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Fully usable with 0one's Black & White: White Wyvern Inn miniature scale tiles, The Spirit of the White Wyvern is made for a group of player characters of levels 4 to 5 inclusive. Whether your taste is for roleplay, investigation, or daring combat, experience the welcome at the White Wyvern Inn. With cheerful customers, exotic travelers, and a thing that goes bump every night, you’re certain of entertainment and mystery in this Pathfinder Roleplaying Game compatible adventure!

This adventure was specifically designed to be used with the tiles contained in 0one's Black & White: White Wyvern Inn product, but it can be easily played without them. Furthermore it can be inserted into any ongoing campaign with ease.

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    The Spirit of the White Wyvern Game Pack Contains:
  • 34-page adventure, available separately as 0one's Black & White Adventures: The Spirit of the White Wyvern. The Spirit of the White Wyvern is made for a group of player characters of levels 4 to 5 inclusive. Whether your taste is for roleplay, investigation, or daring combat, experience the welcome at the White Wyvern Inn. With cheerful customers, exotic travelers, and a thing that goes bump every night, you’re certain of entertainment and mystery in this Pathfinder Roleplaying Game compatible adventure!
  • 25 customizable tiles, available separately as 0one's Black & White: White Wyvern Inn.
  • 22 counters and paper bag, exclusive to this game pack: counters detailing the major NPCs and foes of the White Wyvern Inn plus an exclusive paper bag to store them.
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A 0one Games classic returns, for all Pathfinder Roleplaying Game fans. Enjoy once more this old-style adventure with plenty of players' handouts, fully fleshed-out NPCs, smart monsters and intriguing plots, all under your favorite rule system.

This adventure is designed for four 4th–5th level characters. Hired to escort a man through Frozen Orc Pass, home to the infamous Frozen Scimitar Orcs, events soon change into a truly frightful ordeal for the adventurers. This adventure features new undead creatures as well as a challenging plot that may have several twists and turns that could develop the adventure in different directions. This well-balanced adventure may be altered for those who wish to customize parts to better match their gaming style. The adventure features ten fully detailed supporting characters and villains, as well as a thoroughly detailed dungeon to encounter the hideous new monsters.

While sitting quietly in your favorite inn in the city of Areneis, drinking goblets of fair wine and eating dried fruit along with some bits of seasoned cheese, you see an elderly, austere dwarf approaching. "Good evening, noble sirs. My name is Agamar—I’m the seventh cousin of King Hradroom of the dwarven citadel of Kurum-Dam. May I speak with you for a moment? Well, I’m in a bit of trouble and I need group of adventurers for a dangerous mission. You see, I was trying to escort a man through Frozen Orc Pass. My fellows and I tried to make the journey three times, but we were forced back because we were dwarves. Warriors from the Frozen Scimitar tribe, lousy orcs and their king Kdank, killed all in our party save myself and this man. I think that an all dwarf party will not make it through the pass. I’m terribly old and alone now, and the man must make it to the citadel soon. I’d prefer a younger, more able, party to get him to Kurum-Dam, so I can pay 500 gold pieces now, and give you a note for 1,500 more once the man is safely to the citadel. What do you say?

The man to be escorted is named Stolypin. He’s not a noble, nor is he a merchant—truth be told, I believe he’s a little dupe—but he’s a "noser." Nosers are a unique lot; there are maybe two or three of them the world over. They’re able to determine the potency of the Spirit of the Black Dwarf—our famous liquor—simply by smelling a closed barrel. We dwarves of Kurum-Dam are the leading producers of the liquor in the world, so you can guess how valuable the man is to us."

    This module also includes:
  • Two battlemaps for miniatures gaming
  • Players handouts
  • The Fang, a beautifully detailed dwarven inn
  • Three new magical items
  • Full NPC and monster statistics
  • Beautifully rendered floor plans and dungeon maps
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The doors of the inn open and two half-orcs larger than elephants enter, scrutinizing everybody grimly. One of them makes a sign to the entrance, then a beautiful woman in a figure-hugging silk dress enters the tavern. Her face is almost completely hidden behind a black shroud, her walk is cat-like and she attracts the men’s gazes.

She approaches the portly innkeeper and talks briefly to him, then he points towards the PCs. The woman sits down at a reserved table behind a screen.

Straight away, one of the grim half-orcs approaches you and says in perfect Common: Begging your pardon sir, my lady wishes to speak with you, would you be so kind as to follow me to her table?”

The PCs are approached by a beautiful aristocratic woman in a local inn. The woman claims to be Sherl Andwan of the noble Andwan family and tells them she is in great trouble: her husband died recently but did not show her how to retrieve the inheritance in the dungeon of her villa. She wants to hire the PCs to disable the magical traps set by her husband to protect his treasure...

By popular demand, another 0one Games classic returns in Pathfinder Roleplaying Game form. Return to the Andwan villa and face the beautiful and devious Zifis and her rival, the subtle Harvey Blackmoor, once again. See you searching the legacy soon, and don't forget your sunflower seeds!

This is a generic adventure set in a small town. It can be inserted easily into any campaign in any world. The adventure is designed for a party of 4–5 adventurers of 4th–5th level but it can be scaled easily by modifying the monsters and villains statistics or the strength of the traps in the dungeon.

The party should have one or two adamantine weapons or a fighter capable of inflicting large amounts of damage (10+ with each attack).

The adventure involves role-playing opportunities and fighting action, so the referee must read the whole text to familiarize him- or herself with the various NPCs and villains.

    This module also includes:
  • Five battlemaps for miniature gaming
  • Full NPC and monster statistics
  • Beautifully rendered floor plans and dungeon maps
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Welcome to The Sinking, a twelve-part campaign serial from 0one Games!

