It's the one hundredth volume of the Pathfinder Adventure Path! Too long has the diabolic Lord-Mayor Barzillai Thrune inflicted cruelties and increasingly oppressive laws on his citizens. The heroes of the beleaguered city of Kintargo finally strike back at the sources of corruption, as their rebellion mobilizes in the streets. Rescuing old heroes from forgotten prison cells, reclaiming control of key locations, and performing an ancient song that was used years ago to protect the city from Hell's agents are but the preamble for the decisive battle—an assault on the enormous Temple of Asmodeus!
"A Song of Silver," a Pathfinder adventure for 10th-level characters, by James Jacobs.
A study of the former faith of the dead god Aroden, by Erik Mona.
A retrospective collection of NPCs for each of the previous Adventure Paths, by various authors.
A descent into evil in the Pathfinder's Journal, by Stephanie Lorée.
Four exciting new monsters, by Adam Daigle and James Jacobs.
A poster map depicting a key battlefield within the adventure.
ISBN: 978-1-60125-795-6
Note:Pathfinder Adventure Path #100: A Song of Silver is an extra-large volume, totalling 128-pages rather than the standard 96-page format.
Bring your campaign to life! The A Song of Silver SoundPack from Syrinscape is a complete audio solution when playing through the fourth chapter of the Hell's Rebels Adventure Path.
"A Song of Silver" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
The Silver Ravens have defeated Paracount Barzillai Thrune and liberated Kintargo, but unless steps are taken to protect what they've won, it's only a matter of time before Cheliax's rulers respond with open war—one that could likely destroy the Silver City. The key to the city's last defense may lie hidden in a sprawling scroll recovered from the wicked inquisitor: the Kintargo Contract. Within this contract's clauses and stipulations lurks a cunning loophole that gives the heroes an opportunity to use Cheliax's own love of law against it, not only securing the city, but also freeing the surrounding region from the infernal machinations of House Thrune and the Church of Asmodeus. Yet as the heroes scramble to parse the contract and Kintargo reels from its recent upheavals, an old menace from the city's past strikes. Before Kintargo can be truly safe, the Silver Ravens must save the city from a monster of its own making!
"The Kintargo Contract," a Pathfinder adventure for 13th-level characters, by Jim Groves.
A thorough investigation of infernal contracts, by F. Wesley Schneider.
A look into the secretive and enigmatic strix, by Robert Brookes.
Fiend hounds and infernal trickery in the Pathfinder's Journal, by Stephanie Lorée.
Five monstrous threats, by Kalervo Oikarinen, David N. Ross, and Todd Stewart.
ISBN-13: 978-1-60125-800-7
Bring your campaign to life! The Kintargo Contract SoundPack from Syrinscape is a complete audio solution when playing through the fifth chapter of the Hell's Rebels Adventure Path.
"The Kintargo Contract" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
With the Kintargo Contract recovered and alliances in place, the Silver City and the surrounding region of Ravounel is shielded from Chelish invasion. Yet as Kintargo's heroes ready treaties to secure the area's independence, enemies made in the liberation effort remain active. Worse, the onetime despotic ruler of Kintargo, Barzillai Thrune, lives on in Hell, and his plans have only been slowed. Strange manifestations and infernal hauntings throughout Kintargo reveal the truth—that the inquisitor's death has only empowered him, and the secret to stopping him hides in Hell's depths! Can Kintargo's heroes brave the Pit to forever save the city from Barzillai Thrune
"Breaking the Bones of Hell," a Pathfinder adventure for 15th-level characters, by Amber E. Scott.
Advice and suggestions to expand your campaign beyond the Adventure Path's conclusion, by Adam Daigle and James Jacobs.
A glimpse into the faith of Mephistopheles, archdevil of contracts, devils, and secrets, by F. Wesley Schneider.
The wrenching conclusion of "Monsters Among Us" in the Pathfinder's Journal, by Stephanie Lorée.
A host of exciting new monsters, by Jenny Jarzabski, Mikko Kallio, and David Schwartz.
