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Chapter 3: "Shifting Sands"
By Richard Pett

To learn more about the ancient Pharaoh Hakotep I and the secretive cult that wants to revive him, the heroes travel to the city of Tephu to explore the vast archives in its Great Library. This is no small task, as they must contend with those who wish such knowledge to remain forgotten. With the clues they discover, the heroes venture deep into Osirion’s uncharted deserts in search of the tomb of Hakotep’s master pyramid-builder. There they face not only dangerous denizens of the desert, but the cult of the Forgotten Pharaoh—cultists who will stop at nothing to ensure their god-king remains undisturbed.

This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes:

  • “Shifting Sands,” a Pathfinder RPG adventure for 7th-level characters, by Richard Pett.
  • A gazetteer of the city of Tephu, the City of the Reed People, by Richard Pett.
  • A study of the rituals of mummification, by Russ Taylor.
  • Ancient secrets and deadly kidnappers in the Pathfinder’s Journal, by Amber E. Scott.
  • Five new monsters, by Benjamin Bruck, Adam Daigle, Thurston Hillman, Michael McCarthy, and Patrick Renie.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and 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 world’s oldest fantasy RPG.

ISBN-13: 978-1-60125-590-7

Shifting Sands 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 (595 KB zip/PDF).

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Chapter 4: "Secrets of the Sphinx"
By Amber Scott

Forgotten No More

Deep in the Osirian desert stands the blank-faced monument known as the Sightless Sphinx. In search of the stolen mummy of Chisisek, the architect of the flying tomb of the Sky Pharaoh Hakotep I, the heroes track the cult of the Forgotten Pharaoh to its secret headquarters inside the sphinx. There they must face monstrous mercenaries and servants of the demon lord Areshkagal before finally confronting the masked cultists and their leader, the Forgotten Pharaoh, who has been possessed by a fragment of Hakotep’s soul.

This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes:

  • "Secrets of the Sphinx,” a Pathfinder adventure for 10th-level characters, by Amber E. Scott.
  • An exploration of the sinister world of curses, by Russ Taylor.
  • Two exciting additional encounters in Osirion’s wastes, by Greg A. Vaughan.
  • Reptilian rage and unexpected rescue in the Pathfinder’s Journal, by Amber E. Scott.
  • Five new monsters to challenge player characters, by Michael Kortes, David Schwartz, and Larry Wilhelm.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and 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 world’s oldest fantasy RPG.

ISBN-13: 978-1-60125-591-4

Secrets of the Sphinx 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 (595 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

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Chapter 5: "The Slave Trenches of Hakotep"
By Michael Kortes

Entrenched in Peril

The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! The heroes return to Wati to defend it against this menace, only to discover that the attack is just the preface to a larger invasion of Osirion, controlled from Hakotep’s own flying tomb. Journeying to the Slave Trenches of Hakotep, the heroes must learn how to activate an ancient weapon to pull Hakotep’s tomb back to earth. Will the heroes bring down the flying pyramid of the Sky Pharaoh, or will their bones join the thousands of skeletons that lie crumbling within the Slave Trenches of Hakotep?

This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes:

  • “The Slave Trenches of Hakotep,” a Pathfinder adventure for 13th-level characters, by Michael Kortes.
  • A look into the ancient Shory people and their amazing flying cities, by Neil Spicer.
  • A collection of powerful artifacts and strange relics recovered from Osirion’s First Age, by Tim Hitchcock.
  • A thrilling urban pursuit in the Pathfinder’s Journal, by Amber E. Scott.
  • Four exciting new monsters, by Robert Brookes, Adam Daigle, Michael Kortes, and David N. Ross.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and 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 world’s oldest fantasy RPG.

ISBN-13: 978-1-60125-592-1

The Slave Trenches of Hakotep 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 (595 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys
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Chapter 6: "Pyramid of the Sky Pharaoh"
By Mike Shel

Hakotep’s flying pyramid has been grounded, but the heroes must enter the ancient tomb to deactivate the fleet of smaller flying pyramids poised to attack cities across Osirion. Deep inside the Pyramid of the Sky Pharaoh, an untouched tomb from the heights of Ancient Osirion, the heroes face undying guardians woken from ageless sleep, culminating in a final battle with the reborn Sky Pharaoh Hakotep himself. Will the heroes defeat Hakotep and reunite the pieces of his sundered soul to send it into the Great Beyond, or will Osirion enter a new age under the rule of a mummified pharaoh from the distant past?

