Posted on

Adventure Review Roundup Part 1

So I wondered this morning when the last time I had a review roundup. Oh it was only May 2017!!! Oops. Well Let me do a new review roundup. There have been enough that I will have to do them in small groups or else it will take me many more months before this one gets done. Today we are going to start off with adventures, and even then we have enough that we have to split them into multiple posts. Quick FYI, all my summaries are spoiler-free. I can’t make that same claim about the reviews themselves that we link to.

Deadly Delves: The Gilded Gauntlet

First up, we have the Deadly Delves: The Gilded Gauntlet. Endzeitgeist gave this adventure “5 stars + seal of approval – and this qualifies as a candidate for my Top Ten of 2017” So what did he say?

Gauntlets are hard to make and cater to a specific demographic. And they often suck hardcore. … A good gauntlet is a bit like the extreme-sport version of dungeoneering: It remains constantly challenging for PC and player; it is lethal – but it needs to remain fair. It needs to alternate the way in which it challenges the PCs and players without getting boring…and in a published adventure, it also should tell a decent story, remain plausible. …

[The Gilded Gauntlet] manages just that. This is one of the hardest dungeon-complexes I have ever had the pleasure to run…

This is a module that requires both brains and brawn to solve and it will challenge even groups that usually waltz through published modules. In short: This is glorious.

Download Deadly Delves: The Gilded Gauntlet for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Deadly Delves: The Chaosfire Incursion

Next up we have another review by Endzeitgeist, this time for the Deadly Delves: The Chaosfire Incursion adventure. This one got rated 4.5 Stars. Why did it earn such high praise?

Joel Flank’s “Chaosfire Incursion” is a module that starts off with a great bang: The first act is cool and makes clear that the stakes are high … Once the PCs have found the apparatus, things become amazing, though: The idea is glorious…

This [adventure] sports some seriously nice scenes: The monsters are often modified in unique ways; the module is challenging and the final boss appropriately brutal. Moreover, we a) don’t get many modules in the high-level range and b), the artifacts that can be gained … can make for absolutely fantastic ways to transition the PCs from regular adventuring to the wonders of the planes.

Download Deadly Delves: The Chaosfire Incursion for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Deadly Delves: Along Came a Spider

Now for the three-in-a-row reviews from Endzeitgeist and back to back adventures written by Joel Flank, we share with you the review of Deadly Delves: Along Came a Spider. He gives this one a solid 3.5 rating!

Joel Flank’s “Along Came a Spider” is a solid critter-theme module; the foes employed are pretty deadly for first level characters, making this a challenging, but fair module, particularly if the PCs don’t try to murder-hobo everything. I absolutely love the BBEG of this module and how it can be used as a great recurring villain that could theoretically carry a whole campaign

Download Deadly Delves: Along Came a Spider for the Pathfinder Roleplaying Game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Now in Print Feb 2018

While JBE is primarily a producer of electronic books, we know that some of our fans prefer to hold their books in their hands. To that end, we have made a number of our most recent books available for print at the JBE Shop and DriveThruRPG. See what we’ve got.

Pathfinder

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Order your copy of this 12th level Pathfinder adventure today at the JBE Shop and DriveThruRPG.

Fifth Edition

Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?

Order your copy of this 7th-8th level Fifth Edition adventure today at the JBE Shop and DriveThruRPG.

Swords and Wizardry

Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?

Order your copy of this 6th level Swords and Wizardry adventure today at the JBE Shop and DriveThruRPG.

Posted on

JBE Adventure Price Reduction

After hearing your feedback and much consideration, we have decided to reduce the price of our adventures from $10 to $6.95. This means that these exceptional adventures that you have been wanting are now permanently reduced by more than 30%. Specifically, this affects:

Pathfinder Roleplaying Game
Deadly Delves: To Claw the Surface
Deadly Delves: The Gilded Gauntlet
Deadly Delves: The Chaosfire Incursion
Deadly Delves: Nine Lives for Petane

Fifth Edition
Deadly Delves: Reign of Ruin

Swords and Wizardry
Deadly Delves: Reign of Ruin

Grab these adventures today to enhance your world and your game.

I hope you enjoy these adventures as much as we enjoy bringing them to you.