ISBN-13: 978-1-60125-808-3
Bring your campaign to life! The Breaking the Bones of Hell SoundPack from Syrinscape is a complete audio solution when playing through the final chapter of the Hell's Rebels Adventure Path.
"Breaking the Bones of Hell" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
The Hell's Vengeance Adventure Path begins with "The Hellfire Compact," an exciting new adventure in which the players take the roles of evil characters in the diabolical empire of Cheliax! A paladin of Iomedae and knight-errant of the Glorious Reclamation comes to the town of Longacre, inspiring the citizens to join the uprising against the Thrice-Damned House of Thrune. First as amoral mercenaries, then as retainers of the wicked archbaron of Longacre, the evil adventurers must move quickly to put down the insurgency and keep the town from falling to the knight's rebellion.
The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their options—is closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hell—or might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?
Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the imperial court. To impress the queen and secure a royal audience, the wicked characters must scour the City of Thorns to root out and eradicate a secret organization that works to free halfling slaves. But to truly earn Queen Abrogail's trust, the adventurers must perform a sacrifice for the queen to renew House Thrune's contract with Hell, and there are many—both within the court and without—who wish to see the monarch dethroned.
Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.
This volume of Pathfinder Adventure Path continues the Hell's Vengeance Adventure Path and includes:
"Scourge of the Godclaw," a Pathfinder adventure for 13th-level characters, by Larry Wilhelm.
An exploration of how Cheliax's neighbors respond to the current uprising, by Alex Greenshields.
A look into the faith, dogma, and worshipers of the archdevil Geryon, lord of Stygia—Hell's fifth layer—by F. Wesley Schneider.
Dark secrets revealed in the Pathfinder's Journal, by Josh Vogt.
Five new monsters both dangerous and helpful, by Benjamin Bruck, Paris Crenshaw, Jason Keeley, Greg A. Vaughan, and Larry Wilhelm.
ISBN-13: 978-1-60125-842-7
Other Resources: This product is also available on the following platforms:
Cheliax's largest city, Westcrown, has fallen to the Glorious Reclamation, and the evil adventurers are sent to reclaim the metropolis in the name of House Thrune. Armed with the legendary weapon they created from a gold dragon's head, the nefarious characters confront the Glorious Reclamation's forces and break its siege of a nearby Hellknight citadel. Once the army is defeated, the villains enter Westcrown, where they must undermine the chivalrous knights' rule of the city. Finally, they face the founder and Lord Marshal of the Glorious Reclamation to end the rebellion and restore the Thrice-Damned House of Thrune's rule over the empire of Cheliax.
Chapter 1: "The Bastards of Erebus"
by Sean K Reynolds
The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?
This volume of Pathfinder Adventure Path launches the Council of Thieves Adventure Path, and includes:
"The Bastards of Erebus," a Pathfinder RPG adventure for 1st-level characters, by Sean K Reynolds
A gazetteer of Westcrown, the shadow-haunted City of Twilight, by Steven Schend
An investigation into the lives of tieflings, along with hundreds of fiendish variations, by Amber Scott
A deadly mystery of nobility and intrigue for Pathfinder Varian Jeggare and his tiefling bodyguard Radovan in a new series of the Pathfinder's Jounal, by Dave Gross
Six terrifying new monsters by Mike Ferguson, Sean K Reynolds, and F. Wesley Schneider
A Pathfinder Roleplaying Game adventure for characters of 1st to 3rd level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last?
This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
"The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett
The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue
An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds
Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross
Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider
A Pathfinder Roleplaying Game adventure for characters of 3rd to 5th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the PCs must reveal
a long-buried secret and a treasure locked away for ages.
Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse.
