provides the characters with rooms to sleep in, free of charge.

Nine is charismatic and pleasant to talk to. Though not a show off, he thoroughly enjoys impressing adventurers with his skills and magical abilities.

Nine is well aware that he is an extra-dimensional, magical construct and is very happy to serve Jacob. Nine is the 9th in a line of similar extra-dimensional magical constructs made by Jacob. Each in turn has been retired and replaced with more efficient models, but through the process of incremental improvements Nine appears to be at the pinnacle of Jacob’s craft.

Nine, and the constructs before him, are powered by the souls of adventurers who have died within the tower. If a PC dies within the tower, some of his ticks and oddities may manifest themselves subtly in Nine.

If asked about Jacob, or the purpose of the tower, Nine will be obtuse. He will explain that Jacob is a pleasant and powerful sorcerer, and though although Nine does not know the true purpose of the tower he can only assume Jacob built it with the best of intentions.

At least, that is the explanation that Nine gives as to his own existence, Jacob, and the tower. The true nature of Nine is revealed in level 13, at the end of Jacob’s Tower.

Shortly before going to sleep each night, our heroes will level up and be able to prepare any spells. They will have dreamless sleep, then wake up on the stairs to the next level.

Level 1: Classic - A warm up romp featuring traps, haunts, undead, animals, and a gambit of lesser used skills.

Level 2: Marble and Glass - The PC's both ambush and get ambushed in semi-traditional fights against the backdrop of riddles and a caged beast far above their pay grade.

Level 3: Corridors and Chasms - A sprawling maze of tight hallways and pits with four ghosts to test of the social skills.

Level 4: Bernard's Prison - Our heroes find themselves locked in a strange prison, and must make their way throughout the level with minimal gear.

Level 5: Runewall - An obsidian maze set in a starry abyss, characters will face a number of magical maladies, such as having their minds switched with fellow adventurers and being teleported to random squares.

Level 6: Gauntlet - A relentless wall of spikes pushes the party through a gauntlet of traps, encounters, enemies, and challenges.  This level is brutal, deadly, and unyielding.  Either our heroes will make it - or they won't.

Level 7: Gothic - A horror themed level set in the massive Hellbrooke cathedral, our heroes must gather gory ingredients for the resurrection of a vampire lord.

Level 8: Planar - An exploration of the different planes and their effects on adventuring, our heroes must hop between planes to brave flame, sea, wild magic, righteous angels, negative energy, and other dangers before fighting four huge elementals.

Level 9: Campfire - A significant departure from the stereotypical dungeon crawl, our heroes must keep a fire burning over a 24 hour period in a large outdoor environment while battling the elements and monsters alike.

Level 10: Resurrection - Stuck inside the corpse of a massive god, our heroes must follow the orders of a desperate spirit to bring his master back to life.

Level 11: Mansion - A Victorian style Mansion filled with ghosts, ghouls, traps and horrifying haunts, this level is sure to unnerve your heroes as they proceed from room to room.

Level 12: Arena - The charismatic but amorphous Ringleader guides our heroes through deadly combats and challenges as they try to win the favor of a deafening crowd.

Level 13: Sorcerer - The final level of Jacob's Tower, Sorcerer, features a three part battle with Jacob himself.  It also describes the rewards upon completion of the dungeon, explains the secret purpose of the tower, and reveals the true identity of Nine.  Level 13 is only available with the purchase of the 1-13 package below.

You may purchase printable and fully illustrated PDFs of the 152 page entire dungeon, including the secret final level only available in the PDF, here for $9.99.

Jacob's Tower, Levels 1 - 13 ($9.99)

Dragons are Above My Pay Grade!


5/5 - N. Jolly
"Definitely worth checking out ... I seriously enjoyed it"

A non-linear search for hidden artifacts that culminates in an attack on a huge red dragon, Dragons are Above My Pay Grade provides heroes with an electrifying start to their careers.  Who doesn’t want to fight a dragon, even if it is above your pay grade?

Dragons are Above My Pay Grade is an adventure for 3 – 6 first level PCs. It is 23 pages long, fully illustrated and in color, and only $3.99.

Sunstone Island seemed like the perfect opportunity.  Idyllic weather, pleasant beaches, docile animals, and, most importantly, a mine absolutely bursting with gold.  Peter Grimples, owner of the Grimples Mining Corporation, was so enthusiastic to exploit these virgin resources that he personally headed the mining colony on this remote island.

The volcano?  Looks pretty quiet.  The tribe of kobolds?  Nothing a group of wide-eyed heroes can’t handle.

That is, until the kobolds resurrect the red dragon Varaug onto the island.  With reinforcements weeks away, suddenly the cheapest heroes money can buy don’t seem quite up to the task.
To combat this sudden and unexpected threat, the heroes must follow in the footsteps of the legendary native A’uapa who slew Varaug many centuries ago.  Following the instructions of a turncoat kobold who would like nothing more than the death of the merciless dragon, the heroes collect the dragon-slaying tools of A’uapa hidden across Sunstone Island.  These poisons, blessings, spells, and weapons are heavily guarded, sequestered in dungeons or protected by kobolds.  As the heroes traverse the island, following clues, unlocking riddles, and completing challenges, their already formidable adversary grows stronger and the colony town that they call home grows weaker.

Can the heroes collect enough dragon-slaying weapons to defeat Varaug before he destroys the mining colony along with any chance of future employment?  How could the party’s first contract go so wrong?

Dragons Are above My Pay Grade features a mining town, a fleshed out island with wild beasts and tropical hazards, a range of mini-dungeons and challenges,  and a host of original enemies, spells, poisons, items, and traps.  And, of course, the opportunity for level 1 character to face a red wyrm!


$3.99

Praise for Dragons are Above My Pay Grade!

5/5
"Dragons are above my pay grade feels like it could be the great beginning of a dragon slaying campaign, giving the players a very nice taste of taking on one of the biggest and baddest beasties in the bestiary. It'd be a great way to jump into things and ask your party 'Hey, you wanna kill a dragon today?'" - N. Jolly

"I found the premise fun, the characters likeable, the new monsters fun and interesting, the names of the kobolds and dragon just unpronounceable enough ("Rowg? Like Smaug? Or is it more like 'rock,' or 'cog?'"), and the humor measured and well-placed...it's a great adventure, the characters are fun and inspired, the concept is great and well-executed" - Simon Barr

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