Posted on

Pathfinder: Art of the Cats of Doom

For today’s preview of the Deadly Delves: 9 Lives for Petane, we want to show you some more of the artwork inside of this adventure. We pride ourselves on having some exceptional artwork by amazing artists. The cover image was created by Luis Antonio Salas Lastra and is of a particularly nasty leukodaemon—a plague daemon—using its breath of flies ability on F’haisa, our signature lizardfolk magus, while Lindiwe our signature elan psychic warrior, charges in for an attack. I love that one. Look for it soon as wallpaper you can download for your computer.

Up next we have a fun interior drawing by Brian Brinlee of a half-fiend aboleth having snagged Khol Saka, our signature catfolk slayer while F’haisa rushes in to save her ally.

Last up we have some more images by Brian Brinlee. A total of two catfolk, but the question is, are there more in the adventure? Hmmm? Also, we have two different psionic classes shown. Deadly… Lastly we have one Hell of a demon. (Well, I guess technically, that would be one Abyss of a demon, but that doesn’t flow as nicely.) All of this and more are inside Deadly Delves: 9 Lives for Petane.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Pathfinder: These Catfolk Are Out of Their Furry Minds

We at JBE know that you want to use more of your library in your game. To this end, we choose to be less constrained in the number of sources we utilized for the Deadly Delves: 9 Lives for Petane adventure. So instead of our typical monster that we share every Wednesday, today we are sharing an NPC.

Like I mentioned earlier when showing off the amulet of nine lives, the amulet summons in defenders to help take the amulet back when used by a non-catfolk. One of those catfolk is referred to as a Ba-Lord, a wielder of psionic power. The perfect class for this summons is a wilder, using Dreamscarred Press’ Ultimate Psionic rules. The wilder class is a spellcaster class but specializes in amplifying the psionic powers they manifest. They cannot do as much as a psion, making it easier for a GM to incorporate into their game, while still being memorable.

We hope that you enjoy this NPC as well as the 9 Lives for Petane adventure.

Ba-Lord CR 9

XP 6,400
Catfolk wilder 10
NE Medium humanoid
Init +7; Senses low-light vision; Perception +11


Defenses

AC 26, touch 16, flat-footed 20 (+10 armor, +3 Dex)
hp 66 (10d8+20)
Fort +5, Ref +5, Will +5
Defensive Abilities elude attack


Offense


Speed 30 ft.
Melee claw +8 (1d4+1)
Ranged surge blast +10 touch (3d6 force)
Special Attacks surge blast
Wilder Powers Known (ML 10 (13 if wild surging); concentration +15 [18])
5th—upheaval (DC 22, surged)
4th—claw of energy, psychokinetic charge
3rd—physical acceleration, psionic blast (DC 18)
2nd—endorphin surge, energy stun (DC 17)
1st—energy ray, inertial armor, mind thrust (DC 16)
0 (at will)—energy splash


Tactics

Before Combat If the amulet is used inside a locked or barricaded room, the Ba-Lord will surge manifest a swift action physical acceleration and claw of energy, mostly to trigger its surge aura for itself and its allies.
During Combat The Ba-Lord uses upheaval to damage foes and create areas of difficult terrain, relying on its allies’ superior movement speeds. It places spreads of upheaval which maximize the distance between itself and any opponents, then spends subsequent rounds using mental blast to stun any enemies who approach. If it must seek a new vantage, it uses psychokinetic charge to hurl itself to a new position.
Morale The Ba-Lord fights to the death, although it will gladly sacrifice allies to protect itself. It may use a psychokinetic charge to interpose allies between itself and its foes.