This volume of Pathfinder Adventure Path includes:
“What Lies in Dust,” a Pathfinder RPG adventure for 5th-level characters,
by Michael Kortes
Revelations on and rules for joining Golarion’s most feared law bringers,
the infamous Hellknights, by F. Wesley Schneider
Diverse and exotic treasures recovered from across Golarion by the
Pathfinder Society, by Craig Shackleton
The unfortunate return of Radovan’s gangster past in the latest chapter of the
Pathfinder’s Journal by Dave Gross
Seven new monsters by David Eitelbach, F. Wesley Schneider, and Hank Woon
A Pathfinder Roleplaying Game adventure for characters of 5th to 7th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Chapter 4: "The Infernal Syndrome"
by Clinton Boomer and James Jacobs
All Hell Breaks Loose
In the bowels of one of Westcrown’s most esteemed halls of power lies
an unfathomable evil, a terror beyond all reason and sanity, shackled
and broken by the magic of a lost archmage. For years this menace
has laid fuming, endlessly testing the bars of its prison, gathering its
hatred and planning its revenge. Now the machinations of a deadly
conspiracy have weakened the chains of this nightmare’s bonds,
and in their growing cracks rise the flames of the
damned and the promise of Westcrown consumed in hellfire. Can
the PCs infiltrate the labyrinth of a madman to put an end to an
evil beyond even the heroes of legend? And what foulness would
seek to ruin all of Westcrown by gambling with its very soul?
This volume of Pathfinder Adventure Path continues the Council of
Thieves Adventure Path, and includes:
“The Infernal Syndrome,” a Pathfinder RPG adventure for 7th-level
characters, by Clinton Boomer and James Jacobs
The citadels and secrets of the Hellknights, Cheliax’s iron-shod
inquisitors, by F. Wesley Schneider
Insights into the soul-shaking world of fiendish possessions, by Adam Daigle
Murder and mystery for Pathfinder Varian Jeggare in the Pathfinder’s Journal, by Dave Gross
Five new monsters, by F. Wesley Schneider and Hank Woon
A Pathfinder Roleplaying Game adventure for characters of 7th to 9th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin?
This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
“Mother of Flies,” a Pathfinder RPG adventure for 9th-level characters,
by Greg A. Vaughan
A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds
An investigation of the methods and organization of thieves’ guilds, by Kevin Carter
Varian and Radovan uncover a diabolical plot in the Pathfinder’s Journal, by Dave Gross
Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider
A Pathfinder Roleplaying Game adventure for characters of 9th to 11th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Chapter 6: "The Twice-Damned Prince"
by Brian Cortijo and James Jacobs
Their deception revealed and their plans waylaid, two deadly and Hell-touched siblings make a desperate final play for control of Westcrown. With the city in chaos and its leaders fled, few stand to defend the beleaguered people when the plots of fiends turn upon them. At the same time, the rulers of Cheliax launch their own ruthless plot to retake control. Can the PCs return order and shatter the Council of Thieves’ age-old stranglehold on Westcrown once and for all? Or will the former capital slide fully into the grip of a terrible new deviltry? It's up to the PCs to decide in the climax of the Council of Thieves Adventure Path!
This volume of Pathfinder Adventure Path completes the Council of Thieves Adventure Path, and includes:
“The Twice-Damned Prince,” a Pathfinder RPG adventure for 11th-level characters, by Brian Cortijo and James Jacobs
Catastrophic new rules for running a variety of calamities, from fires to floods,
by Darrin Drader
New revelations on Mammon, the avaricious archdevil of Erebus, by F. Wesley Schneider
Pathfinder Varian Jeggare and Radovan face down devilish plots and the laws of Cheliax itself in a gut-wrenching conclusion to the Pathfinder’s Journal, by Dave Gross
Five new monsters, by Adam Daigle, F. Wesley Schneider, and Neil Spicer
A Pathfinder Roleplaying Game adventure for characters of 11th to 13th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.
The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune. When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus—but can they survive long enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?
"In Hell's Bright Shadow," a Pathfinder adventure for 1st-level characters, by Crystal Frasier.
A double-sized gazetteer of the freewheeling coastal city of Kintargo, by Crystal Frasier.
A plague doctor from Khari searching desperately for a cure in the Pathfinder's Journal, by Stephanie Lorée.
A collection of monsters both dangerous and beneficial, by Crystal Frasier, Eric Hindley, and Michael McCarthy.
