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HOT OFF THE PRESSES! - Advanced Adventures #36: Aerie of the Cloud Giant Strategos, Career Path Character Generation (Starfinder), Advanced Adventures #35: Desert Shrine of the Sightless Sisters, 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
Advanced Adventures #36: Aerie of the Cloud Giant Strategos: The hot and smoky badlands of the King of the Fire Giants lies behind the party: his great hall, once a symbol of his power and authority, now only a memorial to his terrible defeat. Within his hold, the party found information leading them onward in their quest to find the fearsome mind behind the recent giant uprising. Their journey has been long and tiring, but the end of the task lies ahead. A gigantic spire of a mountain rises into the sky. Around the peak, an unusual cloud hangs, as if tethered to the stony expanse itself. Perhaps it is here, among the peaks and the clouds, that the source of the giants' evil may be found?
Career Path Character Generation (Starfinder): Starfinder character generation puts all of the choices into your hands, allowing you to create any character concept that you’d like play. This is a great way of doing character creation, but sometimes you want something different—something random, something very random. Like, “Holy Crap! I just died during character creation!” random. If you find yourself in that mood, if you find yourself wanting to “discover” the character that you’ll be playing as opposed to “building” it, Career Path Character Creation (CPCC) is for you. You’ll start out playing a character with a full-blown history as opposed to a character fresh off the farm.
Advanced Adventures #35: Desert Shrine of the Sightless Sisters: The Desert Shrine of the Sightless Sisters is an OSRIC(tm) module designed for 6-10 adventurers of levels 5-8. Several days to the east of the desert trading city Isfala, far from any oasis or caravan route, lies the remnants of an ancient Ziggurat, so crumbled with years as to be little more than an oddly-shaped mound in the surrounding wastes. The nomads say that it is an ancient temple to forgotten gods, a place of ill omen. Some whisper that it is not quite deserted, and that a sisterhood of devotees remains, guarding ancient secrets.
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!
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