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Chapter 4: "The Midnight Isles"
by Greg A. Vaughan and James Jacobs

After an audience with the Crusader Queen, the heroes journey to a fortress that straddles the boundary between this world and the demon-haunted realm of the Abyss. There, they must face powerful agents of the architects of the Worldwound and put a stop to the production of the powerful elixirs being used to grant demons mythic power. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula—and the source of the crystals used to create the mystical elixirs. Can the heroes navigate the intrigues of the Midnight Isles to strike a critical blow for the forces of good? And can they avoid losing their souls to darkness in the process?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • "The Midnight Isles,” a Pathfinder RPG adventure for 12th-level characters with 5 mythic tiers, by James Jacobs and Greg A. Vaughan.
  • A look into the vast horror of the Abyss and an exploration of its many corrupted realms, by Mike Shel.
  • An overview of Nocticula’s realm of the Midnight Isles in a gazetteer of her capital city, by James Jacobs.
  • A demonic siege in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Amanda Hamon and James Jacobs.

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: 978-1-60125-585-3

"The Midnight Isles" 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 (1.6 MB PDF).

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

Fantasy Grounds Virtual Tabletop
Archives of Nethys
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Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?

Wardens of the Reborn Forge is a deluxe super-adventure for 12th-level characters, and includes 64 action-packed pages of adventure filled with mechanical machinations, new monsters, a beautiful double-sided and full-color poster map of Alkenstar, and an important miniatures-scale battleground!

Players can expect to reach 15th level by the time they complete this epic adventure—if they manage to survive the machinations of the clockwork constructions of the reborn forge!

By Patrick Renie.

ISBN-13: 978-1-60125-555-6

Pathfinder Modules are 64-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, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

Wardens of the Reborn Forge is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (398 KB zip/PDF).

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

Archives of Nethys
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by Michael McCarthy

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 12

For centuries, the dragon Storm has ‘peacefully’ lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr’s Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom’s eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand!

Also included in “Storm’s Wake”:

  • A new template for Titanic creatures, larger and more powerful than any of their kind
  • A new type of dragon, the Swampscale, whose dragon eggs can be captured in this adventure and trained
  • Two new magic items, the fleetmaster’s compass, and the spade of excavation
  • A new deity, Perenna, the god of spring and vanity
  • Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

Part two of four of the Saatman's Empire Adventure Path.

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by Lance Kepner

A 3.5/Pathfinder compatible adventure for 4-6 PCs of Level 12.

In the idyllic country town of Weston a call has gone out for adventurers to slay a mighty white worm.  Are you brave enough to face down a mythical beast and save the town?  Or will you and your friends be worm food?

The country town of Weston is besieged by a mythical white worm.  The townsfolk have been appeasing the worm with tributes and sending out brave adventurers to combat and slay the beast, although all attempts have so far failed.  Accepting the deadly mission, our adventurers must delve into the secrets of Weston and uncover a sinister secret by their most trusted ally, Errod West.  Will the group allow Errod’s secret to doom the town, or will they allow him to make a noble sacrifice for the sake of all, or perhaps they may even uncover another option and return Weston to peace?

Rife with adventure, mystery, and intrigue, The White Worm of Weston will test the mettle of 4-6 characters of 12th level.

Inspiration: This work was inspired by the Tale of The Lambton Worm, an old northern English folk tale with elements you may find familiar from classic tales such as Melville’s Moby Dick and Bram Stoker’s Lair of the White Worm.  If you are familiar with these stories, or can read a synopsis of the plot elements, many elements of this adventure may become more fulfilling.  Understanding Errod’s drive to slay the white worm hearkens to Captain Ahab’s quest for the white whale.  Indeed the Worm itself is a classical representation of supernatural horror and intrigue that Bram Stoker so poignantly captured in Dracula and other novels.  I hope this adventure inspires game masters to look more to classic literature for inspiration and ideas, as the core motivations of characters and villains expressed throughout history’s greatest works are a virtual cornucopia of adventure ideas waiting to be brought to life and experienced around a table once more.
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A Pathfinder Society Scenario designed for 12th level characters (Tier 12).

You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword, the Pale Maiden, to the newly re-opened Woodsedge Lodge. All is not as it seems, however, when the lodge is attacked during a ceremony and a famous Pathfinder is murdered. The Lady of the Lodge, Venture-Captain Eliza Petulengro, puts you on the mission to solving the murder and catching those responsible.

Requiem for the Red Raven is the first part of the four-part Eyes of the Ten campaign arc. It is a two-slot scenario and is meant to be played in 8 to 10 hours.