ISBN-13: 978-1-60125-768-0
Bring your campaign to life!
The In Hell's Bright Shadow SoundPack from Syrinscape is a complete audio solution when playing through the first chapter of the Hell's Rebels Adventure Path.
"In Hell's Bright Shadow" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
The rebel group known as the Silver Ravens once fought for independence in the city of Kintargo, but after the Chelish Civil War came to an end, they disbanded—until today! Now, new heroes have reestablished the organization to stand against the inquisitor Barzillai Thrune and his oppressive diabolic regime. But before the Silver Ravens can rise up, they need allies—friends among powerful groups like the Order of the Torrent Hellknights, a hidden cult of Milani, and disenfranchised agents of the government itself. But until the heroes find the ideal hideout for their rebellion—a place secret enough and strong enough to withstand the battles to come—they'll be forced to stay in the shadows. When a perfect site for their headquarters comes along, will the heroes survive long enough to claim it as their own?
"Turn of the Torrent," a Pathfinder adventure for 4th-level characters, by Mike Shel.
A look into the ecology and society of the sinister aquatic humanoids known as skum, by Thurston Hillman.
Danger in a den of thieves in the Pathfinder's Journal, by Stephanie Lorée.
A collection of devious and dangerous monsters by Tim Nightengale, Mike Shel, and Todd Stewart.
ISBN-13: 978-1-60125-784-0
Bring your campaign to life! The Turn of the Torrent SoundPack from Syrinscape is a complete audio solution when playing through the second chapter of the Hell's Rebels Adventure Path.
"Turn of the Torrent" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
Having successfully established a hideout in the city of Kintargo, the heroes of the growing rebellion are poised to take back the city. But before the Silver Ravens can strike against diabolic House Thrune, they must forge alliances with nearby tribes of aquatic elves and the free city of Vyre to cut off Cheliax's easy sea and land routes, forcing Lord-Mayor Barzillai Thrune to rely solely on his resources at hand to defend his control of Kintargo. Yet nothing is as simple as it seems, and the dangers awaiting the rebels are not always those that can be defeated with a spell or a sword. And, of course, Barzillai Thrune won't take these new developments lying down—what retribution might one of Cheliax's most dangerous inquisitors have in store for the Silver Ravens?
"Dance of the Damned," a Pathfinder adventure for 7th-level characters, by Richard Pett.
A gazetteer of Vyre, the City of Masks, by Richard Pett.
A look into the faith and worshipers of Mahathallah, by F. Wesley Schneider.
A daring rescue attempt in the Pathfinder's Journal, by Stephanie Lorée.
A menagerie of new monstrous threats, by Michael McCarthy, Alistair Rigg, and Todd Stewart.
ISBN-13: 978-1-60125-788-8
Bring your campaign to life! The Dance of the Damned SoundPack from Syrinscape is a complete audio solution when playing through the third chapter of the Hell's Rebels Adventure Path.
"Dance of the Damned" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.
They Come from Beneath the Sea!
The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.
Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?
From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.
This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world.
Written by Brandon Hodge
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 four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
A dungeon and wilderness exploration adventure for 8th-level characters
A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation. The abandoned colony shows no signs of struggle yet something is clearly not right: Herds of animals lie mutilated in the surrounding fields. The savage beasts of the island have run amok inside the compound. And the silent, gaping mines—each named for a different layer of Hell—lead to new threats beyond anyone's imagining. As the PCs explore the island in search of the missing miners and their jailers, what they discover may unhinge their very minds. If left unchecked, the new masters of Deepmar could bring about a new era of madness for all of Cheliax—and beyond.
No Response from Deepmar is an adventure of horrifying dungeon-and-wilderness exploration for 8th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the island of Deepmar, a detailed description of the abandoned penal colony, and a brand-new monster, all of which can be easily adapted for use in any campaign setting.
Written by Stephen S. Greer
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: 978-1-60125-410-8
No Response from Deepmar is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (119 KB zip/PDF).