This volume of Pathfinder Adventure Path concludes the Mummy’s Mask Adventure Path and includes:

  • “Pyramid of the Sky Pharaoh,” a Pathfinder adventure for 15th-level characters, by Mike Shel.
  • A detailed look into the questions of the afterlife, judgment, and the nature of souls, by F. Wesley Schneider.
  • A collection of plots and intrigues to expand the scope of the campaign, by Adam Daigle.
  • The exciting conclusion of “Shadow of the Sands” in the Pathfinder’s Journal, by Amber E. Scott.
  • Five new monsters created by Tyler Beck, F. Wesley Schneider, and Mike Shel.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and 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 world’s oldest fantasy RPG.

ISBN-13: 978-1-60125-593-8

Pyramid of the Sky Pharaoh 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 (595 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

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The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.

A band of bold adventurers are the first to arrive, and stand poised to claim what’s risen from the sands—but they're unaware of the doom that lurks inside. With daring on their side and strange, rarely seen powers at their disposal, the heroes may be the only force capable of containing the force of evil within and defeating its curse!

"Risen from the Sands" is a dungeon-based adventure for four 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also provides four immediately playable previews of exciting new classes debuting in the upcoming Pathfinder RPG Advanced Class Guide, as well as a thematic supplement to the new Mummy’s Mask Adventure Path.

Written by Rob McCreary.
Cover Art by Tyler Walpole.

This special 16-page Pathfinder Module will initially be made available for Free RPG Day on June 21, 2014. Print editions will be available for sale on paizo.com beginning July 2014; the PDF edition will be available for free at that time.

Risen from the Sands is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (393 KB zip/PDF). Pregenerated characters are available here (1.3 MB zip/PDF).

Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.

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Created for Pathfinder fans by Pathfinder fans, the twelfth issue of the ENnie Award-winning Wayfinder fanzine tempts the curse of the pharaohs, delving into all things Osirion! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and even a game—this is just a small portion of what awaits you!

Contributing Authors: Anthony Adam, Clinton J. Boomer, Calder CaDavid, Kalyna Conrad, Sarah Counts, Paris Crenshaw, Kat Evans, Robert Feather, Dawn Fischer, Aaron Filipowich, Wojciech Gruchala, Bran Hagger, Andrew Hoskins, Kiel Howell, Jason Keeley, Joe Kondrak, Cole Kronewitter, Jeff Lee, John Leising, Nathaneal C. Love, Jacob W. Michaels, Dain Nielsen, Michael Phillips, Max Rich, Matt Roth, Liz Smith, Neil Spicer, Jacob Sprunck, Matthew Starch, Todd Stewart, Jeffrey Swank, Robert Swanston, Margherita Tramontano, Ian Turner, Tanith Tyr, and Mike Welham.

Contributing Artists: Catherine Batka, Darran Caldemeyer, Tyler Clark, Paige Connelly, Jeremy Corff, Emilie Cormier, Liz Courts, Kat Cuseo, Andrew DeFelice, Peter Fairfax, Erin Frye, Silvia Gonzalez, Michael Jaecks, James Keegan, Chris L. Kimball, Adam Koča, Jason Kirckof, Danny Krog, Mike Lowe, Dave Mallon, Alex Moore, Beatrice Pelagatti, dodeqaa Polyhedra, Basil Arnould Price, Tanyaporn Sangsnit, Carlos Torreblanca, Todd Westcot, and Steve Wood.

Cartography by Liz Courts, Alex Moore, and Carlos Torreblanca
Cover Art by Beatrice Pelagatti and Dave Mallon

Wayfinder #12 is a 74-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Inc 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 Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.

Written by Sean K Reynolds

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.

2.80/5 (based on 5 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8, and 10–11).

The famous concubines of Sothis, recently returned to Osirion by the Pathfinder Society, are stolen from the Pathfinder Lodge in that nation's capital and it's up to you to find them and return them before their combined power can be used to awaken an ancient evil.

The Faithless Dead is the fourth and final scenario in the Echoes of the Everwar campaign arc. Part I is Pathfinder Society Scenario #36: Echoes of the Everwar—Part I: The Prisoner of Skull Hill, part II is Pathfinder Society Scenario #42: Echoes of the Everwar—Part II: The Watcher of Ages, and part III is Pathfinder Society Scenario #44: Echoes of the Everwar—Part III: Terror at Whistledown.

Written by Neil Spicer

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.

4.30/5 (based on 21 ratings)

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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.

Written by Jason Bulmahn

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.

3.60/5 (based on 5 ratings)

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A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).

When Pathfinders in and around the Osirian capital of Sothis don’t respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society’s past.

Written by Matt Goodall.

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.

3.60/5 (based on 18 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.

“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.

Written by Scott Fernandez, RPG Superstar 2013 finalist.

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.

3.90/5 (based on 16 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?