Statistics


Str 12, Dex 16, Con 14, Int 10, Wis 6, Cha 20
Base Atk +7; CMB +8; CMD 21
Feats Expanded Knowledge (inertial armor), Expanded Knowledge (physical acceleration), Expanded Knowledge (psychokinetic charge), Surging Aura
Skills Acrobatics +16, Bluff +12, Diplomacy +12, Knowledge (psionics) +8, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Daemon
SQ surging euphoria +1
Other Gear headband of alluring charisma +2

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Pathfinder: Prepare to Face the 9 Lives of Petane

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Nine Lives For Petane is an exciting adventure module in Jon Brazer Enterprises’ Deadly Delves series and is compatible with the best-selling Pathfinder Roleplaying Game. This adventure is designed to challenge four to five 12th-level PCs like no other content has to date. Inside this volume, you’ll find:

  • 9 New and Variant Monsters, including demonic vampire spawn, a psionic ghoul and her tormented psyche, an aboleth spawned from the Abyss, and a vengeful bloodrager whose anger burns from beyond the grave
  • 6 Fully-Statted New NPCs, including a tiefling ally and a multitude of new catfolk adversaries suitable for use in any campaign
  • 2 Unique Traps to confound your players
  • A Full-Color Map of the Tombs of Valor
  • A New Magic Item which can act as the impetus for an entire campaign arc—the amulet of nine lives
  • Enough content to get your group of 12th-level PCs all the way to 13th level

Dangers Unknown. Treasures Untold. Adventure Awaits.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

Pathfinder: The Amulet of Nine Lives – A High Level Artifact

The thing that makes high level adventures so tough is that you have to take high level magic into account. Why walk into a dungeon when you can teleport in? Well the solution for the high level adventure writer is to make the dungeon so it can only be teleported into. But even then, sometimes high level players need a unique magic item or artifact to help them out of particularly difficult challenges. It can’t just be your run of the mill scroll or staff. For it to be memorable at this level, such a powerful item has to be massively unique.

The Deadly Delves: 9 Lives for Petane adventure—masterfully written by Christen N. Sowards of Lost Spheres Publishing—has one such high level magic item. In this adventure, you are looking for the remains of someone, but you have no idea which remains are the right ones, and there are lots of remains and the fact that the cult of the demon lord Zeraghal has been using the tomb as their own personal nercromantic playground does not help matters. So this level 12 adventure is going to require more than a single casting of a spell to bring someone back to life, and those high value diamonds add up fast.

Enter the Amulet of Nine Lives. This powerful item can bring just about anyone back from the dead, but there is a catch. Read the artifacts description and see if you can figure it out. (Spoiler Alert: I bolded a section of the description that should catch your eye.)

The Amulet of Nine Lives

Aura overwhelming conjuration (healing); CL 25th
Slot neck; Weight 2 lbs.


Description


This artifact, known formally as the nine lives’ amulet of Heshatta, was crafted in the ancient city-state of Khys by the high priests of the goddess Heshatta, known among her faithful as the Voices. The Tomb Dancer’s magics were forbidden in the extreme and involved the sacrifice of many of her own worshippers to fuel the amulet’s dark powers. Eventually human barbarians heard of the amulet and assaulted the city-state, overwhelming its keepers. In a final vengeful act, the High Voice of Heshatta cried out for a miracle from his mistress.
He laid a curse on the amulet as it was taken so that those who fell defending it would rise to reclaim it from its thieves. Thus, when the powers of resurrection are called upon by anyone using the amulet, they are also joined by rebirthed catfolk defenders of Khys who are sworn to slay anyone near the amulet and return it to their homeland. Each of the amulet’s nine ruby jewels contains the power to restore a life as per true resurrection (CL 20th). The jewels darken as the powers of the amulet are used. For each month that passes during which the amulet is not used, one ruby regains its ability to restore life. In order to activate the amulet, it must be placed around the neck of the corpse to be resurrected; the activating creature must then touch the cat-face of the amulet and whisper in Daemonic “Dance back from death.”
The amulet can resurrect any creature that has been dead for less than 300 years.
When the amulet is activated by a non-catfolk who does not worship Heshatta, the miracle of her High Voice is enacted and vengeful warriors are called forth to battle those who possess the amulet, and to return it to Khys if possible.


Destruction


To destroy the amulet of nine lives, it must be depleted of all remaining charges, all summoned guardians must be defeated, and it must be returned to the ruins of Khys. Once in Khys, the
body of the High Voice who cursed the artifact must be adorned with the amulet, and a true resurrection spell must be cast on it beneath a new moon.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Posted on

5 Questions Every Wizard Should Be Able to Answer

Wizards are the geeks of the fantasy realm. They spend quite some time in books, prefer to spend time in a library instead of with other people, and they are frequently imagined as wearing glasses. They are the studious ones, the one that went to a university and can bend the universe with a gesture of their hand, words of power on their tongue, the right magical material within their grasp and an investment of power from their mind. The road to become a wizard or wizardess is far from easy and many burn out along the way. You are one of the lucky ones that was able to achieve such a lofty goal without losing your mind or worse.

