Pathfinder Module: Cult of the Ebon Destroyers (PFRPG)

****( ) (based on 16 ratings)
Pathfinder Module: Cult of the Ebon Destroyers (PFRPG)
Show Description For:
PDF Non-Mint

Add Print Edition $13.99 $5.00

Add PDF $9.99

Add Non-Mint $13.99 $3.75

Facebook Twitter Email

An urban, wilderness, and dungeon adventure for 8th-level characters

A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…

Cult of the Ebon Destroyers is an adventure for 8th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. In addition to the adventure, this volume also features a brand-new monster and a gazetteer of the city of Niswan, capital of the Isle of Jalmeray.

Written by Matthew Goodall, the winner of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-317-0

Cult of the Ebon Destroyers is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (240 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (16)
1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

****( ) (based on 16 ratings)

Sign in to create or edit a product review.

Cult of the Ebon Destroyers Review


The goal of this module is to stop an evil Vudran cult from taking over. I liked the "Indian"-flavored touches that were present throughout. However, I felt that the last, 10th Level encounter would be a bit too tough for a non-optimized group of 8th Level PCs. PCs can make it easier on themselves if they figure out what special powers and advantages the Big 3 Bad Guys have in advance, before they attack their hidden temple. The encounters are all cinematic set-pieces (no boring 15-by-15 rooms here!); they reminded me of the "Mortal Kombat" movie (which in this case is a good thing).

Perfectly Mechanical Adventure


I really like this one.
It has very, very well-ordered mechanism for investigation, and battles.
Sidebar is much more helpful to novice DM than Paizo's any other modules.
Villians are all through about makes sense on reallistic comparison.
Chapter 3-especially boss encounters without rest- are truly brutal, but PCs have many chances to exclude two of them in final battle.

So this is valuable for my full stars.


***( )( )

I have played this as part of PFS. I have neither read nor run it.

I enjoyed the challenging encounters and I like investigating but the adventure felt like: go talk to this list of NPCs to proceed and actually figuring anything out was mostly irrelevant.

Due to language barriers most of the players spent the investigative portion of the adventure sitting around bored.

I played an outgoing character with a lot of knowledge and charisma skills and found myself super useful, and personally I had a lot of fun, but the boredom of others dragged me down a bit.

Excellent Flavour, Brutal Combat

****( )

I had the pleasure of playing this mod at the Ruby Phoenix convention in Sydney. I'd travelled from Darwin to attend the con, so I was really stoked that a lot of high quality modules were on offer... including Cult of the Ebon Destroyers.

The lead-in to the mod is excellent. There's a lot of flavour and a real sense of 'you are there' put into the module, with a lot of nice touches like pre-generated divinations and the like. That made my day. It can be frustrating, though... this module has a reputation for being very tough, but the first part really requires a social face, a skill/knowledge type person and someone who can cast divinations. This might suggest that it's a social module where you can bring your "non-combat characters" and have a ball, and for a time it seems like you're right.

Then the combat hits, and wow. It's brutal stuff.

Extremely high AC combat munchkins coming pre-buffed, lots of monks with moderately difficult fort saves (fighter-types need only roll 1s to fail, but there are a lot of them), and you're fighting in their home territory so the terrain is perfectly geared towards maximising their advantages.

We had a very optimized party (although we lacked ranged and/or arcane support) and we couldn't complete the module. We had two PC deaths including our two toughest characters, and the rest of the party were stat-drained/negative levelled to the point they were ineffective.

That said...

The combats are unique. Flavourful. Interesting. And, one must remember, you're fighting a death cult. They're not weak and soft and squishy -- properly run, they should go for the throat at all times, including coup-de-grace and other such things. They're death cultists and should be played appropriately.

The lead-in was extremely flavourful, the roleplaying was excellent, and the overall story remarkable in its execution. I think the only bad thing I have to say about this module is that it needed to decide if it was a social/investigative or a combat-fest... it tried to be both, and while it pulled it off really nicely, you have to bring a fully optimized party to this or you're going to either get stuck in the first half or die horribly in the second.

But what's the point of playing Pathfinder if there's not a chance of death?


Honestly having played this it was the toughest and most challenging series of games I have played to date in PFS and honestly the most fun I have had, every single challenge was worthy of our team of adventurers and there was no need to hold back for fear of outshining the combats.

The investigation stage was extremely well written and performed masterfully by the GM, with the party having to work together and pool our abilities to accomplish the task.

The Combats were well ran and extremely well built giving me a new appreciation for the capabilities of NPCs, honestly I havent felt this much of a threat to my PC's survival since I started PFS and I would love it if every game felt this challenging.

All in probably among the best hours I have had playing PFS, I will admit if you arent in to serious challenges maybe you should steer clear of this one, but if you want to have a blast against challenges that will test you to your limits this is definately the mod for you.

1 to 5 of 16 << first < prev | 1 | 2 | 3 | 4 | next > last >>