The Devil's Smuggler, written by John Ling, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future events. Throughout the year, 0one games will release a number of short adventures whose various plots are all somehow entwined with the event. Each will be a stand-alone adventure, designed to be played independently without a specific sequence and can be completed in a single evening’s play.

In desperate times, the scum rises to the surface where everyone can see it. Street crime has reached an all time high, wallowing amidst a sea of homeless and indigent beggars. Yet beneath the surface, there lurk darker things. Spurred to action by a rash of abductions, the adventurers run afoul of one of the Great City's long standing crime families. But like everyone else, the Sinking has dealt them a fateful hand. With Orim Menach, the patron of their organization missing, the Menach boys have slipped into the trap of an even greater threat, one the adventurers must uncover for themselves.

The Devil's Smuggler is an adventure for the Pathfinder Roleplaying Game for 4th-level Player Characters

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Welcome to The Sinking, Campaign Serial.

"Tatterdemalion", written by David Schwartz, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future events. Throughout the year, 0one games will release a number of short adventures whose various plots are all somehow entwined with the event. Each will be a stand-alone adventure, designed to be played independently without a specific sequence and can be completed in a single evening’s play.

Since the event known as The Sinking, a general uneasiness descended upon the Great City, but that's no reason not to party!

The PCs attend a covert masquerade thrown by a troupe of thrill seeking young nobles. Matsoni Gimbros, the clique's ringleader, declares the party's theme to be The Sinking.

To complement his theme, Matsoni chose the perfect venue: an abandoned bathhouse on the edge of the sinkhole. Rumors that a ghost haunts the bathhouse only add to its allure.

Privileged, promiscuous young people in a haunted condemned building: what could possibly go wrong?

"Tatterdemalion" is an adventure for the Pathfinder Roleplaying Game system for 4th-level player characters.

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Welcome to The Sinking, Campaign Serial.

"Politics Unusual", written by Rob Manning is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future events. Throughout the year, 0one games will release a number of short adventures whose various plots are all somehow entwined with the event. Each will be a stand-alone adventure, designed to be played independently without a specific sequence and can be completed in a single evening’s play.

When a headstrong Azindralean politician seeks to launch a campaign to seize control of his district, his chief security officer hires the PCs to ensure his enemies cannot transform his opening speech into a riot. Emphasizing wit and subtlety, they must siphon through the crowd of followers and disperse potential troublemakers as peacefully as possible. Under no circumstances should they besmirch the campaign of hope with bloodshed. Yet even if they succeed, a final enemy plots their demise. He only waits for their victory to trick them into lowering their guards.

"Politics Unusual" is designed using the Pathfinder Roleplaying Game system for 4th–level characters.

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Welcome to The Sinking, Campaign Serial.

The Malchort Cabal, written by Tim Hitchcock, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future events. Throughout the year, Øone games will release a number of short adventures whose various plots are all somehow entwined with the event. Each will be a stand-alone adventure, designed to be played independently without a specific sequence and can be completed in a single evening’s play.

After the PCs new patron mysteriously disappears, the PCs are drawn into the dark dealings of powerful cabal of nobles whose secret interests in the Sink they would kill to protect. Yet even within their inner circle, cabal members keep secrets from each other, forcing the PCs to scramble for answers to stop an unknown madman from stirring whatever horrors he believes lie within the lightless depths of the massive sinkhole.

The Malchort Cabal is designed using the Pathfinder Roleplaying Game system for 4th–level player characters. This is a double-sized episode which marks the end of the first season.

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A Pathfinder Roleplaying Game adventure for 4-6 characters of level 4.

Jean Lemaistre, celebrated cavalier of the Order of the Lily, defeated the vampires of Château Rougemord many winters ago, though he himself perished in the process. Having no wish to be brought back to life, in common with most cavaliers of his Order, Lemaistre was entombed near the village of Sans-Secours, close to the château, with all of his possessions either bequeathed to the Order or sent back to his family.

All, that is, except for his banner, the “Fleur de Lis”, which inexplicably failed to return, and which the Order is now paying you handsomely to retrieve for them from Lemaistre’s tomb, which is presumably where it ended up.

So wrapped up in warm winter clothing you have journeyed into the mountains in the hope that the trail that you now seek has neither gone too cold nor regained any of its former danger. After all, it has been fifty years…

Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging and balanced, and easily integrated into any campaign world.

Each adventure has enough material to last three or more playing sessions and enough experience to raise four characters of the appropriate level up by one extra level. Treasure is commensurate with the encounter challenges faced. Scaling information is included for adventuring parties of five or six.

Although this adventure is set around a snow-capped mountain range most of the action takes place within the cold stone walls of the Château de Rougemord.

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The From the Deep Adventure Path resumes after the PCs have returned to the city of Arbil for some much-deserved rest. But instead of finding a peaceful city, increasingly frequent and vicious raids by the tribal orcs found along the unclaimed coastlines spoil the plans of the party.

The PCs are tasked with tracking down the reason why the orcs are attacking Arbil in increasing numbers. In their journeys, the PCs will travel along the wild coastlines of Tion, encountering the untamed inhabitants that have yet to be pacified by the Protectorate, and even out across the ocean ruled by the Maquoran Fleet.

But is the true danger from across the ocean or from below it?

Also included in "Ruling Three" is detailed information on the lizardfolk race, several new psionic monsters, and information on the coastlines of the Protectorate.

Author: Michael McCarthy

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Welcome to the third adventure in the SANTIAGO: A Myth of the Far Future adventure path for the Pathfinder RPG! In this adventure, the heroes continue their hunt for the greatest outlaw of them all.

Socrates is hard to please:
He lives in the shade of the gallows-trees;
He prays for life on bended knees—
But he's bound for hell, is Socrates.

"Of Devils and Virgins" introduces the heroes to a host of new and important contacts as they hunt for the Frontier's most notorious bandit.