Experiences that you had while learning to harness such power will shape your outlook on the world, and these questions will help you define that outlook. Previously we had similar questions for fighters, clerics, monks, bards, rogues, and paladins.

1) Why Did You Start Learning Wizardry?

Did your parents scrimp and save in order to send you to wizarding school? Did you exemplify some basic talent and a traveling wizard took you on as their apprentice? Are you from a rich family and going to wizarding school was always in your future whether you wanted it or not? Were you a blacksmith that wanted to learn to enchant your swords because enchanted swords sell so much better? Did you simply decide that that is what you wanted to do with your life? Did you follow someone you were in love with? There are all kinds of answers to this question and yours should be both unique and interesting.

2) How Did You Learn to Wield Arcane Power?

The two most obvious answers to this questions are at an arcane college/university or as an apprentice to a great wizard. Other less common answers include self taught, a tutor as part of your upbringing in a great wizarding family, and other similar examples. The important distinction in this answer is that you are taught from another source as opposed to a sorcerer where the magic was always inside them.

Describe what your schooling was like. Did you learn illusion magic quickly so you could make an image of yourself taking notes while you cut class? Did you have to perform hundreds of menial tasks for your teacher in exchange for them teaching you the basics? Did you take up mud artistry in addition to leaning transmutation magic so you can change your clay statue into stone?

What where your classmates like? In a sizable school you’d have dozens, hundreds of peers. As an apprentice, you’d have only two or three. Do you have close friends or bitter rivals? Come up with a memory involving classmates that happened during your schooling years that you remember fondly and another one that still causes you pain.

3) Why Did You Leave?

If you start off as a 1st level wizard, you are far from accomplished. Sure you can cast cantrips all day and a few 1st level spells, but there is so much you cannot do yet. First year Hogwarts students could levitate a troll’s club. While a first level wizard could levitate the feather with a cantrip, the club is out of the question. Nor can you locate your lost keys, unlock a door because you lost your keys, nor walk on the walls to get to the open second floor window which you wouldn’t have to do if you could find those dang keys. Like I said, you’re barely competent as a wizard, yet you left your studies behind. Why did you do that?

4) How Do Others Perceive You?

As I said above, wizard are the nerds of the fantasy world, and nerds are not known for their popularity. So how do others see you? Does your family get you and what you are doing, or do they just not understand what you study and why you do it? Do the people that you grew up with respect you or fear you? At the same time, do you hold a grudge against those that picked on you when you were young and now seek revenge now that you wield immense power? Do you make friends easily, or do people risk getting blasted by magic just to punch your face within ten minutes of meeting you?

5) What Have You Learned From Your Fellow Adventurers?

The thing about wizards is that they never stop trying to learn. Every moment is an opportunity to learn something new. So what is it you learned from your fellow adventurers? Do you learn to always expect an ambush from the ranger or how to secure your belongings from the rogue? Did the monk teach you that meditating can help focus your mind? Or rather is it that your fellow adventurers inspired you to learn something new? Did you learn to make someone large to help make the fighter more deadly in combat? Did the bard teach you the value of enchanting someone?

Luis is our signature halfling wizard. He learned wizardry from his tribal mage because he was one of the clever people in his tribe and wanted to learn arcane secrets. When the tribe was taken over by a priest that wanted to return to the old ways, he and the others well schooled were thrown out of the tribe. Being a halfling, he was able to make friends faster than other wizards. From his fellow adventures, he learned to accept himself for who he is since he no longer had to hide his intellect to appease religious extremists.

Deadly Delves: Reign of Ruin features Luis blasting a black dragon with ice. Help us bring you more great role playing game posts by downloading Deadly Delves: Reign of Ruin for Fifth Edition, Pathfinder, 13th Age, and Swords and Wizardry. Use the “holiday2017” coupon code to get 30% off your order today.

