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Welcome to the ninth adventure in the ZEITGEIST adventure path!

A Mighty Hand Turns the Stars

The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only the party can avert this coming doomsday, but they are stranded across the looking glass.

In the realm of the fey—a bright reflection of reality known as the Dreaming—the murder of a beloved man has provoked a civil war. The party cannot make their way home on their own, and the Unseen Court, pledged as allies to Risur, will not lend aid until the mystery is resolved. Can the party find the killer, save the king, and free their homeland from the yoke of the Obscurati before the world witnesses its last starry sky?

An adventure for inveterate heroes of levels 15-16.

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Centuries of unlife do strange things to a lich’s mind. Leander d’Arstond is no exception; driven insane by his long unlife and past brushes with destruction, the brilliant wizard challenges do-gooders to hunt him down. D’Arstond is no ordinary lich, however, and those who treat him as such are in for a dangerous surprise.

In order to bring the lich down forever, characters must undertake an extraplanar journey of epic proportions before finally confronting the evil-doer in his lair. Failure is not an option for the characters, as the lich will then continue his evil machinations against the forces of good.

This Gaming Paper Adventure Includes:

  • A stand-alone adventure for 4–6 players, levels 15–17.
  • 6 maps
  • Numerous illustrations to help immerse you and your players in the adventure.

"Fractured Phylactery" is an adventure for 15th–17th level characters. Written by John Ling, maps by Robert Lazzaretti, and with stunning artwork by Joel Biske this adventure is compatible with the Pathfinder Roleplaying Game.

This Pathfinder Roleplaying Game-compatible adventure contains background information, GM notes, five maps, and all the details necessary to run this high-level planar adventure! The adventure is designed to stand on its own, for four to six players with levels ranging from fifteenth to seventeenth.

If you find this adventure interesting and your characters survive or die memorably, please look for the Gaming Paper logo on future publications from The Guys Who Put Squares on Paper!

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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 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

This volume of Pathfinder Adventure Path concludes the Hell's Rebels Adventure Path and includes:

  • "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).

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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 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.

This volume of Pathfinder Adventure Path concludes the Hell's Vengeance Adventure Path and includes:

  • "Hell Comes to Westcrown," a Pathfinder adventure for 15th-level characters, by Ron Lundeen.
  • A look at how the city of Westcrown operates under the rule of the Glorious Reclamation, by Ron Lundeen.
  • Advice and suggestions on how to expand your campaign beyond the Adventure Path's conclusion, by Ron Lundeen.
  • An infernal confrontation and the waking of a powerful ancient weapon in the Pathfinder's Journal, by Josh Vogt.
  • A collection of formidable monsters, by Jason Keeley and Ron Lundeen.

ISBN-13: 978-1-60125-851-9

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Death Is Not The End

The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving in the alien metropolis of Carcosa, the adventurers must sever the links that bind it to Golarion. In wandering the parasitic city, the characters navigate frozen elder thing ruins, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way through the maddening and monster-infested streets. Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must do what it takes to break these links—or Golarion is doomed to greet the King in Yellow.

This volume of Pathfinder Adventure Path concludes the Strange Aeons Adventure Path and includes:

  • "Black Stars Beckon," a Pathfinder adventure for 15th-level characters, by Jim Groves.
  • Advice and suggestions on how to expand your campaign beyond this Adventure Path's conclusion, including a system to bring your Pathfinder character to a whole other world, by James Jacobs.
  • An unsettling interrogation and a troubling revelation in the Pathfinder's Journal, by Adam Daigle.
  • A bestiary containing a new Great Old One and other loathsome monsters, by Benjamin Bruck, Jim Groves, and James Jacobs.

ISBN-13: 978-1-60125-919-6

"Black Stars Beckon" 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).