Other Resources: This product is also available on the following platforms:
Created for Pathfinder fans by Pathfinder fans, the eleventh issue of the ENnie Award-winning Wayfinder fanzine revels in the infernal glory that is Cheliax! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and even item cards! All this, and much, much more can be yours....
Contributing Authors: Liam Allman, Charlie Bell, Janet Bell, Jason Black, Robert Cameron, Ryan Costello, Jr., Sarah Counts, Robert Feather, Guy Fox, Mark Garringer, Christoph Gimmler, Frank Gori, Garrett Guillotte, Wojciech Gruchała, Jesper Haglund, Sam Harris, Kiel Howell, Scott Janke, Chris Jarvis, Joseph Kellogg, Joe Kondrak, Thomas LeBlanc, John Leising, Anthony C. Li, Russell Litzkow, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W. Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, Russell Schneider, Mark Seifter, Crystle Stevenson, Jeffrey Swank, James Thomas, Margherita Tramontano, James Tyner, Christopher Wasko, Neil Spicer, Todd Stewart, Tanith Tyrr, and Linda Zayas-Palmer.
Contributing Artists: Catherine Batka, Gabrielle Bruer, Darran Caldemeyer, Tyler Clark, Elizabeth Courts, Andrew DeFelice, William Dodds, Peter Fairfax, Crystal Frasier, Erin Frye, Silvia Gonzalez, Frank Hessefort, Michael Jaecks, Jason Kirckof, Adam Koča, Danny Hedager Krog, Mike Lowe, Dave Mallon, Jesse Mohn, Alex Moore, Katey Neve, W. Kristoph Nolen, Alberto Ortiz Leon, Beatrice Pelagatti, Carlos Torreblanca, Nick Russell, Tanyaporn Sangsnit, Hugo “Butterfrog” Solis, Ashton “N'wah” Sperry, Remi Thorensen, Todd Westcot, and Stephen Wood.
Cartography by Michael Arrington and Alex Moore
Cover art by Nick Russell
Wayfinder #11 is a 102-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo's Community Use Policy.
This fanzine uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This fanzine is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.
Written by James F. Mackenzie
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming.
The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 3, Pathfinder Society Scenario #43: Terror at Whistledown, in February 2010.
Written by Greg A. Vaughan
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 12th level characters (Tier: 12).
The mysteries of the Woodsedge Lodge continue as you and your fellow Pathfinders are sent to devil-tainted Cheliax and the steamy jungles of the Mwangi Expanse to find two missing venture-captains.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).
The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.
Written by Larry Wilhelm
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
Note: This scenario has been updated from its exclusive version for public release and is now available as Pathfinder Society Scenario #5–14.
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
Note: This scenario has been updated from its exclusive version for public release. Purchasers have access to both the exclusive version released as Pathfinder Society Scenario #4–EX and Pathfinder Society Scenario #5–14, but as of February 26, 2014, only the latter is legal for Pathfinder Society Organized Play. Except for minor editorial changes, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.
A Pathfinder Society Scenario designed for level 7–11.
Years after the Pathfinder Society delved deep into the Jistkan ruins of Rachikan in western Cheliax, archaeological investigations continue to uncover ancient wonder. Reports recently ceased after scholars reported finding a sealed chamber believed to contain cadres of battle golems untouched since the Jistka Imperium’s collapse. The Pathfinder Society hopes to recover the golems for study and possible use in the Worldwound, but can its agents reach the sealed storeroom before the constructs fall into enemy hands? “Fate of the Fiend” is the spiritual sequel to “Fingerprints of the Fiend” and “Fury of the Fiend,” though the scenarios can be played in any order.
Content in “Fate of the Fiend” also contributes to the ongoing storyline of the Cheliax faction.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 1–5.
Several years ago, rebellion in the seaside town of Pezzack resulted in a Chelish blockade to slowly starve the rioters into submission. Since then few have entered or left, trapping the increasingly desperate citizens with little with which to repair their broken homes and eke out a living. When the Society learns that an important informant still lives in the ruined town, the PCs must smuggle themselves into Pezzack, navigate the devastated urban landscape, and extract their contact—all without igniting a new rebellion and inviting Cheliax’s unfettered wrath.
