Adventures from the Potbellied Kobold provides you with fifteen unique adventures to use as one-shots, additions to your current campaign, or inspiration for a new campaign. We've even included a way to link several of the adventures, allowing you to run a short and quick campaign. The adventures use basic 5E creatures, custom creatures, and several Kobold Press creatures. Each adventure is written for a specific party level, but we've also included suggestions on how to adjust each adventure for a weaker or stronger adventuring party. In addition to fun adventures, you'll also find a few new magic items and NPCs to add to your game.
It is Midwinter. The air is cold, the wine is warm, and all sensible adventurers have their feet up before a blazing fire. But a mysterious bard, a broken man, and a clockwork pig, lead our heroes into an extraordinary land full of strange magic and terrible danger. Before the adventure is over, they will be faced with a heartbreaking dilemma, one that can't be resolved through might alone. It features exploration, roleplaying, puzzle solving, and fanastical combat encounters! The adventure includes 10 new monsters, 8 new magic items, and an amazing map by Elven Towers!
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Harmonium in Sigil request the characters travel to Haerton Fort in the Outlands to capture a fugitive, only for the characters to be caught in the middle of a siege!
The Sleeper Awakes! At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™. Something Stirs in the City of Evil Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? The Black Gates Await Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?
Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the Underdark, ancient terrors are stirring. The imperiled drow of Szith Morcane have extended an intriguing offer, but can the drow be trusted, and for how long? An eight-hour adventure for 11th-16th level characters.
Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
A member of the Thieves Guild Ebonclad has betrayed the guild and left a trail of bodies in his wake. The incident leaves the guild in a vulnerable position, and now a cleaning crew is necessary to find the rogue agent and cover the guild’s tracks. The party has to track down and eliminate Rikus Nickol, a guild defector. Rikus violated the honor among thieves when he murdered his teammates and made off with an enigmatic coral tablet that they were sent to steal from a building on the Ohlrise campus. The party is encouraged to retrieve this tablet as well, though eliminating Rikus is the most important goal. The party plays the role of investigators. The mission primarily deals with investigating a botched job on the Ohlrise (College/Wizard) campus, though it culminates in searching for a thief who defected from the guild. The characters are confronted by the rogue agent, forcing them to react to the situation as it unfolds.
Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?
Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.
Your party has just spent the better part of the day travelling in dismal weather and you've just located an appropriate place to camp when, out of the drizzle filled sunset, the terrifying screams of a woman can be heard through the patter of rain through the trees. Great! You're cold, miserable, and now you have the moralistic compulsion to investigate and render assistance to a damsel in distress. What you don't realize is that morals and damsels always means more trouble than what you may be willing to pay. Will your party survive long enough to see the dawn through the Screams at Sunset?
In a world where water is more precious than gold, you've found an oasis - but you cannot drink a drop! The adventurers, crossing the desert, encounter a sandstorm that uncovers part of an ancient ruin of an unknown type. Green grass, an unusual and astonishing sight on Athas, magically sprouts around the ancient structure. An irresistible treasure lies inside, a source of pure water... Pgs. 26-34
E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.
The Frog People were never a threat before, more of a nuisance really, they would show up once a year steal a few things and drink some ale. Then they would be gone. This year though they did not leave and now they are taking people! The town needs help and it has found it in you and your friends.
The nearby jungle is growing at a disturbing pace -- overnight, whole villages have been swallowed up by creeping vines. Rumors say the source is a corrupt and powerful temple deep in the jungle. In reality, the blight lords of Talona created a monstrous corpse flower and imbued it with the power of a cursed gem from an ancient temple of their goddess. After the blight lords released it into the forest, the corpse flower bent the surrounding jungle to its semi-sentient whims, recreating the temple out of plant life -- with an insatiable hunger for expansion.
The activities of the party have caused enough chaos to warrant their arrest. With the Felicity Triskelion confiscated, the adventurers await trial at a remote Azorius Arrester Station 13 in Precinct Four. Unfortunately, they are not alone in the holding cells. When a prominent figure of a brutal Gruul clan is also incarcerated, the Gruul lay siege to the Arrester Station. Other parties, interested in the power of the Felicity Triskelion, join the fray in hopes of making off with the relic. When chaos rises in Precinct Four, will the party survive?
A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.
CALLING ALL BEGINNER GMS AND PLAYERS! Prepare to be schooled! Exallizar Preparatory Academy is a place that, for generations, has trained the best and brightest heroes in the land. All of the students are the children of famous heroes, and as one of the fortunate attendees, it is your job to uphold the legacy of excellence attached to your family name. As a student in Exallizar, you will be put through the paces like never before. This first year will see you and three strangers attempting the Gauntlet – a mysterious crucible that will put all of your studies to the test! Also included in “A Learning Time”: The first look at an exciting new miniature campaign setting specifically intended for the basic version of Pathfinder Four new iconic pre-generated PCs for quick and immersive play A classic monster never before seen in the basic version of Pathfinder A grading system to let you know how well you’ve done at the end of the adventure The first chapter of a series of seasonally thematic modules that can be run to completion in 3-6 hours HERO LAB files available for all encounters within the adventure as well as the BASIC Iconics, all playable as PCs!
The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.