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Pathfinder: Adventures Ideal for Conventions

We mentioned last week a number of Fifth Edition adventures that are perfect for running at a convention if you are looking to run something a little different than the norm. We also have a number of Pathfinder adventures that make excellent convention games that you should check out.

Deadly Delves: The Gilded Gauntlet – Level 9

The city of Hunstoc is experiencing a rash of calamity. Livestock and horses are falling ill, children and elderly people are dying off without any explanation, and the city’s clerics can’t manage to cure the mysterious malady. The Mayor’s Office has posted a bounty on strange clockwork creatures that keep emerging from the nearby foothills outside Hunstoc’s gates. Investigating these sinister happenings leads to a massive underground complex full of devious puzzles, dangerous traps, and alchemical wonders beyond anyone’s wildest imaginings—and only the most cunning of adventurers will survive the journey into its depths! What would you do for limitless wealth? How far would you delve? What horrors would you be willing to face?

Deadly Delves: Rescue from Tyrkaven – Level 2

When hobgoblin raiders kidnap a caravan full of workers and supplies, the adventurers set off to get them all back. But neither the raiders nor the adventurers know what terrifying horrors await them in the depths of their cavern hideout. Now, the adventurers must risk it all to prevent the minions of an ancient enemy from visiting death and destruction upon the land. Can the heroes rescue the captives from the hobgoblins and deliver them from this ancient foe—or will they all perish, ushering in the rise of a forgotten deity?

Deadly Delves: Along Came a Spider – Level 1

Giant spiders have overrun Mossdale, and every last villager is either dead and dessicated, or cocooned and abducted. But what were they after, and who coordinated the vermin to attack en masse? Could it have been the local ettercap or a crazed arachnophile druid… or was something far more sinister behind the attack? Can the adventurers rescue the missing citizens and foil the plans of the nefarious mind behind this dastardly deed before it is too late?

Deadly Delves: Doom of the Sky Sword – Level 1

Following the disappearance of personnel at a lumber camp, a mysterious sword drops from the sky, cleaving the very earth to deliver a pronouncement of doom upon all who refuse to leave the logging site. Can the adventurers ferret out the source of this ominous portent and put a stop to it before it wreaks further havoc on the loggers?

Check out all of our Pathfinder products at the Jon Brazer Enterprises Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Traveller: Out of This World Wallpaper

Over the years, we’ve released a number of our adventure and supplement cover images and even some of our interior images as computer wallpaper. We really hope you enjoy them. If you have not seen all of our wallpapaer for Traveller (or any of them), check these out and grab some for your computer screen today.

State of Chaos

Download Jon Brazer Enterprises‘ Traveller books today at DriveThruRPG and RPGNow.

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Meet the Iconics: Runa Cloudsoles

There are many projects that I started long ago, got distracted from, and never got back to. One of them was introducing you to all our iconic characters. Well 2-1/2 years late is better than never, right?

I would like to share with you the tale of Runa Cloudsoles, our signature cloud dwarf cleric. Read our tales of Darlanrea Moonbright, our elven fighter and Edward Amante, our human rogue. I am sure you will find Runa’s tale most fascinating, yet relatable.

Name: Runa Cloudsoles
Race: Cloud Dwarf
Gender: Female
Age: 87
Background: Miner of cloud silver
Reason for Becoming an Adventurer: Fell to the ground, cannot return home

While in training to become a cleric of Marduk, Runa Cloudsoles spent her days in the cloud mines mining cloud silver. Her family needed her to work so she spent her days working the mines and her nights at the local temple in Cumulia in studying and performing rituals. All the other acolytes came from clans that did not lose anyone to the giants in their various wars or were from clans influential enough to sponsor them while learning their trade. Neither was true for Runa, and had to provide for herself and her sister and two brothers until they were of age.

It is fortunate that one of her brothers was of age and was able to provide for the other two when the accident happened. Mining cloud silver is always dangerous. A miner digs too deep and a leak opens, causing a downpour that takes all the miners in the area with them. It was not her fault; one of the other miners was careless and the bottom dropped out of the cloud. If she had not been so tired, so overworked from years of working, studying, and acting like the parent her family lacked, perhaps she could have saved herself from falling to the ground far below.

Most cloud dwarves know that doing so is almost certainly death, but a few here and there survive. Runa was one of the lucky ones. Perhaps it was Marduk looking out for her. She may never know for sure, but she believe that that is the case. She landed was cushioned by several other cloud dwarves that dropped down first and died upon impact. At first she tried to get back, but she lacked the money to hire a wizard to fly her there. So she turned to adventuring to earn the money to go home.

