Pathfinder Adventure Path #120: Vault of the Onyx Citadel (Ironfang Invasion 6 of 6) (PFRPG)

***** (based on 2 ratings)
Pathfinder Adventure Path #120: Vault of the Onyx Citadel (Ironfang Invasion 6 of 6) (PFRPG)
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Assault the Vault!

For months, the merciless Ironfang Legion has struck out against humanity from its impenetrable, otherworldly Onyx Citadel! But now in possession of a key to this stronghold, the bold adventurers must rally their allies, breach the barrier between worlds, tame an alien wilderness, and finally bring the fight to their hobgoblin conquerors! Can the heroes best the Legion's most devious commanders, including the unparalleled warrior-general Azaersi, or will they fall as readily as their homeland before hobgoblin blades?

This Pathfinder Adventure Path volume concludes the Ironfang Invasion Adventure Path and includes:

  • "Vault of the Onyx Citadel," a Pathfinder adventure for 16th-level characters, by Larry Wilhelm.
  • Suggestions for continuing the campaign beyond the adventure's end, including a gazetteer of the Vault of the Onyx Citadel, by Crystal Frasier.
  • An ecology of the Vault Keepers and the mythic Vault Builders, who together compose the xiomorn race, by Greg A. Vaughan.
  • Details on the powerful xiomorn-crafted relics adventurers may find when exploring the Vault of the Onyx Citadel, by Tim Hitchcock.
  • A bestiary packed with elite Ironfang Legion troops and denizens of the Plane of Earth, by Paris Crenshaw, Kalervo Oikarinen, and Larry Wilhelm.

ISBN-13: 978-1-60125-952-3

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Product Reviews (2)

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***** (based on 2 ratings)

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An amazing conclusion to a great AP!


This sixth installment of the 'Ironfang Invasion' wraps up an excellent Adventure Path with a suitably heroic ending. In my previous reviews, I've been able to discuss the narrative arc of the Adventure Path in general terms, without revealing any major spoilers, but those spoilers all lead somewhere in "Vault of the Onyx Citadel," making it exceedingly difficult to discuss the twists and turns in this part of the story. Suffice it to say that players begin this leg of the Adventure Path at 16th level and should be 18th level at its conclusion. Having organized and led a small group of resistance fighters against an invading hobgoblin army, and having learned a great deal about the arcane magics that these enemy forces are using to great tactical effect on the battlefield, the players' previous adventures have earned them seats at a major war council. This opening encounter has a very "Council of Elrond" feel to it and is a fantastic roleplaying opportunity-- literally one of the best pure roleplaying encounters that Paizo has ever written. Many of the allied parties who attend this meeting were likely brought into the alliance as a result of the player characters' actions, giving them credibility and status at a council which is also attended by some of Nirmathas' greatest, most legendary heroes. This is great stuff, truly epic! Anyway, at the council, a dramatic course of action is decided upon, sending the players to a dangerous, hobgoblin-occupied location which will be very familiar to them from previous events-- a location which several of the players likely called 'home' prior to the invasion-- giving this combat-heavy encounter added emotional heft and further intensifying what should already be another powerful roleplaying experience. From there-- and this is where I have to begin obfuscating a bit to avoid major spoilers-- the player characters should be able to appropriate some of the magical power which the invading hobgoblin army been using, allowing them to finally confront the enemy on its own terms. Once all of the dust has settled and the AP plot-line has reached its conclusion, this resolution presents the player characters with a new strange, unknown realm to explore, setting the stage for the next chapter of the players' mighty adventures.

All in all, the "Ironfang Invasion" Adventure Path begins with three top-shelf installments which are literally among the best things that Paizo has produced, which are then followed up by two quite-good chapters, and then the AP strikes gold with this finale. This series stands toe-to-toe with classic Paizo Adventure Paths like Rise of the Runelords or Kingmaker. I highly recommend this AP to anyone looking for a great Pathfinder campaign.