Their lead on a crazy researcher will bring the heroes to the devil-worshipping occult haven that is Walpurgis III, where they'll have to make a deal with the cultists if they hope to get him back. Meanwhile, on the uneasy Democracy planet of Declan IV, another man whose information could be worth 20,000,000 credits prepares to meet with a potential new ally.

It's mayhem, monsters, and more as the heroes deal with the likes of Devils and Virgins.

A 4th-level Pathfinder RPG adventure for 4-6 players.

SANTIAGO: A Myth of the Far Future is a sci-fi adventure path based on the novels of Mike Resnick. Throughout the course of this AP, the heroes will pursue the notorious intergalactic outlaw Santiago and the 20,000,000 credit bounty on his head. The problem? Nobody knows where the famed criminal is, what he looks like, or how to find him!

Also available separately for free are the SANTIAGO Player's Guide, which contains character options, setting information, and a basic introduction to playing the Pathfinder Roleplaying Game in space; and the SANTIAGO Campaign Guide, which contains a complete overview of the adventure path for GMs.

The far future awaits!

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Welcome to the third adventure in the ZEITGEIST adventure path!

In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts.

These primitive weapons contain powerful spells capable of conjuring alien monsters never seen in modern times. To unearth why shadowy forces are collecting these relics, the partytravels into the High Bayou, lair of the dread fey titan called the Voice of Rot. There, beneath an ancient ziggurat, the party finds the remains of a doomed archaeological expedition, and learns that a powerful alien entity has escaped its ancient prison and entered this world. The party has tugged into view one thread of the conspiracy, but to reach its heart and see how deep the threat goes, they're going to have to dig.

An adventure for enterprising heroes of 4th-5th level.

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A Collection of Dark and Daring Adventures!

What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors?

Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine.

This 94-page sourcebook and adventure anthology is set in the seedy underbelly of Zobeck, and includes:

  • 6 adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong
  • 5 locales—such as the Cartways Market Gallery or the Old Stross Municipal Baths.
  • A dirty dozen NPCs like kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes.
  • A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent.

You probably shouldn't bring the paladin along on this one...
This official Midgard adventure anthology is easily portable to any setting.

Winner of the 2012 Gold ENnie for Best Adventure!

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The Midgard Tales hardcover collects 13 adventures that reach out to remake classic themes, such as a demon-haunted mountain, a tribe of orcs and their hideous goddess, and the lost library of House Stross. These are adventures to be remembered, adventures to shake the foundations of complacency and "just another dungeon."

Throughout the history of the tabletop roleplaying game hobby, some adventures have forever defined a setting in the minds of gamers. For the Midgard Campaign Setting, that product is Midgard Tales from Kobold Press.

Midgard Tales is a 192-page hardcover anthology of 13 Pathfinder Roleplaying Game adventures for characters level 1 through 15. Players will:

  • Face the terrors of a demon-haunted mountain
  • Confront a remarkable tribe and their hideous goddess
  • Explore the strange lost library of House Stross
  • and much more!
Featuring the talents of designers Richard Pett, Crystal Frasier, and Ben McFarland, Midgard Tales will give gaming groups something to talk about for years to come!

Here’s what you’ll find inside:

  • "Atop the Warring Blasphemies:" In the Wasted West, goblin factions wage civil war atop two battling, time-slowed alien colossi. The captured PCs must attempt a daring escape through their cities and down the titanic bodies of the hideous Great Old Ones Gorthoga and Ashkharak.
  • "Curse of the Witchkeep:" Ancient magics spin out of control, unleashing a plague of undead. The characters must untangle a knot of competing factions to discover and stop the true source of this necromantic blight.
  • "On the Fourth Day, We Kill Them All:" In western Trollheim, one great house is about to fall, destroyed by its ancient rival. Only the PCs can save the noble house through means whose story began centuries ago.
  • "Bloodmarked of the White Mountain Marches:" An ancient curse threatens to transform isolated mountain communities into ravenous, brutal raiders dedicated to the White Goddess.
  • "The Dawnsong Tragedy:" A holy shrine, once lost on the plains, has returned, and it’s up to the characters to cleanse it of the evil that twisted its very existence. Success means the favor of the bright goddess Lada and the restoration of her sacred holy place.
  • "The Tattered Unicorn:" Something sinister lurks in the woods, committing atrocities against the good creatures living there. Can the characters discover what drives anyone to skin a unicorn and terrorize a small, pastoral community?
  • "To Resurrect the Steigenadler:" A terrible accident causes an airship crash in the heart of the Wasted West. The characters must survive against the dust goblins, the walker cultists, a secret killer, and even the land itself to create their own rescue and return to civilization.
  • "Masquerade:" Two star-crossed lovers seek to be reunited and begin their new life. But first, the adventurers must kill one of them.
  • "Whispers in the Dark:" The mines of the Ironcrags can dig too deep, unleashing things best left buried. Something terrible hunts the shafts and tunnels; can the characters to stop the killings and restore a dwarf clan’s prosperity?
  • "Sorrow:" The King in Rags has come to claim his promised betrothed, but betrayal lurks in every alcove. The characters must defeat the faerie lord at his own games and seek him out in the heart of his fey realm.
  • "Among the Red Monoliths:" An ancient and sleeping army of giants stands, imprisoned for millennia. Now the White Knights want to destroy them, and it’s up to the adventurers to save the city and keep the giants slumbering.
  • "Five Trials of Pharos:" One of the Mharoti dragons is offering a king’s ransom to the first team to complete the course and its challenges—but not every hazard along the way is a natural one.
  • "The Stacks Between:" Torn from reality and set adrift on the space between the Outer Planes due to the hubris of its last caretaker, the Lost Stross Library has reappeared. The characters have but hours to rescue a foolish explorer and escape before the structure drifts away, taking anyone inside along with it.

