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HOT OFF THE PRESSES! -1 on 1 Adventures #21: The Gloom Over Dunnocksdell, 1 on 1 Adventures #20: The Tomb of Kara - Duir, 1 on 1 Adventures #19: Adventurer's Guild Local #409, 1 on 1 Adventures #18: Redemption, 1 on 1 Adventures #17: The 300th

1 on 1 Adventures #21: The Gloom Over Dunnocksdell is a Pathfinder adventure designed for one GM and one player. The recent attacks have shocked Dunnocksdell! Tormented by the thought that some of their loved ones are in the grasp of foul magic, the villagers wanted to go looking into the woods for those still missing, but were afraid to leave their homes undefended, and were terrified of what they might run into. They could only guess at the source of the enchantment and found no way to undo it. Will you heed the call of the desperate in Dunnockdell?

1 on 1 Adventures #20: The Tomb of Kara-Duir is a Pathfinder adventure designed for one GM and one player. The tomb of Kara-Duir has finally been located! It is up to the player character to enter the tomb and retrieve the lost relic, the moon staff of Danu de Tuatha. Everything is going according to plan until the “resting place” of Kara-Duir turns out to just be a false tomb informing tomb raiders that only the fabled moon staff of Danu de Tuatha can find the real tomb and only the real tomb can recharge the great staff! Worse yet, the staff has been broken into three parts that first need assembly. Some days it just doesn’t seem to pay to tomb rob….

1 on 1 Adventures #19: Adventurer's Guild Local #409 is a Pathfinder adventure designed for one GM and one player. Hoping to raise their profile in the community and recruit new members, the Fraternal Order of Adventurers Local #409 has announced a contest. Can you win the contest and gain free Guild Membership? Sadly, in the last several years, membership in the Adventurer’s Guild has fallen off. Many adventurers have wandered off to other lands in search of danker, darker, deeper dungeons filled with shinier treasure and fiercer monsters. Others have remained local but subscribe to a “right to delve” philosophy and prefer to go it alone, with no Guild to back them up. These days, the old Local #409 is a shadow of what it once was, with only a handful of members. Many of those members are too old to effectively adventure. The Guild Hall is in need of repair and most of the staff has been dismissed. The Guild, in short, is dying. Only you can revitalize the once-great Guild!

1 on 1 Adventures #18: Redemption is a Pathfinder adventure designed for one GM and one playerFor many generations following Halueth Aridryll’s death, his keep remained abandoned, preserved from ruin by ancient elven magic. From time to time the children’s children of the tragic lovers sought to claim the keep for their own. Such efforts invariably failed, and the line of Aridryll faded into obscurity. But now, destiny awaits! Castle Aridryll, the forgotten keep in a hidden valley extends its curse over all who enter its domain. The last heir of the line of Aridryll represents the final hope of salvation for the keep and its builder, a fallen elven paladin whose soul burns in eternal torment..

1 on 1 Adventures #17: The 300th is a Pathfinder adventure designed for one GM and one player. Recovering consciousness in a pile of dead following a critical battle on the northern borders, the last survivor of a doomed rearguard flees into an ancient underground keep uncovered by the earth-shaking magic of the previous day’s slaughter. The complex, an ancient dwarven fortification, once guarded a cross-mountain tunnel to the civilized lands beyond. If the stirring forces of the frost giant Jarl pass through this tunnel unmolested, they are sure to bring death and destruction to the undefended peoples. As the last of the 300, you must stop this!


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