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Chapter 6: "Sound of a Thousand Screams"
by Richard Pett

With the dangers of the Stolen Lands brought to heel, the PCs rule as lords of that realm. But from an unassuming corner of their kingdom, a centuries-old plot takes shape, turning the land itself into a deadly enemy that threatens to bring their entire nation to ruin. As the boundary between the Stolen Lands and an insane other world begins to break down, it’s up to the PCs to save their people from nature gone mad and the emissaries of a reality beyond imagining. But can they retain their kingdom—and their sanity—against the fury of the First World?

    This volume of Pathfinder Adventure Path brings the Kingmaker Adventure Path to its dynamic conclusion and includes:
  • “Sound of a Thousand Screams,” a Pathfinder RPG adventure for 15th-level characters, by Richard Pett.
  • Nefarious plots and high-level challenges to keep your Kingmaker campaign running after the Adventure Path’s end, by F. Wesley Schneider.
  • An exploration into the First World, home of the fey and land of impossibilities, by James L. Sutter.
  • Battlefield revelations and unfortunate truths for would-be Pathfinder Ollix Kaddar in the Pathfinder’s Journal, by Jay Thompson.
  • Five new monsters, by Gareth Hanrahan and Patrick Renie.

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.

ISBN–13: 978-1-60125-253-1

"Sound of a Thousand Screams" 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 (606 kb zip/PDF).

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Chapter 6: "Sanctum of the Serpent God"
by Neil Spicer

In their lightless sanctuary, an army of serpentfolk gathers to bring the world above to its knees. The skull of the dead god Ydersius has fallen into the hands of his worshipers once more, and fanged fanatics now commence the rites to resurrect their slain deity. Only the heroes stand between the serpentfolk and their insane plot to unleash one of existence’s foulest tyrants once more upon the world. Can the PCs gather the weapons and allies they need to strike back against the snakes and slay their decapitated god once and for all, or will their failure to do so usher in the Age of the Serpent? Decide the fate of an entire world in this, the climax of the Serpent’s Skull Adventure Path!

    This volume of Pathfinder Adventure Path includes:
  • “Sanctum of the Serpent God,” a Pathfinder RPG adventure for 15th-level characters, by Neil Spicer
  • Aids and advice to continue your war against the serpentfolk even after the climax of the Serpent’s Skull Adventure Path, by James Jacobs
  • Secrets of the sinister snake cult of Ydersius, beheaded god of the serpentfolk, by Rob McCreary
  • The triumphant conclusion of the Pathfinder’s Journal, by Robin D. Laws
  • Five new monsters, by Jesse Benner, Rob McCreary, and Neil Spicer

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.

ISBN–13: 978-1-60125-307-1

Pathfinder Society Roleplaying Guild Sanctioned Content
Sanctum of the Serpent God is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules for running this Adventure Path and Chronicle sheets — (495 kb zip/PDF)

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Chapter 6: "The Dead Heart of Xin"
by Brandon Hodge

The seven shards of the Shattered Star have been recovered, and the Pathfinders prepare a grand festival on Magnimar's Irespan to celebrate this incredible achievement. The culmination of this celebration is to be the reassembly of the seven shards into the legendary Sihedron itself, rebuilt for the first time in over ten thousand years. But a lot can change in that amount of time, and as the ritual to reforge the artifact finishes, ancient contingencies rumble to life, and as the dead heart of Thassilon begins to beat again, all of Magnimar is put in terrible danger. With the power of the Sihedron on their side, the heroes take a stance against this risen evil—but will the aid of an ancient artifact be enough to save them all?

This volume of Pathfinder Adventure Path concludes the Shattered Star Adventure Path and includes:

  • “The Dead Heart of Xin,” a Pathfinder RPG adventure for 15th-level characters, by Brandon Hodge.
  • Explorations of lost cities and confrontations with ancient evils to continue your Shattered Star campaign, by Adam Daigle.
  • A survey of the ancient rulers of Thassilon—all seven runelords detailed in one place, by Rob McCreary.
  • The madness-inducing conclusion of “Light of a Distant Star” in the Pathfinder’s Journal, by Bill Ward.
  • Four new monsters, by Dennis Baker, Adam Daigle, and Brandon Hodge.