Don't miss out on the Midgard Tales Art & Map Folio to make your next adventure in Midgard one for the ages!

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Face the River's Fury!

In the small hamlet of Riverbend, the miller's wife is missing, and the locals suspect that the husband himself was involved. But all is far from what it seems. Ellessandra, the missing woman, is actually an elf from the Summer Lands. She came to live in the human settlement when the miller made a dangerous pact with the River King, the lands' powerful sidhe ruler.

Now, the player characters must unravel the truth behind Ellessandra's disappearance, piece together the involvement of a young brownie-turned-fey-lord, and dive into the fey courts of the Summer Lands to stop a raid that would surely spell Riverbend's doom. All the while, Arthurian intrigue and mischief runs high among the fey lords and ladies in this mercurial, open-format adventure from acclaimed adventure designer Wolfgang Baur!

This Pathfinder Roleplaying Game adventure for 4th- through 6th-level characters is full of hijinks and trickery, and fits nicely into any campaign setting in which fey are regal. Their courtly plots are dangerous and will test bold adventurers' skills to the limit!

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A mother’s love is stronger than death, but love and death walk hand in hand when mortals cross paths with the immortal fey of Cold Mountain. This adventure designed for 4th level characters stands on its own as a lush atmospheric journey into the dangers and mysteries of the wild, but it is especially suited for characters in a Kingbreaker Adventure Path campaign as they explore the unforgiving lands of a savage frontier and find them not uninhabited. As their kingdom expands, can your heroes manage to forge peace with the xenophobic clans and cold-hearted fey of the lonely hills and the frightening fury of nature itself that threaten to rise up and devour barbarian village and new-founded kingdom alike?

Written by Jason Nelson, with art by Frank Hessefort and maps by ENnie-award-winning cartographer Todd Gamble, this 47-page epic adventure features 3 new/variant creatures and a variety of harrowing challenges of mind, heart, and strength. Cold Mountain continues Legendary Games' tradition of bringing you outstanding content by the best authors in the business, combined with amazing art and production values and innovative layout design, including a 4-page appendix of player-friendly text-free map handouts. We hope you enjoy using our products as much as we enjoy making them, and that you'll keep coming back again and again to Make Your Game Legendary!

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While sails on the horizon can be reason to fear in pirate-infested waters, sometimes they bring good cheer and companionship on the lonely journeys across the endless blue. A chance encounter with Captain Craw and the good ship Tamarind seems like the latter, a friendly crew of spice traders offering warm hospitality. Yet all is not as it seems, as the Tamarind trades in a far different and more terrible cargo on a dangerous course into the hands of the legendary Shayonna the Gaunt and her desolate reef! Can your heroes uncover the Tamarind's deadly secret before they become the latest prizes sent to the clutches of the sea witch?

Islands of Plunder: "Spices and Flesh" is a 26-page adventure for 4th-level PCs full of mystery and peril upon the high seas and below the waves, incorporating investigation and negotiation alongside deadly danger on board ship and among the deadly reefs below. It includes two sets of maps, one for the GM and an unkeyed set for players.

"Spices and Flesh" is the second in a series of pirate-themed Islands of Plunder adventures by superstar author Matt Goodall, collaborating on this adventure with James F.D. Graham, with amazing artwork by Ivan Dixon and Chris Smith and marvelous maps by Pedro Coelho. This adventure can be easily dropped into any seafaring campaign, though it also harmonizes beautifully with a pirate-themed campaign. The Islands of Plunder series continues Legendary Games’ tradition of bringing you outstanding content by the best authors in the business, combined with amazing art and production values and innovative layout design. We hope you enjoy using our products as much as we enjoy making them, and that you’ll keep coming back again and again to Make Your Game Legendary!

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Visions of Destiny or Doom!

A mysterious plot is unfolding. Following clues about the theft of a pair of ancient statues, the PCs have discovered who hired the Elverin Skulk thieves’ guild to rob the Lord Mayor of Port Fairglade. It’s clear that the guild’s client is a dangerous and powerful man, but without further information, they can do nothing to stop whatever plans he might have. But there is hope. Deep in the ancient ruins of Sol’Ithmanna rests a stone portal. When opened with the proper keys, the portal will grant access to the domain of a fey oracle who can help them discover the villain’s true purpose and how they can stop him. But the oracle only gives his aid to those who can pass his tests. Are the PCs up to the challenge? "The Oracle’s Test" is an adventure for 4th-level characters.

"The Oracle's Test" is an adventure for 4th-level characters. It is part four of Trail of the Apprentice, a full campaign made up of 5 interconnected adventure modules for the Pathfinder Roleplaying Game, whether you're using the standard rules or the simplified rules for beginners! The Trail of the Apprentice saga and all adventures in the the Legendary Beginnings line from Legendary Games are designed as exciting adventures suitable for all ages, but specially designed for those new to roleplaying and those on the younger side. Grab this amazing adventure today and Make Your Game Legendary!

Download includes a 50-page adventure plus a 20-page art and map folio, including unkeyed player-friendly maps!

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The peaceful farming village of Vestor is on the verge of hysteria! Hours ago, brigands kidnapped five ladies of the village, alarming the entire community with the news that the young women were to be gifts for a demon queen! These hard-working people of the land are in need of heroes, and fast!

Written by Ken Austin, Sacrifices of the Demon Queen (PRGP) is an adventure for four players of 4th level. The Sidetrek Adventure Modules are designed to be played during the course of a single gaming session, and include suggestions about how to incorporate them into your regular campaign. Encounters are keyed to specific tiles in our Fantasyscape cartography products, line providing high-quality, customizable maps in minutes.