“Race to Seeker’s Folly” is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “Race to Seeker’s Folly” also contributes directly to the ongoing storyline of the Osirion faction.

Written by Matt Duval, RPG Superstar 2013 finalist.

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.

3.40/5 (based on 13 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.

“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5–12: Destiny of the Sands—Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly." All three chapters are intended to be played in order.

Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.

Written by Pedro Coelho, RPG Superstar 2013 finalist.

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.

4.30/5 (based on 21 ratings)

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A Pathfinder Society Scenario designed for levels 7-11.

Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left behind. When the PCs delve into one of its sealed halls, they find the sages’ millennia-old projects dormant but not dead.

Content in “Beacon Below” also contributes directly to the ongoing storylines of the Dark Archive and Scarab Sages factions.

Written by Matt Duval.

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.

3.70/5 (based on 10 ratings)

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A Pathfinder Society Scenario designed for levels 3–7.

The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that identifies Tar Kuata as the home of a strange, otherworldly relic, Pathfinders set off to recover it. However the Ouat are strict judges of perfection, and the PCs must prove their worth if they are to win the monks’ trust and treasure.

Content in “Test of Tar Kuata” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Scarab Sages faction.

Written by Pedro Coelho.

2.70/5 (based on 11 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broken in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The PCs are the best disposed to follow the culprit's trail. Be warned, though, for the Scorpion Coast is the battleground of powerful elemental tribes that have assailed Osirion's frontier with cruel sandstorms and deadly force for millennia.

Content in The Sandstorm Prophecy also contributes directly to the ongoing storyline of the Scarab Sages faction.

The Sandstorm Prophecy is the first scenario in the three-part "Tyranny of Winds" campaign arc. It is followed by Pathfinder Society Scenario #8-10: Secrets of the Endless Sky and Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

Written by Charlie Brooks.

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Chapter 1: The Half-Dead City ... By Jim Groves ... The Mummy's Mask Adventure Path begins with The Half-Dead City, an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs...

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Chapter 2: Empty Graves ... By Crystal Frasier ... Following the opening of its necropolis, the city of Wati is overrun by hordes of the unquiet dead. The heroes must once more brave the abandoned streets and dusty tombs of Wati’s necropolis in search of the powerful artifact called the Mask of...

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Chapter 3: Shifting Sands ... By Richard Pett ... To learn more about the ancient Pharaoh Hakotep I and the secretive cult that wants to revive him, the heroes travel to the city of Tephu to explore the vast archives in its Great Library. This is no small task, as they must contend with those who...

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3.40/5 (based on 9 ratings)

Chapter 4: Secrets of the Sphinx ... By Amber Scott ... Forgotten No More ... Deep in the Osirian desert stands the blank-faced monument known as the Sightless Sphinx. In search of the stolen mummy of Chisisek, the architect of the flying tomb of the Sky Pharaoh Hakotep I, the heroes track the...

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Chapter 5: The Slave Trenches of Hakotep ... By Michael Kortes ... Entrenched in Peril ... The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! The heroes return to Wati to defend it against this menace, only to discover that the attack is just the preface to a...

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Chapter 6: Pyramid of the Sky Pharaoh ... By Mike Shel ... Hakotep’s flying pyramid has been grounded, but the heroes must enter the ancient tomb to deactivate the fleet of smaller flying pyramids poised to attack cities across Osirion. Deep inside the Pyramid of the Sky Pharaoh, an untouched...

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The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the...

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Created for Pathfinder fans by Pathfinder fans, the twelfth issue of the ENnie Award-winning Wayfinder fanzine tempts the curse of the pharaohs, delving into all things Osirion! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and...

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1.90/5 (based on 8 ratings)

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). ... A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands...

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2.80/5 (based on 5 ratings)

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8, and 10–11). ... The famous concubines of Sothis, recently returned to Osirion by the Pathfinder Society, are stolen from the Pathfinder Lodge in that nation's capital and it's up to you to find them and return...

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4.30/5 (based on 21 ratings)

A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9). ... The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may...

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3.60/5 (based on 5 ratings)

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11). ... When Pathfinders in and around the Osirian capital of Sothis don’t respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of...

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3.60/5 (based on 18 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried...

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3.90/5 (based on 16 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its...

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3.40/5 (based on 13 ratings)

A Pathfinder Society Scenario designed for levels 3–7. ... Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’...

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4.30/5 (based on 21 ratings)

A Pathfinder Society Scenario designed for levels 7-11. ... Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left...

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3.70/5 (based on 10 ratings)

A Pathfinder Society Scenario designed for levels 3–7. ... The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that...

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2.70/5 (based on 11 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broken in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The...