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: 978-1-60125-491-7

The Dead Heart of Xin 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 (512 KB zip/PDF).

DriveThruRPG: This product is available as print-on-demand from DriveThruRPG:

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Chapter 6: "The Witch Queen’s Revenge"
by Greg A. Vaughan

Baba Yaga has been rescued from the clutches of her son Rasputin, but the Queen of Witches remains trapped inside a magical matryoshka doll. Delving into hidden chambers deep within the Dancing Hut, the heroes must open the nesting dolls imprisoning Baba Yaga, but they must also contend with the hut’s most dedicated guardians, including the former queens of Irrisen. When the time comes to finally face Queen Elvanna inside the Dancing Hut’s innermost sanctum, will the heroes defeat her and free Baba Yaga, or plunge Golarion into a new ice age?

This volume of Pathfinder Adventure Path concludes the Reign of Winter Adventure Path and includes:

  • “The Witch Queen’s Revenge,” a Pathfinder RPG adventure for 15th-level characters, by Greg A. Vaughan.
  • Ways for you to extend your campaign beyond the covers of this Adventure Path and carry on your adventures against the witches of Irrisen, by Adam Daigle and Rob McCreary.
  • An exploration of the mysteries of Baba Yaga and her touch on the world of Golarion and beyond, by Adam Daigle.
  • An escape from Whitethrone in the Pathfinder’s Journal, by Kevin Andrew Murphy.
  • Four new monsters, by Shaun Hocking, Michael Kenway, Rob McCreary, and Matt Renton.

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: 978-1-60125-497-9

The Witch Queen's Revenge 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 (639 KB zip/PDF).

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Chapter 5: "Herald of the Ivory Labyrinth"
by Wolfgang Baur

The cult of Baphomet has been delivered a critical blow, yet the demon lord remains undeterred. Now he’s taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most dangerous and audacious mission yet—travel to Baphomet’s Abyssal realm known as the Ivory Labyrinth, navigate its trackless mazes, and find the ancient prison in which he’s keeping the abducted herald. Can the heroes rescue the goddess’s messenger, or are they already too late? And was the abduction merely a ruse by the demon lord to lure the heroes into his clutches?

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

  • "Herald of the Ivory Labyrinth,” a Pathfinder RPG adventure for 15th-level characters with 7 mythic tiers, by Wolfgang Baur.
  • A look into Baphomet—demon lord of beasts, labyrinths, and minotaurs—and the workings of his sinister cults, by Sean K Reynolds.
  • An exploration of the foul fiends known as demodands and their place in the Abyss, by Amanda Hamon.
  • Betrayal and bloodshed in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Amanda Hamon, James Jacobs, Ron Lundeen, and Jason Nelson.

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: 978-1-60125-586-0

"Herald of the Ivory Labyrinth" 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).

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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).

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Into the Mind of a God

Silver Mount has long beckoned explorers and adventurers from across the Inner Sea with its promise of otherworldly treasures, but more than riches waits within this towering ruin's alien chambers. Here, the greatest of the Iron Gods dwells, inexorably drawing its plans against the world of flesh and preparing for its final triumphant emergence. With the brutish rulership of Starfall cowed, the time is right for the PCs to mount the most extensive and dangerous expedition ever made into Silver Mount's mysterious interior. What strange perils from beyond the stars await the heroes in one of Golarion's most legendary dungeons, and what insidious traps has the Iron God set for them within those metal walls?

This volume of Pathfinder Adventure Path concludes the Iron Gods Adventure Path and includes:

  • "The Divinity Drive," a Pathfinder adventure for 15th-level characters, by Crystal Frasier.
  • Dangerous plots to expand your Iron Gods campaign, by Adam Daigle and James Jacobs.
  • A look into the inner workings of robots, by Greg A. Vaughan.
  • The gripping conclusion of the Pathfinder's Journal, by Amber E. Scott.
  • Five dangerous new monsters, by Adam Daigle, Crystal Frasier, Thurston Hillman, and Will McCardell.