In addition to purchasing Sidetrek Adventure Module #1: Sacrifices of the Demon Queen, you get a copy of Fantasyscape: Shrine of the Demon Queen tileset absolutely for FREE!!!

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Put out the fire, shoulder your pack, and enter the deep woods...

Tales of the Old Margreve contains 8 eerie forest adventures for the Pathfinder Roleplaying Game in a unique Old World setting inspired by the medieval folktales and superstitions of Eastern Europe. Its authors include Paizo regulars Tim Connors and Richard Pett, among others.

Here in the Old Margreve Forest, heroes trek past crumbled griffon towers, over stiles and shepherds' fields, to where the lonely road thins and branches under the dark canopy of the trees. Deep in the forest's misty hollows, you may hear the rusalka's song rising over the crackle of a midnight fire or glimpse the white flash of a deer centaur's tail as it vanishes between the trees

In this place, those who ignore the old ways are never seen again.

    Inside you'll find:
  • 8 adventures for player characters of 1st to 10th level
  • Dozens of Margreve sites, inhabitants and adventure hooks
  • 12 unsettling new monsters
  • New spells and incantations
  • Unexpected powers wielded by the living forest itself!

Whether you choose to take your players into the legendary forest between the realm of the vampire knights and the clockwork city of Zobeck, or cherry-pick its contents for your own campaign world, Tales of the Old Margreve will challenge your players to earn a place in fireside tales.

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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, 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?

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

  • "Wrath of Thrune," a Pathfinder adventure for 4th-level characters, by Thurston Hillman.
  • A gazetteer of Kantaria, the first Chelish town conquered by the Glorious Reclamation and sacred site to the faith of Iomedae, by Thurston Hillman.
  • A look at the history and inner workings of Cheliax's most powerful noble family, the Thrice-Damned House of Thrune, by Linda Zayas-Palmer.
  • Devious whispers and dire threats in the Pathfinder's Journal, by Josh Vogt.
  • A bestiary of dangerous and exciting new monsters, by Thurston Hillman, Jason Keeley, and Kalervo Oikarinen.

ISBN-13: 978-1-60125-824-3

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

Hero Lab Online
Archives of Nethys
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Fear in the Streets

After escaping from the waking nightmare of Briarstone Asylum, the former captives venture to the dismal town of Thrushmoor to unravel the enigma of their lost memories. Upon arrival, the adventurers find that the town's leadership has either fled town or gone missing, and a rash of kidnappings and rumors of the Briarstone Witch spread terror among the townsfolk. As the adventurers investigate the unsettling mysteries, they uncover a secretive cult that plans to use Thrushmoor's ancient monuments to grow its power. Will the heroes discover the secret behind their affliction and find answers in an uninviting town, or will they fall victim to the ruthless villains who want to sacrifice the people of Thrushmoor for some terrible purpose?

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

  • "The Thrushmoor Terror," a Pathfinder adventure for 4th-level characters, by Tito Leati.
  • A gazetteer of the dreary town of Thrushmoor, the setting for the events of this adventure, by Tito Leati.
  • A look at the nihilistic cult of the Great Old One Hastur, by James Jacobs.
  • Horror on the plains in the Pathfinder's Journal, by Christopher Rowe.
  • A bestiary containing a new Great Old One and other accursed monsters, by James Jacobs, Michelle Jones, and Tito Leati.

ISBN-13: 978-1-60125-892-2

"The Thrushmoor Terror" 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 2: "Racing to Ruin"
by Tim Hitchcock

Finally reaching the port city of Eleder, the adventurers arrive with knowledge of the route to the lost city of Saventh-Yhi. But new rivals are also on the trail of the legendary metropolis, and soon the race is on to reach the fabled ruin and claim its unimaginable treasures. Will the adventurers ally with ambitious explorers like the treasure-seeking Pathfinder Society, the unscrupulous Aspis Consortium, the gold-hungry Shackles Pirates, or others on their quest into the jungle's depths? And what dangers will they face as they enter the Screaming Jungle, one of the deadliest wildernesses on all of Golarion?

    This volume of Pathfinder Adventure Path includes:
  • "Racing to Ruin," a Pathfinder RPG adventure for 4th-level characters, by Tim Hitchcock.
  • A tour of the exotic and tumultuous port city of Eleder, by Tim Hitchcock.
  • A look into the calm and calamity of Gozreh, unpredictable god of nature, by Sean K Reynolds.
  • Bar brawls and noble quests in the Pathfinder's Journal, by Robin Laws.
  • Five new monsters, by Tim Hitchcock, Patrick Renie, Sean K Reynolds, 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: 978-1-60125-273-9

Pathfinder Society Roleplaying Guild Sanctioned Content
Racing to Ruin 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 2: "Trial of the Beast"
by Richard Pett

The rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to Lepidstadt, the adventurers find themselves caught up in the anger and investigations surrounding the Beast’s judgment. Soon it’s up to them to discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive.

    This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:
  • “Trial of the Beast,” a Pathfinder RPG adventure for 4th-level characters, by Richard Pett
  • An investigation into the secret society called the Esoteric Order of the Palatine Eye, by Brandon Hodge
  • Revelations on the faith of Pharasma, goddess of birth, death, and fate, by Sean K Reynolds
  • Terror upon terror for Laurel Cylphra in the Pathfinder’s Journal, by F. Wesley Schneider
  • Four exciting and deadly new monsters, by Rob McCreary, Patrick Renie, and Sean K Reynolds

Each monthly full-color softcover 96-page 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 standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-309-5

Trial of the Beast 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 (561 KB zip/PDF).

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

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Ninja versus Vikings!