Posted on

5e/Pathfinder: 3 Steps to Start GMing

Deadly Delves: Along Came A Spider (PFRPG)

Being the game master is a rough business. There’s a ton of rules, you never know where the players are going to go, and no one knows how things are going to turn out. Despite this, there is a yearning inside you to be the one that is not just a player in the story but the one telling the story. So here are our hints and tricks to help get you started in this new year as the game master.

1) Know that Everything Will Be Alright

More than anything else I can tell you, knowing that everything will be alright is the most critical step to being a game master. You are not running a giant multinational corporation; you’re just setting the getting in front of your friends for one evening and telling a story. You can do that, and you’ll be fine afterwards.

Put it another way: what is the worst that could happen? Will your friends stop being friends if the game goes poorly? Absolutely not. Will you completely flop, proving to the world that you are not fit to play a character, let along be the GM? Definitely not. Will you start a spiral of suckatude so great that it will form a trans-dimensional vortex that pulls in all matter from the universe, collapsing all of space and time around us? No. Even Bob in Accounting didn’t do that his first time GMing (no offense to anyone named Bob that works in accounting).

So what will most likely happen? Well you do great at some aspects and others will need improvement, just like everyone else. Ask your gamers afterwards to tell you what you did good and what needs improved. They’ll tell you. The parts that need improved, try harder next time. You can do this.

2) Ask Someone Else to be Your Rules Arbitrator

It can be really intimidating to have to know all the rules for every corner case, because you know there’s one gamer at the table that will try to find some loophole to do something crazy. That is where a rules arbitrator comes in. Ask a player you trust at the table to be the one says, “I’m sorry, Mike, but that is not allowed,” so you don’t have to make that call. This way, you can focus on the story.

Now there’s the critical part of that, make a note on that rule question and after the game ask the rules arbitrator to show you exactly where that rule is and explain to you exactly what it means. Then read that rules and all the rules around it since you probably missed them as well. This will help you be a better GM.

3) Use a Pre-Published Adventure

This is exactly why adventures are written: to help new or busy GMs with the story they want to tell. For your first game or two, run them as is, so you can see how it goes. As time goes on, vary up the adventures some: vary up a few monsters, add an NPC to connect it to one of the characters’ backstory, change the reason they are going on this adventure. Make the adventure your own.

The place to start is with short adventures, not a long campaign book or a full adventure path. First find out if you like GMing. Once you get the bug and want to do it more and more, then look at those longer campaigns.

You can find our collection of adventures right here at JonBrazer.com. I recommend starting with Deadly Delves: Along Came a Spider, available for both Pathfinder and Fifth Edition. It is a great 1st-level adventure to start off with involving a bunch of spiders taking over a town. If you like it, you can follow it up with Deadly Delves: Rescue from Tyrkaven, also available for Pathfinder and Fifth Edition. You can get these adventures today for 30% off their regular price with the “holiday2017” coupon code. Download these today, and run your first game. Take your first steps into a whole new world.

Posted on

5e: Snapping Skulls Trap

For today’s weekly monster, we’re not showing off another monster but a trap. Traps are a apart of the tradition of D&D and, while different than monsters, should very much apart of D&D encounters. These help keep players on their toes and make a regular fight with monsters that much more dangerous if the floor beneath their feet opens up and you effectively lose one of your team for the combat.

Traps don’t have be as simple as a pit with spikes in the bottom. They can be as complex as some of the encounters in The Goonies. In truth, the kids in that movie encountered only traps, except for the three bad guys. Traps can be highly entertaining and downright fun when done right.

Today we are sharing with you a trap from the recently released Deadly Delves: Reign of Ruin adventure. We hope it finds a good home in your game.