Content in “Out of Anarchy” contributes to the ongoing storyline of the Dark Archive and Liberty’s Edge factions.
Written by Garrett Guillotte.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 1-5.
Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen fought for that privilege. Cheliax has once again extended its hand to the Society, inviting its agents to investigate an abandoned keep that dates back to the Chelish civil war. It's up to the PCs to navigate the Corentyn's streets and politics as they uncover the buried past and lay the foundation for a new partnership with a one-time foe.
A Pathfinder Society Scenario designed for levels 1-5.
The Society’s excavations continue, now taking the PCs to the long-contested territory of Kharijite—Cheliax’s southernmost territory, where the great Arch of Aroden bridges the Hespereth Strait and establishes an Avistani foothold in Rahadoum’s backyard. There, an ancient Taldan ruin suggests that empire’s great Armies of Exploration traveled even farther than believed possible. Can the PCs uncover the site’s secrets—and in doing so reshape the Inner Sea region’s history?
A Pathfinder Society Scenario designed for levels 1-5.
Tragedy has struck, and the Society’s attention must turn from academics to action as they infiltrate a seemingly impenetrable facility in the heart of Ostenso, one of Cheliax’s greatest ports. They must act quickly, for only the distraction of a national holiday can provide the PCs the cover they need to get in, get the job done, and get out without drawing the attention of an entire city’s guards.
A Pathfinder Society Scenario designed for levels 5–9.
Ongoing unrest in Cheliax has strained the nation’s military resources, so when the Order of the Gate sensed an imminent disaster brewing in the Menador Mountains, it had to seek outside assistance. The Pathfinder Society has answered the call. After all, the same site the Hellknights identified is one of the ancient ruins the Society has long wanted to study. Can the PCs salvage the site’s historic wonders while also honoring their commitment to the Order of the Gate?
Content in “Orders from the Gate” also contributes directly to the ongoing storyline of the Dark Archive faction.
A Pathfinder Society Scenario designed for levels 12–15.
The elite Pathfinders have unraveled secrets within secrets, all of which point to a mastermind poised to strike from the Chelish military port of Ostenso. Sending agents so deep into enemy territory risks brutal reprisal, yet it cannot compare to the evils that will arise if the Society does not intervene. There is no recourse but to strike at the very heart of the Aspis Consortium itself, and the PCs shall wield the blade!
Down with Thrune! ... It's the one hundredth volume of the Pathfinder Adventure Path! Too long has the diabolic Lord-Mayor Barzillai Thrune inflicted cruelties and increasingly oppressive laws on his citizens. The heroes of the beleaguered city of Kintargo finally strike back at the sources of...
Devil in the Details ... The Silver Ravens have defeated Paracount Barzillai Thrune and liberated Kintargo, but unless steps are taken to protect what they've won, it's only a matter of time before Cheliax's rulers respond with open war—one that could likely destroy the Silver City. The key...
Hell Hath No Limits... ... With the Kintargo Contract recovered and alliances in place, the Silver City and the surrounding region of Ravounel is shielded from Chelish invasion. Yet as Kintargo's heroes ready treaties to secure the area's independence, enemies made in the liberation effort remain...
All Hell Breaks Loose! ... The Hell's Vengeance Adventure Path begins with The Hellfire Compact, an exciting new adventure in which the players take the roles of evil characters in the diabolical empire of Cheliax! A paladin of Iomedae and knight-errant of the Glorious Reclamation comes to the...
Hell Hath Fury ... The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town,...
Highway to Hell ... The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the...
Hell is Its Own Reward! ... Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the...
Hell to Pay ... Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can...
Raising Hell! ... Cheliax's largest city, Westcrown, has fallen to the Glorious Reclamation, and the evil adventurers are sent to reclaim the metropolis in the name of House Thrune. Armed with the legendary weapon they created from a gold dragon's head, the nefarious characters confront the...