By the time Runa earned enough to contact her brothers and sisters to find out how they, she was a full cleric of Marduk. She talked with them enough to know that they are doing ok, their brother Guthrik took up silver smithing to pay the bills. She also learned that she was blamed for the mining accident. With no family connection, the elders blamed her and pretended it never happened. If she showed up back home, however, she would find life most difficult.

While she is sad for what happened, she counts it as a mixed gift from Marduk. She is free to be a cleric and adventure, spreading justice and her god’s thunder wherever she goes. All for the price of never being able to go home and see her family again. That knowledge drives her to become the best cleric she can be, hoping to one day to see them again and take her brothers and sister somewhere where they can live safely, where family connections do not matter.

She has a new clan now, adventurers all like her. She guards their back and they hers. Sure they are not dwarves like her, but they are loyal to her like any clan should be. It is not a better clan, just a different one.

Runa Cloudsoles graces the cover of Deadly Delves: To Claw the Surface. Download this adventure for Pathfinder at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com, our Fifth Edition Adventures at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com, and our 13th Age Compatible Adventures at DriveThruRPG/RPGNow and the Open Gaming Store.

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Pathfinder: Brave the Gilded Gauntlet

A Fool And His Life Are Soon Parted!

The city of Hunstoc is experiencing a rash of calamity. Livestock and horses are falling ill, children and elderly people are dying off without any explanation, and the city’s clerics can’t manage to cure the mysterious malady. The Mayor’s Office has posted a bounty on strange clockwork creatures that keep emerging from the nearby foothills outside Hunstoc’s gates. Investigating these sinister happenings leads to a massive underground complex full of devious puzzles, dangerous traps, and alchemical wonders beyond anyone’s wildest imaginings—and only the most cunning of adventurers will survive the journey into its depths!

What would you do for limitless wealth? How far would you delve? What horrors would you be willing to face? Would you repeatedly risk your own life, or those of your friends or countless innocents, in order to have anything you wanted? The Gilded Gauntlet brings the classic feel of dangerous trap-laden tournament-style dungeons to Jon Brazer Enterprises’ Deadly Delves product line, and is fully compatible with the Pathfinder Roleplaying Game. Each room of this dungeon was designed by a different author to confound even the savviest of players and the wiliest of characters. This 61-page adventure is designed to challenge a group of 9th-level PCs like no other content has to date. Inside this volume, you’ll find:

  • 7 New and Variant Monsters, including the clockwork sentry, mercurial necroplasm, and thallium elemental
  • 28 New Traps, Hazards, and Haunts with which to confound, maim, and torture your players again and again
  • 20 Full-Color Maps detailing a treacherous underground complex filled with alchemical machinery and devious puzzles and also includes a separate PDF of all the maps in high resolution, making it easier ot use in your game
  • 3 New Magic Items, such as the imprint helm and the eternal jar
  • A New Fully-Detailed Location in which to immerse your players: the City of Hunstoc, complete with a full roster of NPC denizens and an accompanying full-color map of the city’s layout
  • Enough content to take five 9th-level PCs to 10th level and beyond, with ideas to extend the story even further once you’re done exploring the complex

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: The Gilded Gauntlet at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: Twelve Labors, Give Or Take

Richard Moore, one of JBE’s two editors helmed the development of Deadly Delves: The Gilded Gauntlet, and we are thrilled that it is coming out soon. So I asked him to write a few words as a blog post, sharing his experiences in doing so. I hope you enjoy his recount as I did.

Twelve Labors, Give Or Take

I love collaborative game design projects. I’ve co-run campaigns in my hometown of Raleigh, NC alongside several fantastic groups of game masters and designers, edited and contributed to a few massive third-party Pathfinder adventures, and recently had a chance to work with a great team of designers on Jon Brazer Enterprises’ latest release, The Book of Heroic Races: Advanced Compendium.

In late 2014, while moonlighting on just such a collaborative project for Savage Mojo, I was brainstorming ideas for future Deadly Delves products to propose in 2015. One of my weaknesses as a gamer, perhaps as a result of the era of gaming in which I came of age, is large dungeons full of maddening puzzles and deadly traps. I grew up reading Dungeon Magazine and being enthralled by works such as Rich Baker’s Prism Keep and Andy Miller’s Ex Keraptis Cum Amore (which is itself a cheeky remix of White Plume Mountain), and I’d previously run The Tomb Of Horrors in both D&D 3.5 and 4E, as well as the updated version of The Mud Sorcerer’s Tomb for D&D 3.5. Additionally, one of my favorite products ever produced by Paizo Publishing is the 2007 Gen Con Indy delve Seven Swords Of Sin, a dungeon whose story was outlined by James Sutter with individual rooms designed by other Paizo staff members to see who could come up with the deadliest, most devious trap/monster combos. I desperately wanted to spearhead a project of this nature myself, but I knew that other time constraints and commitments would prevent me from doing it all on my own. So, I pitched the idea to JBE President and Publisher Dale McCoy Jr., and he greenlit it, making me the lead developer for the adventure and clearing me to assemble a team of freelancers.