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: 978-1-60125-724-6

"The Divinity Drive" 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 (874 KB zip/PDF).

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The Bigger They Are...

The thrilling conclusion of the Giantslayer Adventure Path! Emerging from a fire giant dungeon into a volcano's caldera, the heroes spy the Storm Tyrant's stolen cloud castle floating high above. From there, they must storm the stronghold as it takes off into the sky, engaging in bloody battle with the ruthless storm giant's elite guardians and allies. Finally, the heroes must face the Storm Tyrant himself—alongside his dominated red dragon—to put an end to his megalomaniacal push for power. Will the heroes defeat Volstus the Storm Tyrant, or will all of Avistan bend its knee to the mighty warlord and his giant armies?

This volume of Pathfinder Adventure Path concludes the Giantslayer Adventure Path and includes:

  • "Shadow of the Storm Tyrant," a Pathfinder Adventure for 15th-level characters, by Tito Leati.
  • High-stakes plots and dangerous foes to continue and expand your Giantslayer campaign, by Jim Groves.
  • A look at the extraplanar giants known as gigas, by Patrick Renie.
  • A final tall tale of hunting giants in the Pathfinder's Journal, by Patrick Renie.
  • Four new monstrous threats, by Benjamin Bruck, Steven T. Helt, Mikko Kallio, 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: 978-1-60125-730-7

"Shadow of the Storm Tyrant" 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 (1.1 MB zip/PDF).

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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.

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How Deep Does It Go?

There is more to Coliseum Morpheuon than the Khan of Nightmares and the one hundred wishes of the Damnation Epoch. The Tarnished Souk brings souls from across the planes to its questionable market in search of riches and power. Groups vie for influence and advantage on and off the sands of the arena. Beneath the surface and hidden within the intrigues of shadowy factions, there are secrets.

Secrets with power. Secrets to die for. Secrets soaked in blood.

Can you bend the Dream to your desires and claim those secrets for your own? Are you willing to go down The Rabbit Hole? Are you willing to kill for what you will find? You're about to find out...

Five Room Dungeon: The Rabbit Hole is a 5 encounter dungeon for four characters, levels 15 or greater based on the original design theory of Johnn Four of Roleplayingtips.com, which delves into the dark and surreal inner realms of the Dream and Coliseum Morpheuon. It builds on the material presented in that adventure, but does not require it.

Authors: Ben McFarland, Clinton J. Boomer, and Matt Banach
Cover Art: Mark Hyzer
Cartography by Jonathan Roberts
Pages: 20

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What the ….?

There's often those moments in an adventure when you either look at what's going on, or back at what's happened, and shout out "What the...?"

Within this installment of Adventure Quarterly there are several such moments  awaiting your discovery.

Ruins Perilous, Level 2, The Warren:  Life in the Warren is in a state of upheaval. The story unfolding among this pack of once noble ratfolk is one of deceit and uncertainty, as lust for power conflicts with a struggle for dignity. This 2nd level adventure by T.H. Gulliver with additional design by Jonathan McAnulty, enjoy the heights of Shakespearian tragedy that will test the mettle of your adventurers. (Level 1 can be found in Adventure Quarterly #2)

Legend of the Huntress: an exploration adventure for 4th-5th level characters by Agston Petz; it involves the secret behind a recently discovered painting and a quest for a great jewel, where the PCs must contend with a menace in the shadows of the Dire Weald.

Self-Determination: a mystery/location adventure for 15th level PCs in which that is the perfect start up after a total party kill, They wake up bereft of all their gear in an unknown realm, and must determine what has happened to them and why.

Additionally, Creighton Broadhurst offers further dungeon miscellany and our own Steven D. Russell starts a new series on wide-open sandbox campaign design. Enjoy the contents, and stay for the tormenting of your players!

Pages: 79
Cover Illustration by Gennifer Bone

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A burning starship falls through time, carrying a cargo that spells devastation for any Realm it crashes into. Your team of Portal Jumpers are about to catch an express elevator to hell as they attempt to avert disaster.