Chapter 1: The Bastards of Erebus ... by Sean K Reynolds ... The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by...
Chapter 2: The Sixfold Trial ... by Richard Pett ... The Play's the Thing ... To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater...
Chapter 3: What Lies in Dust ... by Michael Kortes ... In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the PCs must reveal a long-buried secret and a treasure locked away for ages. ... Their...
Chapter 4: The Infernal Syndrome ... by Clinton Boomer and James Jacobs ... All Hell Breaks Loose ... In the bowels of one of Westcrown’s most esteemed halls of power lies an unfathomable evil, a terror beyond all reason and sanity, shackled and broken by the magic of a lost archmage. For years...
Chapter 5: Mother of Flies ... by Greg A. Vaughan ... Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of...
Chapter 6: The Twice-Damned Prince ... by Brian Cortijo and James Jacobs ... Their deception revealed and their plans waylaid, two deadly and Hell-touched siblings make a desperate final play for control of Westcrown. With the city in chaos and its leaders fled, few stand to defend the...
The rebellion begins! ... The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune. When a protest turns into a riot, a new group of...
Return of the Silver Ravens! ... The rebel group known as the Silver Ravens once fought for independence in the city of Kintargo, but after the Chelish Civil War came to an end, they disbanded—until today! Now, new heroes have reestablished the organization to stand against the inquisitor...
You are Cordially Invited! ... Having successfully established a hideout in the city of Kintargo, the heroes of the growing rebellion are poised to take back the city. But before the Silver Ravens can strike against diabolic House Thrune, they must forge alliances with nearby tribes of aquatic...
An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters. ... They Come from Beneath the Sea! ... The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote...
A dungeon and wilderness exploration adventure for 8th-level characters ... A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago,...
Created for Pathfinder fans by Pathfinder fans, the eleventh issue of the ENnie Award-winning Wayfinder fanzine revels in the infernal glory that is Cheliax! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find...
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). ... Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored...
A Pathfinder Society Scenario designed for 12th level characters (Tier: 12). ... The mysteries of the Woodsedge Lodge continue as you and your fellow Pathfinders are sent to devil-tainted Cheliax and the steamy jungles of the Mwangi Expanse to find two missing venture-captains. ... The Maze of...
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). ... The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain...
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7). ... The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism...
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7). ... The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism...
A Pathfinder Society Scenario designed for level 7–11. ... Years after the Pathfinder Society delved deep into the Jistkan ruins of Rachikan in western Cheliax, archaeological investigations continue to uncover ancient wonder. Reports recently ceased after scholars reported finding a sealed...
A Pathfinder Society Scenario designed for levels 1–5. ... Several years ago, rebellion in the seaside town of Pezzack resulted in a Chelish blockade to slowly starve the rioters into submission. Since then few have entered or left, trapping the increasingly desperate citizens with little with...
A Pathfinder Society Scenario designed for levels 1-5. ... Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen...
A Pathfinder Society Scenario designed for levels 1-5. ... The Society’s excavations continue, now taking the PCs to the long-contested territory of Kharijite—Cheliax’s southernmost territory, where the great Arch of Aroden bridges the Hespereth Strait and establishes an Avistani foothold in...
A Pathfinder Society Scenario designed for levels 1-5. ... Tragedy has struck, and the Society’s attention must turn from academics to action as they infiltrate a seemingly impenetrable facility in the heart of Ostenso, one of Cheliax’s greatest ports. They must act quickly, for only the...
A Pathfinder Society Scenario designed for levels 5–9. ... Ongoing unrest in Cheliax has strained the nation’s military resources, so when the Order of the Gate sensed an imminent disaster brewing in the Menador Mountains, it had to seek outside assistance. The Pathfinder Society has answered the...
A Pathfinder Society Scenario designed for levels 12–15. ... The elite Pathfinders have unraveled secrets within secrets, all of which point to a mastermind poised to strike from the Chelish military port of Ostenso. Sending agents so deep into enemy territory risks brutal reprisal, yet it cannot...