It is followed by Pathfinder Society Scenario #54: Eyes of the Ten—Part II: The Maze of the Open Road.

Written by Erik Mona

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.

3.80/5 (based on 8 ratings)

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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 the Open Road is the second scenario in the Eyes of the Ten campaign arc for Tier 12. It is a sequel to Pathfinder Society Scenario #46: Eyes of the Ten—Part I: Requiem for the Red Raven and is followed by Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution.

Written by Mark Moreland

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.

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A Pathfinder Society Scenario designed for 12th level characters (Tier: 12).

You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors' co-conspirators. Stepping through a portal, you find yourself on the cold, red desert planet Akiton, fourth planet from the sun and Golarion's outward neighbor. You arrive in the midst of revolution, however, and are quickly embroiled in the politics of a new world. Can you survive the frigid, violent revolution of the alien Akiton and put an end to the Society's traitor once and for all?

Red Revolution is the third scenario in the four-part Tier 12 Eyes of the Ten campaign arc. It is the sequel to Pathfinder Society Scenario #54: Eyes of the Ten—Part II: The Maze of the Open Road and will be followed by the arc's fourth and final scenario, Pathfinder Society Scenario #2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained.

Written by Joshua J. Frost

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.

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A Pathfinder Society Scenario designed for 12th level characters (Tier 12).

In the secret upper levels of the Pathfinder Society’s headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin’s blade.

Nothing Ventured, Nothing Gained is the fourth and final scenario in the Tier 12 Eyes of the Ten campaign arc and is the sequel to Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution.

Written by Tim Hitchcock

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.

4.40/5 (based on 10 ratings)

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A Pathfinder Society Scenario designed for levels 12–15.

Every year, one of Thuvia’s five city-states receives a mere six vials of the famous sun orchid elixir—a potent and extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that this year the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly.

“First Taste of Eternity” debuts the first dedicated seeker-level content for the Pathfinder Society Roleplaying Guild since the acclaimed Eyes of the Ten series, and it is the first scenario in the three-part All for Immortality campaign arc. It is followed by Pathfinder Society Scenario #7–26: “All the Gods Beyond” and Pathfinder Society Scenario #7–29: “Serpents Fall.” All three chapters are intended to be played in order.

Written by Thurston Hillman.

3.70/5 (based on 10 ratings)

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A Pathfinder Society Scenario designed for levels 12–15.

Recent revelations suggest the Thuvian crisis is part of a more devious scheme—one that extends far beyond the sun orchid trade. On the trail of the villainous mastermind at the heart of it all, the PCs set out for shadow-cursed Nidal to infiltrate a clandestine facility established to study the utterly otherworldly.

“All the Gods Beyond” is the second scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7–20: “First Taste of Eternity” and followed by Pathfinder Society Scenario #7–29: “Serpents Fall.” All three chapters are intended to be played in order.

Written by Amanda Hamon Kunz and F. Wesley Schneider.

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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!

“Serpents Fall” is the third and final scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7–20: “First Taste of Eternity” and followed by Pathfinder Society Scenario #7–26: “All the Gods Beyond.” All three chapters are intended to be played in order.

Written by John Compton.

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A Pathfinder Society Scenario designed for levels 12-15.

The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame—one that can match the searing hatred of Ymeri herself. The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other. Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures. Only the greatest agents stand a chance of breaking the Opal and surviving.

Written by Robert Brookes.

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A Pathfinder Society Scenario designed for levels 12–15.

Using misdirection and misinformation, the Pathfinder Society has cornered a pair of its old enemies—a demoniac and an assassin—in the Five Kings Mountains. However, the two have taken refuge inside a sacred dwarven burial ground sacred to Magrim, and their desperate defenses have stymied the dwarves' initial assaults. It falls to a team of the Society's best agents to overcome these obstacles, avert impending blasphemies, and end these villains' treachery forever.

Contents in Betrayal in the Bones also contribute directly to the ongoing storyline of the Grand Lodge faction.

Written by Tom Phillips.

4.50/5 (based on 2 ratings)

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Are you ready for adventure?

Welcome to the inaugural issue of Adventure Quarterly and the start of a tradition. Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder Roleplaying Game from new and established voices in the RPG industry! We hope you are along for the ride and know you will love what we have to offer.