Welcome to Suzerain, where you will take your Pathfinder game to places far beyond the usual fantasy setting! In this free intro to Dungeonlands: Tomb of the Lich Queen, you will play a team of Solar Federation Portal Jumpers, a special cadre of marines whose duty takes them across the Realms and times of the Continuum as troubleshooters.

This adventure will take your heroes from a high-tech, sci-fi setting into the high fantasy of our old school megadungeon—Dungeonlands: Tomb of the Lich Queen. Come along for the ride of your life!

This free 17 page PDF contains:

  • Four 15th level pre-generated characters
  • One new race, the Zurn.
  • 7 new weapons including firearms of the Solar Federation

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Welcome to the ninth adventure in the ZEITGEIST adventure path! ... A Mighty Hand Turns the Stars ... The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only...

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Centuries of unlife do strange things to a lich’s mind. Leander d’Arstond is no exception; driven insane by his long unlife and past brushes with destruction, the brilliant wizard challenges do-gooders to hunt him down. D’Arstond is no ordinary lich, however, and those who treat him as such are...

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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...

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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...

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Death Is Not The End ... The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving in the alien metropolis of Carcosa, the adventurers must sever the links that bind it to Golarion. In wandering the parasitic city, the characters navigate frozen elder thing ruins, deal with...

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Chapter 6: Sound of a Thousand Screams ... by Richard Pett ... With the dangers of the Stolen Lands brought to heel, the PCs rule as lords of that realm. But from an unassuming corner of their kingdom, a centuries-old plot takes shape, turning the land itself into a deadly enemy that threatens to...

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Chapter 6: Sanctum of the Serpent God ... by Neil Spicer ... In their lightless sanctuary, an army of serpentfolk gathers to bring the world above to its knees. The skull of the dead god Ydersius has fallen into the hands of his worshipers once more, and fanged fanatics now commence the rites to...

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Chapter 6: The Dead Heart of Xin ... by Brandon Hodge ... The seven shards of the Shattered Star have been recovered, and the Pathfinders prepare a grand festival on Magnimar's Irespan to celebrate this incredible achievement. The culmination of this celebration is to be the reassembly of the...

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Chapter 6: The Witch Queen’s Revenge ... by Greg A. Vaughan ... Baba Yaga has been rescued from the clutches of her son Rasputin, but the Queen of Witches remains trapped inside a magical matryoshka doll. Delving into hidden chambers deep within the Dancing Hut, the heroes must open the nesting...

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Chapter 5: Herald of the Ivory Labyrinth ... by Wolfgang Baur ... The cult of Baphomet has been delivered a critical blow, yet the demon lord remains undeterred. Now he’s taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most...

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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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Into the Mind of a God ... Silver Mount has long beckoned explorers and adventurers from across the Inner Sea with its promise of otherworldly treasures, but more than riches waits within this towering ruin's alien chambers. Here, the greatest of the Iron Gods dwells, inexorably drawing its plans...

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The Bigger They Are... ... The thrilling conclusion of the Giantslayer Adventure Path! Emerging from a fire giant dungeon into a volcano's caldera, the heroes spy the Storm Tyrant's stolen cloud castle floating high above. From there, they must storm the stronghold as it takes off into the sky,...

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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...

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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...

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How Deep Does It Go? ... There is more to Coliseum Morpheuon than the Khan of Nightmares and the one hundred wishes of the Damnation Epoch. The Tarnished Souk brings souls from across the planes to its questionable market in search of riches and power. Groups vie for influence and advantage on...

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What the ….?There's often those moments in an adventure when you either look at what's going on, or back at what's happened, and shout out What the...? ... Within this installment of Adventure Quarterly there are several such moments  awaiting your discovery. ... Ruins Perilous, Level...

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A burning starship falls through time, carrying a cargo that spells devastation for any Realm it crashes into. Your team of Portal Jumpers are about to catch an express elevator to hell as they attempt to avert disaster. ... Welcome to Suzerain, where you will take your Pathfinder game to places...