Chapter 2: "Night of Frozen Shadows"
by Greg A. Vaughan

A faceless menace stalks the viking empire. For decades a sinister band of assassins has watched and waited, hiding among the rugged people of Kalsgard, capital of the fierce Lands of the Linnorm Kings. In all this time their mysterious prey has lain hidden away, but no longer. With their quarry revealed, death stalks the streets of a city of hardy warriors and viking raiders. Having traveled from distant lands to this notorious city, the heroes prepare to take their first steps on an expedition into some of the world’s most ferocious wilderness. Yet nothing is ever easy in dangerous Kalsgard, and soon they find themselves targeted by mysterious assassins. Can the heroes defend themselves and their friends from the blades of supernatural killers? Or will they meet their ends amid the ice and snow?

This volume of Pathfinder Adventure Path includes:

  • “Night of Frozen Shadows,” a Pathfinder RPG adventure for 4th-level characters, by Greg A. Vaughan.
  • A trek through the crowded and deadly streets of Kalsgard, frigid capital of the Lands of the Linnorm Kings, by Matthew Goodall.
  • Insights into the ways and worship of the goddess Shelyn, deity of beauty, love, and music, by Sean K Reynolds.
  • Murder and mystery in the Pathfinder’s Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner and Sean K Reynolds.

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: 978-1-60125-366-8

Night of Frozen Shadows 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 (532 KB zip/PDF).

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Chapter 2: "Raiders of the Fever Sea"
by Greg A. Vaughan

Bound for adventure upon the pirate vessel they’ve taken as their own, the heroes face a sea of dangers as they chart a course to become true Free Captains of the Shackles. But life as a pirate doesn’t prove any easier now that they’re in command, as deadly sea monsters, the corpses of drowned scallywags, and raiders from the deep rise to oppose them. When a most unusual map falls into the adventurers’ hands, they have the chance to change their fate in a single daring raid. Is it the heroes’ destiny to be the next victims of the merciless waves, or will fortune smile upon them and spur their rise as the newest and most infamous pirates of the Shackles?

This volume of Pathfinder Adventure Path includes:

  • “Raiders of the Fever Sea,” a Pathfinder RPG adventure for 4th-level characters, by Greg A. Vaughan.
  • A gazetteer of Golarion’s many oceans and seas, and an exploration of the various aquatic races that inhabit them, by Adam Daigle, with Patrick Renie, F. Wesley Schneider, and James L. Sutter.
  • A journey to Butcher’s Rock and deadly cyclopean prophecies in the Pathfinder’s Journal, by Robin D. Laws.
  • Six new monsters, by Jesse Benner, Mark Moreland, Steven D. Russell, and Greg A. Vaughan.

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: 978-1-60125-409-2

Raiders of the Fever Sea 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 (479 KB zip/PDF).

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Chapter 2: "The Shackled Hut"
by Jim Groves

The winter portal has closed, but the heroes now find themselves trapped in the frozen land of Irrisen with an urgent quest—to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city of Whitethrone, where Baba Yaga’s Dancing Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of Irrisen’s White Witches?

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

  • “The Shackled Hut,” a Pathfinder RPG adventure for 4th-level characters, by Jim Groves.
  • An exploration of the ecology and the origins of the cunning and dangerous winter wolf, by Russ Taylor.
  • A look into the cult of rebels and revolutionaries who revere Milani the Everbloom, by Sean K Reynolds.
  • A dangerous introduction to Whitethrone’s aristocracy in the Pathfinder’s Journal, by Kevin Andrew Murphy.
  • Four new monsters, by Jim Groves, Dale C. McCoy, Jr., and Sean K Reynolds.

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: 978-1-60125-493-1

The Shackled Hut 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 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 the Forgotten Pharaoh, as well as the necromancer who is using it to create the undead uprising. But mysterious masked cultists also seek the artifact so they can bring a pharaoh from the ancient past back to life. Can the heroes defeat the evil necromancer and return the deceased to their graves, or will Wati truly become a city of the dead?

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

  • "Empty Graves,” a Pathfinder adventure for 4th-level characters, by Crystal Frasier.
  • A double-sized article that peers into the gods and faiths of Ancient Osirion, by Rob McCreary.
  • A terror-filled night in a family tomb in the Pathfinder’s Journal, by Amber E. Scott.
  • Four desert-dwelling monsters, by 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: 978-1-60125-589-1

Empty Graves 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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The God in the Machine

The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants and ruins found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Iron Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!

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

  • "Lords of Rust," a Pathfinder Adventure for 4th-level characters, by Nicolas Logue.
  • A look into the secrecy and science of the Technic League, by Jim Groves.
  • Insight into the faith of Brigh, the goddess of clockwork, invention, and time, by Sean K Reynolds.
  • An unlikely discovery in Numeria's wastes in the Pathfinder's Journal, by Amber E. Scott.
  • Four new monsters, by Adam Daigle, Nicolas Logue, and Sean K Reynolds.

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: 978-1-60125-678-2

"Lords of Rust" 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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A Giant Spurned

The orcs attacking Trunau have been defeated, but the danger remains—the hill giant chieftain Grenseldek still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the heroes must leave it and travel by riverboat through the orc-ruled Hold of Belkzen to the abandoned border fort that the giant has claimed as her lair. Yet even putting down Grenseldek and her squabbling monstrous minions may not be enough to save Trunau. For the hill giant has sent a fateful letter, and a storm is brewing on the horizon...

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

  • "The Hill Giant's Pledge," a Pathfinder adventure for 4th-level characters, by Larry Wilhelm.
  • A detailed look at the various drakes that soar throughout the Inner Sea, by Russ Taylor.
  • A collection of exciting additional encounters set in the Mindspin Mountains, by David Schwartz.
  • A perfect ambush goes awry in the Pathfinder's Journal, by Michael Kortes.
  • A host of new monsters, by Benjamin Bruck, Thurston Hillman, Mikko Kallio, 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: 978-1-60125-726-0

"The Hill Giant's Pledge" 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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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 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?

