Michael C. LaBossiere

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For character levels 1-3

In days long past, a mighty empire ruled vast areas of land and sea. To ensure that its ships were able to navigate safely, it constructed numerous light houses on key islands and along dangerous coasts.

When the empire fell, as all empires do, many of these lighthouses were cast into ruin. While some survived the fall, the remains of the empire could no longer support these lighthouses and one by one the ancient lights went dark.
The lighthouse on Little Island survived the fall of the empire as did the small community of people who made the island their home. Unfortunately, they did not survive for long. Two vessels filled with pirates and mutineers attacked the island and raided it for supplies and loot. After killing almost everyone on the island, the crews returned to their ships, the Dorshenta and the Wesren.

Perhaps it was the judgment of the gods or mere bad luck, but the Dorshenta was swept onto the Cruel Rocks on the northeast part of the island. 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, only to face their own Judgment.

Though the physical remains of the Dorshenta’s crew were soon devoured by the rock crabs and hungry fish, the spirits of the crew were trapped in the area of the wreck-condemned to pay for their wickedness until set free.

The crew of the Wesren met an equally unpleasant fate-their vessel fell victim to an unnatural storm and the dead crew was raised up again as horrific undead and condemned to sail the seas until their sins were fully atoned.
While these wicked spirits were compelled to remain on the mortal plane, a more gentle spirit, the lighthouse keeper Hepsen, chose to remain after death to watch over his beloved lighthouse.

Since the time of the Dorshenta, the island has not felt the tread of mortal feet, but other things did arrive on the island. Corrupted necroseeds blew in upon a foul wind and took root within the forest. From these vile seeds arose necrotrees who then decimated the animals and birds of the forest, leaving behind only a multitude of small bones.

While the island has remained in isolation for centuries, that will change with the arrival of the player characters. It is up to them to determine their fate and the fate of the Little Island.

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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 Roleplaying 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.

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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.

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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.

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A Pathfinder Role Playing Game compatible adventure for characters of level 10-12.

During the beginning of the Third Cycle of the endless Abyssal War, the First Kingdom fell before the onslaught of the demons. During this long war humans and their allies fought bravely thus allowing the human race to survive the fall of this mighty kingdom. As always, the horses and canines fought alongside their beloved humans thus earning great honors from the gods of goodness. Somewhat reluctantly, the cats became involved in the war as well. While some cats went to the side of the demons, many of them elected to fight against the horrors of the abyss alongside the humans (but far away from the dogs). Some claim that the catfolk were granted sentience for the bold service of their feline ancestors during the battles of this war. Scholars, however, note that records predating the fall of the First Kingdom make mention of the catfolk-or at least a similar race.

While the First Kingdom was destroyed, the gods dispensed rewards to those heroes who survived the war. The cats that fought the demons were granted their due rewards and these included the gift of magical golden cows. According to the ancient tales, the cows produced magical milk in the morning and then an endless supply of delicious milk the remainder of the day.

While it is said that the cats received many golden cows as gifts, it is also said that eventually there was but one cow remaining. The others had been lost to chance, murder, or negligence. The last remaining golden cow was taken to the greatest Temple of the Cats to be protected by an elite guard of priests. At first, the milk of the cow was distributed freely among those visiting the temple and any cat could claim his or her share of the milk. However, the priests eventually became covetous and began to demand coin in return for the milk and even kept the magical milk for themselves.

After his subjects informed him of this transgression, the king of the cats demanded that the priests make the milk available to all cats. The priests refused and thus earned the ire of the gods.

Because of the selfishness of the priests, the gods sent their agents to curse the priests with endless thirst and to take away the golden cow. However, the just gods ruled that if a cat were cunning enough to learn the location of the golden cow, brave enough to reach it in its hidden dungeon and generous enough to share the milk, then the golden cow would be returned. The merciful gods decreed further that the rescued cow would give birth to golden calves to be shared with catkind. 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(best known for malicious pranks) 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.

Now is the time for new heroes to face the challenge of the Dungeon of Leche.

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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.

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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.

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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 Roleplaying 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.

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This is a Pathfinder Roleplaying Game compatible adventure for characters of levels 10-12.

While the canines and horses fought alongside their beloved humans during the war of the First Kingdom, the cats, mice and rats debated among themselves. Eventually most of the cats threw their lot in with the humans and even the normally timorous mice elected to side with humanity against the demons (the human mastery of cheese was instrumental winning over the mice). The rats, however, remained undecided at the start of the war. Their deity, the Rat God, remained neutral in the conflict and did not side with the forces of order or the demonic forces.

While the rats mainly lived in human cities, they remembered well that before the war humans had attempted to be rid of their kind, often by employing cats. While most of the rats remained technically neutral, some of them actively aided the demons or at least benefited from their actions. A small number of rats did join the battle with the demons and legend says that they were rewarded for this role by being transformed into the ratfolk. While some scholars debate this, others claim that the rats that allegedly became the ratfolk were actually the victim of a curse.

While the First Kingdom fell before the onslaught from the Abyss, humanity survived. While the humans brought their loyal horses, dogs and cats (and even the mice) with them to new lands, the rats simply tagged along having grown accustomed to dwelling within and under the cities of humans.
The gods of order rewarded the heroes of the war, famously granting the cats the golden cows. When the rats pushed their way forward to demand their reward, the gods turned away from them—with few exceptions they had done nothing worthy of reward during the war. Angered by this, the rats demanded a reward. In response, the cats mocked the rats, offering them the spilled milk left on the ground from their magic milk feast. Enraged by this, the rats made to attack the cats, but were 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.

The rats were able to kill a few of the golden cows and were overjoyed when they learned that only one cow remained. They were dismayed when the gods intervened and placed it within a dungeon, promising that if it were found by a cat, then the line of cows would be restored with the birth of golden calves.
Determined to prevent this from happening, the Sewer Gang (a thieves guild composed of wererats) dispatched agents to find the location of the dungeon of leche and to ensure that anyone able to acquire the cow would meet a terrible fate—along with the last cow.

While the Sewer Rats failed in their first attempt to kill the golden cow, they learned that they will have a second change at revenge. According to the decree of the gods, the golden cow must be returned to the temple where it was 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. Now the PCs must save the day (and the Leche) once more.

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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.

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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 Roleplaying 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).

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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!

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!

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"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!

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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!

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"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: "Fighta Klub" is a Pathfinder Roleplaying 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.

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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 Roleplaying 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.

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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 Roleplaying 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.

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"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 Roleplaying 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!

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