In this issue, you will find desperate measures taken by cooks and charlatans, bloodthirsty vampires and conniving hags, desperate adventurers trying to save their companions and massive monuments dedicated to sleeping God-Kings. We have tapped three ENnie award winning veterans of the craft to create some great stories and hours of excitement—names you should know, Adam Daigle, Tim Connors, and Tim Hitchcock. Loaded with maps, NPC and monster stat blocks, a fully detailed sinister organization, a baker's dozen of tables from Creighton Broadhurst of Raging Swan Press to help you name your next savage tribe, and adventures for characters level 1, 5 or 12, there is sure to be something to spice up your next session!

Authors: Adam Daigle, Tim Connors, Tim Hitchcock, Creighton Broadhurst, Robert N. Emerson
Cover Artist: Emma Lazauski
Pages: 70

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In a land where the sun relentlessly bakes its sandy surface, water is king. In the desert, the life-sustaining fluid is more valuable than the most precious metals, desirable gems and mightiest weapons. Most adventurers believe that the scarcity of water makes the desert an inhospitable place...

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One Night in Valhalla is a Pathfinder Roleplaying Game adventure for the Northlands Saga setting and is the sixth and final adventure in The Long Night of Winter adventure anthology. Like the other adventures in the anthology, One Night in Valhalla can be dropped into a Northlands Saga campaign...

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A Cold Wind Blowing ... Journey to the frozen mountains of the Cold North! The heroes are asked to brave the elements and find out what happened to the inhabitants of a remote dwarven watchtower. ... Will the steely resolve and gritty determination of the adventuring band be enough to win the...

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When You Call Forth The Dead, What Horrors Will Answer?The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s...

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Chapter 5: War of the River Kings ... by Jason Nelson ... Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and...

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Chapter 5: Tide of Honor ... by Tito Leati ... The heroes arrive in Minkai only to discover an empire on its knees. The Jade Regent has twisted the ruling government to cater to his despotic whims, and throughout the realm the people suffer. Before the PCs can attempt to stand against the tyrant...

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Chapter 4: The Midnight Isles ... by Greg A. Vaughan and James Jacobs ... After an audience with the Crusader Queen, the heroes journey to a fortress that straddles the boundary between this world and the demon-haunted realm of the Abyss. There, they must face powerful agents of the architects of...

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Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run...

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by Michael McCarthy ... A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of level 12 ... For centuries, the dragon Storm has ‘peacefully’ lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and...

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by Lance Kepner ... A 3.5/Pathfinder compatible adventure for 4-6 PCs of Level 12. ... In the idyllic country town of Weston a call has gone out for adventurers to slay a mighty white worm.  Are you brave enough to face down a mythical beast and save the town?  Or will you and your...

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4.20/5 (based on 21 ratings)

A Pathfinder Society Scenario designed for 12th level characters (Tier 12). ... You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword, the Pale Maiden, to the newly re-opened Woodsedge Lodge. All is not as...

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3.80/5 (based on 8 ratings)

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...

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3.60/5 (based on 9 ratings)

A Pathfinder Society Scenario designed for 12th level characters (Tier: 12). ... You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors'...

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3.70/5 (based on 6 ratings)

A Pathfinder Society Scenario designed for 12th level characters (Tier 12). ... In the secret upper levels of the Pathfinder Society’s headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin’s blade. ... Nothing...

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4.40/5 (based on 10 ratings)

A Pathfinder Society Scenario designed for levels 12–15. ... Every year, one of Thuvia’s five city-states receives a mere six vials of the famous sun orchid elixir—a potent and extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared...

Our Price: $3.99

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3.70/5 (based on 10 ratings)

A Pathfinder Society Scenario designed for levels 12–15. ... Recent revelations suggest the Thuvian crisis is part of a more devious scheme—one that extends far beyond the sun orchid trade. On the trail of the villainous mastermind at the heart of it all, the PCs set out for shadow-cursed Nidal...

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4.30/5 (based on 4 ratings)

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...

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4.80/5 (based on 9 ratings)

A Pathfinder Society Scenario designed for levels 12-15. ... The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame—one that can match the searing hatred...

Our Price: $4.99

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4.30/5 (based on 6 ratings)

A Pathfinder Society Scenario designed for levels 12–15. ... Using misdirection and misinformation, the Pathfinder Society has cornered a pair of its old enemies—a demoniac and an assassin—in the Five Kings Mountains. However, the two have taken refuge inside a sacred dwarven...

Backorder Print/PDF Bundle $29.98 $19.99

Add PDF $9.99

4.50/5 (based on 2 ratings)

Are you ready for adventure? ... Welcome to the inaugural issue of Adventure Quarterly and the start of a tradition. Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder Roleplaying Game from new and established voices in the RPG industry! We hope you are...