I had accepted that I couldn’t handle this Herculean task on my own—so instead of tackling twelve labors all on my own (or, well, sixteen as it turned out, considering the room count and the setting designed by Dale), I decided to recruit a little help. One of the perks of living in the Raleigh area is that there is a huge wealth of game design talent here. I’ve heard it said many times by West Coast industry folks that there is something in the water in North Carolina, and there’s some truth to that. I’ve had the pleasure, over the years, of gaming with some stellar people in this area, many of whom you might recognize from their design credits with Paizo or other publishers. So naturally, I immediately reached out to all of them to contribute to what was long dubbed “Project Hercules”. The final product, however, bears a different name: The Gilded Gauntlet.

Our roster of designers for this adventure is an impressive list indeed. Casey Clements designed one of the most devious dungeon rooms I have ever read, and the horrible culmination of that encounter was the inspiration for our cover art image. Charlie Bell’s ingenious attention to detail in his section of this dungeon will leave you looking askance at mirrors for days after playing it. Michael Eshleman designed a room sure to delight both GMs and their players; the victim of this particular room in playtesting was none other than Mike Welham, who roleplays crazed constructs as well as he writes adventure content. Sam Polak (whose PC in playtesting suffered a hilarious existential crisis in the last encounter I mentioned) offered up a middle-finger of a triple threat that combines traps, haunts, and treacherous treasure. Steve Miller turned in what has to be the most complex encounter I’ve ever developed and edited, complete with insanely-detailed AutoCAD maps befitting his professional background as a civil engineer. All of the aforementioned designers are former competitors in Paizo’s RPG Superstar contest. Welham’s design work is well-known to just about everyone who plays Pathfinder, and Miller and Eshleman have both served North Carolina’s Pathfinder Society organized play program as Venture Captains.

Michael Allen has previously freelanced for both Jon Brazer Enterprises and several other companies, including Adventure-A-Week and Kobold Press, and illustrated all of the maps for this adventure in addition to contributing a room design and coming up with the module’s final title (which was one of the things I was sweating most toward the end of development). I had the pleasure of working with Allan Hoffman and Andrew Hoskins on several Savage Mojo products and was thrilled when they signed on to contribute; Andrew is the author of several great pieces of content in Wayfinder Magazine as well as five Pathfinder Society scenarios. Daniel DeStephen is the greenest member of the team; we met on the Paizo messageboards while discussing the Carrion Crown Adventure Path, where his custom monster and NPC builds for that campaign impressed me greatly. Allan’s work was a variation on a classic theme of elemental puzzles that tied in well with other features of the dungeon. Andrew offered up three very short encounters that we included as minor interludes between larger set pieces, but I think you’ll find that awful things come in small packages. Daniel’s submission ties directly into Allan’s—if your players do well in the first encounter, the ones Daniel put together will be (slightly) easier, but no less entertaining.

So just what—besides madness, terror, and oblivion, of course—does The Gilded Gauntlet offer your campaign’s story, you ask? A small city is plagued by problems with poisoned livestock and tainted water supplies, not to mention strange monsters prowling the surrounding lands. Naturally, they hire adventurers to root out the cause of these disturbances. As the PCs investigate, they find a MASSIVE underground complex that houses a great machine—an alchemical wonder fueling a centuries-old global conspiracy woven by a very cunning, and very dangerous, foe…and that person does not want word of what he’s been up to getting out. I could say more, but to give away too much would be to spoil a really big surprise for both the players and the GMs who run this adventure.

Perhaps even more importantly, The Gilded Gauntlet is a meat grinder, but it’s also a portfolio of ready-made puzzle rooms for GMs who are designing dungeons of their own and need something cool and devious to drop into a play session. You could never run this adventure at all, and instead simply pluck out rooms whose themes, denizens, and mechanics match something else you’ve planned for your game group. We hope you’ll use these encounters to amaze and confound your players, challenge their PCs, and maybe take some work off your own plate in the process!

Thanks for taking the time to read this post, and I hope you’ll pick up a copy of Deadly Delves: The Gilded Gauntlet when it’s released in May 2017!

Download Deadly Delves: The Gilded Gauntlet at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: Monsters of the Volcano

As we have said before, we at Jon Brazer Enterprises are putting our efforts into adventures these days. One we have coming out this month for Pathfinder is called Deadly Delves: The Chaosfire Incursion. This takes a group of 11th level characters into the heart of a volcano from another plane. Your characters will be battling all kinds of new and classic monsters throughout your descent into the a fiery hell.