Snapping Skulls Trap

Magic trap
This trap is activated when any non-dragon, non-lizardfolk, or non-kobold living being enters the northern hallway of Floor B. The skulls set in the walls of the hallway begin to chitter and snap, and their empty eye sockets glow with a sinister red light as they stretch forth from the cracked mortar to gnaw at passersby. Every round that a living being meeting the above criteria remains in the hall, they must succeed at a DC 15 Dexterity saving throw on initiative count 20 or take 11 (2d10) piercing damage and 11 (2d10) necrotic damage. (Note that because a successful save does not halve this damage, the Evasion feature does not affect the amount of damage dealt for any creatures who possess that ability).
A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy emanating from the hallway.
The snapping skulls trap can only be disarmed by purifying the cursed fountain in the northeastern chamber of Area B2. A successful DC 18 Intelligence (Arcana or Religion) check is required to identify the ritual herbs needed to purify the fountain, which can be found in Area B3. Once the components have been identified and collected, completing the ritual takes 10 minutes, but requires no further checks to perform successfully.

Download Deadly Delves: Reign of Ruin at JonBrazer.com to get more traps for your Fifth Edition game.

Posted on

“Death” In The “Family”

You may have seen my post on social media that my computer died Monday. What exactly happened and what does it mean for JBE. First, what happened: the hard drive went. The boot sector is dead and nothing I do is bringing it back. “Have I tried …” My wife is a computer adept. She tried it. She was able to bring it back enough to copy any files that weren’t backed up online to a thumb drive. There’s still a few more things she wants to try, but what we lack is time to do them immediately, with Thanksgiving being this week and family obligations filling our weekends for the next few weeks. More than likely, I’ll be buying a new computer sooner rather than later.

What does this mean for JBE? Fortunately, there’s good news: my old computer works perfectly fine. It’s been sitting on my desk since I got the laptop and I’ve been wondering what I should do with it. Well, now I know: put it right back where it use to be. Sure, it has lots of updates to do, but beyond that there was nothing wrong with it. I just couldn’t play Skyrim on it. Oh well…

Next bit of good news: earlier this month, I decided to pay for online storage earlier this month and set up the computer so it would auto-backup anything in certain folders. So every file for JBE is saved, and when I left for the day job this morning, I was syncing it with my old computer. I even have the cover backed up that I was working on the night before the hard drive bit the dust. Grand total of files lost: zero.

That’s the good news. Any bad news? Well there will be two things lost: time (syncing, digging out activation numbers, working on an older system, computer shopping, trying to get the old one repaired) and money (new computer/repairing computer cost). How much, I don’t know yet. This much, I am sure about: I will not compromise the quality of our products because of this. If I tried to publish Deadly Delves: Nine Lives for Petane for Pathfinder RPG in December, it would be rushed and may not be up to our standards. Instead, I am delaying it until January 2018 and bringing 13 Fighter Talents and Maneuvers for the 13th Age Roleplaying Game up into December’s slot. The first in our 13 Class Options series is going to be significantly shorter and will require less time than a level 12 adventure. This should be completed before Christmas with the computer delays without compromising quality. I will admit, this is not how I wanted to show off the cover for it to you, but I hope you like it nonetheless.

As far as the rest of the schedule goes, I do not anticipate any issues, but I will keep you up to date should any such issues arise.

Have a happy holiday.

Posted on

Pathfinder: Mummified Servants

Deadly Delves: Quests of the Sands (PFRPG)

Sometimes we need lower level versions of a classic monster to help fit the theme you are going for. Take the mummy for example. It is a solid CR 5 monster, but what if you are delving into an Egyptian-style tomb at level 1, or you are using a mummy, but you want a few lower level monsters with it so it is not a solo encounter. Today, we have the mummified servants just for you. This monster was first presented in Deadly Delves: Quests of the Sands.

Mummified Servants CR 1

XP 400
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +7


Defenses


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 15 (2d8+6)
Fort +3, Ref +0, Will +5
DR 1/—; Immune undead traits
Weaknesses vulnerable to fire


Offense


Speed 20 ft.
Melee slam +2 (1d6+1 plus mummy rot)


Statistics


Str 13, Dex 10, Con —, Int 6, Wis 15, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Toughness
Skills Perception +7 Stealth +5
Languages Common


Ecology


Environment any
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure none


Special Abilities


Mummy Rot (Su) Disease—slam; save Fort DC 14; onset 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Mummified Servants first appears in Deadly Delves: Quests of the Sands. Support our efforts to bring you another monster every Wednesday by downloading this adventure for your Pathfinder game today at the JBE Shop.