Today we just thought we would show off some of the new artwork by Brian Brinlee featured in this adventure as well as the cover image by Beatrice Pelagatti. We hope you are as excited for this adventure as we are.

Download Deadly Delves: The Chaosfire Incursion today at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: Coming in April

Delve into the heart of a deadly volcano …

Download Deadly Delves: The Chaosfire Incursion today at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: What Adventure Paths Need SideQuests/Adventure 7’s?

Deadly Delves: Along Came A Spider (PFRPG)

When we asked in this post, I did not expect to get such a clear answer expressing the a need for high level adventures. Well, we heard you and are looking to figure out where to start.

One thing we heard over and over again is “Give us an adventure 7 cap stone to take the campaign to 20th level.” Ok. We also heard, “We need side quests for the adventure paths.” Alright. So the question then is, which adventure paths are most in demand for such adventures.

The poll below has all the adventure paths releases in the last 3 years. Please vote on what you want to see. There are also options for those that don’t necessarily want something that ties into an adventure path. The last option is for those that want that more mythic adventures since there were a few people saying that as well.

Please share with us what you want. If you do not see an answer that you want, let us know in the comments below.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Pathfinder: What Levels Need More Adventures?

Time to ask you another question about what you would like to see from us at Jon Brazer Enterprises. What levels need more adventures? I am not asking “At what levels do you play most of your games?” I’m asking, “At what levels do you have trouble finding adventures for your games?” How many times have you had to stop a campaign or had your prep time double or even triple, because you just couldn’t find an adventure to run? Was it at 5th level? 8th level? 12th? 15th? That is a problem we would like to address.

While I am at it, are there any themes in adventures that are not addressed enough? I mean like, do you not see enough adventures involving vampires? Or on pirate ships? Or on the Plane of Shadows? Do you want more dwarf/gnome themed adventures?

Tell us what you want to see more of.

Download all of our Deadly Delve Adventures for the Pathfinder Roleplaying Game at DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com.

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Traveller: Enter the State of Chaos

Long Live the Monarchy

Ms. Klein assigns the travellers to extract seven people from the Torres Monarchy, a region of Alespron Subsector engulfed in a bloody civil war. Here the characters can see for themselves what kind of havoc SORAG can cause if left unchecked. To make matters worse, Zhodani warships are attempting to pacify the more rebellious worlds, only serving to make the people more militant. Can the travellers convince their targets to come peacefully, or will they have to use force to achieve their goal? Will they be caught by Zhodani forces trying to remove such high value persons from that region of space?

This volume of Foreven Worlds continues the Prelude to War Adventure Path and includes:

  • State of Chaos, a Traveller adventure for 4-5 characters, by Martin J. Dougherty
  • The history and gazetteer of Queen’s Heart, a planet of stability surrounded by systems engulfed in war
  • Details on the layout and crew of the Dlaftpar, a Zhodani cargo ship that gets goods to market, food to refugees, and does anything else that will pay
  • Six new Patrons to give your travellers opportunities take some money on the side and develop their characters
  • Ten new creatures of these distant worlds to provide your characters with a new and different challenge

Arrive in the Nick of Time! Be the Big Darn Hero!

Download the Traveller adventure Prelude to War: State of Chaos today from Jon Brazer Enterprises exclusively at DriveThruRPG and RPGNow.com.

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Traveller: State of Chaos Coming Soon

Yesterday, I turned over Prelude to War: State of Chaos over to the editors for final approval. It is almost done and will soon be read for you to download. So what is the basic adventure about?

First, just a quick recap of the previous adventure, Prelude to War: The Rose of Death. At the urging of their Imperial Intelligence contact, Juliet Klein, the travellers went to the Cornathian Empire to rescue a doctor from a group of rebel group. So this adventure starts off with another briefing from Juliet Klein. This time, it is not about a rescue from immediate danger as much as it is an extraction from a dangerous location. The players travel to the remains of the Torres Monarchy to get a number of people out of harm’s way, whether they want removed or not.

And yes, I said a number of people. Instead of going after 1 person, you have 7 this time around. While the previous adventure was rather linear, this adventure allows the players the freedom to extract their targets in any order they desire. Additionally, this adventure is not presented as a single story, giving you the referee the freedom to add in your own stories to this adventure, making it more of your own story.

We are really excited about this adventure and have been looking forward to it for quite some time. We hope this adventure, written by Traveller fan favorite author Martin J. Dougherty, is one that will excite you and your group.

Download the Traveller adventures Prelude to War: The Rose of Death and the second in the adventure path Prelude to War: State of Chaos to today.