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

  • "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).

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After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else!

Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans!

Now the Birdcruncher chieftains find themselves getting more adventure than they bargained for as they venture to the Bestest Truffle Field to pick up the slack for their bumbling minions. Will the goblin heroes be able to make it to the field, find the treasured fungus, defeat the mean humans, and make it back to the tribe in time to enjoy their well-deserved feast?

We Be Goblins Free! is an adventure for four 4th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game. The adventure takes place near the Devil's Platter in Varisia in the Pathfinder campaign setting, and serves as a sequel to both We Be Goblins! and We Be Goblins Too!, Paizo's popular 2011 and 2013 Free RPG Day adventures!

Pathfinder Society: This module is sanctioned for play in the Pathfinder Society Roleplaying Guild.
Download the rules and Chronicle sheet (401kb zip/PDF)

Pregenerated Characters: This module includes four 4th-level goblin characters: Chuffy Lickwound, Mogmurch, Poog of Zarongel, and Reta Bigbad.
Download the pregenerated characters (943kb zip/PDF)

Release: This special 16-page Pathfinder Module was created for Free RPG Day on June 20, 2015. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2015.

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

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A horror and investigation adventure for 4th-level characters

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?

Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.

The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.

Pathfinder Modules are 32-page, high-quality, full-color, adventures written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG.

ISBN-13: 978-1-60125-401-6

The Midnight Mirror 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).

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Claim the Castle!

Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep.

This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.

"Fangwood Keep" is an adventure of infiltration, investigation, and dungeon exploration for 4th-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 Marideth River valley and a brand-new monster from the bizarre realm of the fey, both of which can easily be integrated into any campaign setting.

Written by Alex Greenshields.
Cover Art by Alex Aparin.

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: 978-1-60125-476-4

Fangwood Keep is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (90 KB zip/PDF).

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Legendary Treasure!

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?

Plunder & Peril is a collection of three adventures that link to form one deluxe super-adventure for 4th-level characters, and includes 64 action-packed pages filled with aquatic predators, marauding dragons, cyclopean horrors, and more! These tales parallel and elaborate upon the swashbuckling excitement of the Skull & Shackles Adventure Path and the Pathfinder Adventure Card Game: Skull & Shackles Base Set. Plus, chart your course through pirate plagued seas with a full-color poster map featuring the most detailed view of the Shackles ever released. Players can expect to reach 7th level by the time they complete the third adventure and claim their share of Redclaw’s treasure—if they can survive the ancient terrors that guard the hoard!

Written by Matthew Goodall, Alex Greenshields, Ben McFarland, Steven Helt.
Cover Art by Kiki Moch Rizky.

ISBN-13: 978-1-60125-680-5

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!

Pluder & Peril is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (807 kb zip/PDF).

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A mercantile endeavor for four to five 4th level PCs.

Embroiled in a struggle between two rival merchant houses, the party races to assemble and escort a valuable load of cargo to a commerce-starved city.

The loss of the yearly supply ship to a late winter storm places an isolated town in peril. A lone survivor, clinging to a hatch cover and blown hundreds of miles by the tempest, brings the disastrous news. Two premier merchant houses make plans to attempt the overland route. The race is on to get word to the far side of the mountains and assemble a relief caravan to cross back over. The loss of the ship means that any goods that do make it over the hump will yield great profit. The survival of not only of the merchant houses but of the very town itself is dependent on those willing to brave the journey. Monsters, difficult trails, and unscrupulous behavior by the competition stand in the way of success—and profit.

Also included in this adventure:

  • A flexible encounter sequence that allows the PCs to chart their own course over the mountains.
  • Rich roleplaying opportunities and skill challenges that impact the party’s final success.
  • Three new magic items including magical engineering equipment from a hidden cache.
  • A new monster—the Salt Worm—that leaves naught but the desiccated husks of its victims behind.
  • Notes on scaling the encounters for parties of six or more.
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A Pathfinder compatible adventure for four to six PCs of Levels 4-5

The majestic tree of the Four Winds grew in the forest west of the village of Rybalka, revered by the Vikmordere druids of the Snoqua tribe for its power to control the weather and hold balance with nature. When the Klavek Kingdom invaded the area, a powerful druid named Manahzo transferred the essence of the tree into a magi­cal flute to keep its power safe from the threat of the militaristic Empire. Entrusted with the flute by the Snoqua, he and his wife sought to hide the flute from the reach of the invaders. As they fought the Klavek military they found themselves forced into an old cave system in the mountains of the Vikmordere Valley where they faced not only the Klavek soldiers, but ancient primal horrors. While Manahzo kept the flute out of the invaders hands, he lost his wife in the battle.

Manahzo now seeks revenge on the Klavek Kingdom and its citizens located in the village of Rybalka. The PCs find themselves in the midst of an attack on Rybalka by Manahzo and a group of rogue Snoqua warriors. They must fight beside the citizens of Rybalka to repel the attack, and then seek out the Snoqua to find a means to deal with Manahzo and his rogue companions. In the forests outside Rybalka they will face a demonic wolf ally of Manahzo’s before finally engaging him in a direct battle as he executes a final attack on Rybalka. Even if the PCs succeed in defeating Manahzo, the threat does not end as his thirst for vengeance continues even after his passing in the form of haunt on the village. Directed by the Snoqua on how to end the haunt, the PCs must venture to the caves where Manahzo’s wife died to confront the ancient horrors that were responsible for her demise and recover her body in order to give her a proper burial to calm Manahzo’s vengeful spirit once and for all and bring peace to the village of Rybalka.

Also included in “Flute of the Four Winds:”

  • Roleplaying opportunities to interact with various NPCs in Rybalka, the heart of the Aventyr campaign setting
  • Two new monsters – The hive-minded Tunnel Horrors and their carnivorous primal kin, the Anglers
  • High resolution encounter maps in a new location, the coal mines north of Rybalka

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A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of Levels 4-5.

Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system.

The annual Winterflower Festival & Dance is just around the corner! What originally started as a festival to honor the rare Winterflower has grown into an annual gathering for families, soldiers, and hunters to eat, drink, and dance the night away.

The festival is named after the rarest flower in the world. It thrives in a cold mountainous region and has a reputation for growing on sheer mountain peaks and cliffs. It is the only flower known to grow through layers of snow in order to reach the sunlight. When carefully transplanted near the village the Winterflower is considered a blessing which protects the village from harm.

It is customary for the men of the village to ask the women to the dance by presenting them with rare, difficult to obtain gifts. A woman will usually select from the men based on the rarity of the gift with which she was presented.

This year, a beautiful maiden by the name of Gwendolyn has come of age and many men vie for her attention. Three such men are Nicoli Vrodle, Alem Dulgra, and Vladimir Pelchonal- all of which are willing to go to great lengths to attend the Winterflower Festival & Dance with the maiden Gwendolyn on their arm.

Each of the three men hire the PCs to retrieve the rarest gifts in the land.

The catch? The Winterflower Festival starts in just 5 days so the PCs must hurry!

Also included in "Winterflower":

  • Maps and Illustrations by 3x ENnie Award winner Todd Gamble
  • Optional story arc transitioning from A4 into A5 depending on the PCs actions in the previous adventure.
  • Three main quests, of which the PCs may choose to take only one or all three if they so wish. Adventure conclusion varies greatly depending on the PCs choices and actions.
  • New Trap: Stone Walk
  • New Puzzle: Entrance to the Dwarf Realm
  • New Map: Old Rybalkan Shipwreck
  • Illustration: Winterflower and the Solitary Giant
  • New Monster: Snow Roc
  • Paizo reviewer ENDZIETGIEST calls the final encounter "one of the coolest environmental showdowns I've read in any PFRPG adventure and feels truly unique."
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A Pathfinder Roleplaying Game compatible adventure for three to four 4th or 5th level PCs.

The expedition to Gilead has been shattered from within. Mad with greed for a golden idol, the explorers turned daggers on their peers, murdering one another in paranoia and rage. The victorious killers show signs of demonic possession, and now stalk the jungle in pursuit of their missing treasure. Sent to discover the fate of the expedition, the PCs find themselves deep in the heart of madness far from any civilization. Can they unravel the secrets of Gilead and find the golden treasure before an ancient evil is brought back into the world?

Also included in "The Ruins of Gilead:"

  • A branching storyline where mercy, greed, and pride will have severe and sometimes unintended consequences.
  • Exciting and challenging combats where quick thinking and creativity are needed to survive.
  • Five new monsters, including the crawling anklegrabbers, blood elementals, and the demon aravax.
  • Four new traps including the disfiguring poison trap and the drowning blood trap.
  • Two new magic items, the enigmatic sphere of many answers and the brutal aravax’s sacrificial dagger.
  • Maps by Justin Andrew Mason

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A Pathfinder/3.5 Compatible Adventure for 6-8 PCs of levels 4-6 by Mark Edwards

The PCs are just bedding down for the night when the village is attacked by raiders. What at first appear to be simple bandits turns out to be more frightening when they discover the ‘raiders’ are not mere brigands, but foul Orcs. Worse, they have taken captives. With the help of several locals, the PCs must chase down these Orcs in an attempt to return the villagers.

The PCs chase the Orcs all the way back to their village. Unfortunately the rescue mission turns into a call for aid, as the PCs discover the Orcs are in as much need as their captives. While under no obligation to do so, the PCs find themselves assisting new (and unlikely) allies.

Also included in “Happiness in Slavery”:

  • A new form of lake boat
  • 4 new Traps
  • A new island and village to explore!
  • A new first in cartography! Award winning cartographer Todd Gamble combines his top notch model scenery crafting skills with hand drawn cartography resulting in one of the most beautiful maps he has ever produced.
  • Multiple ways to complete the primary quest and an optional ending
  • HERO LAB files for everything contained within the adventure

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A Pathfinder Roleplaying Game/3.5 compatible adventure for 4-6 PCs of 4th level

The small town of Iversdam is threatened by an insane nymph! Accompanied by vicious mites and deadly mountain wolves, the townsfolk have little to defend themselves should an attack come to them. Three villagers have died trying to enter the nearby Silwood, and now an adventuring party has also vanished within. The party must find a way to stop the nymph before she descends on Iversdam and wipes this small town off the map completely.

Also included in "Beauty & Blood":

  • New Creature! The Mountain Wolf, a more combat focused version of the classic wolf
  • The town of Iversdam, located on a trade route through the mountains
  • Fell materials such as dryad-leather and spider-fang weapons
  • New Item! The Blessed Honey of Life
  • New Magic Item!

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A Pathfinder/3.5 Compatible Adventure for 4-6 PCs Levels 4-6

The city of Bridgefort needs your help!  A series of robberies have begun to cause panic and distrust within the city. Witnesses are reporting seeing vampires lurking in the shadows. The Guards are unable to solve the mystery. Even worse, the citizens are blaming these events on the party. Can Bridgefort be saved?

  • Explore the beautiful city of Bridgefort as you unravel clues to the true nature of the thief.
  • Work through the mystery where the choices the party makes has impact on future events.
  • Fight enemies who use advantages such as smaller size, secret tunnels, and hanging from the ceiling.
  • Complete with details of the city of Bridgefort, a fortified trading city rich in history that can be used in your campaign.
  • Perfect for experienced or beginning Game Masters!

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A Pathfinder/3.5 Compatible Adventure for 4-6 PCs Levels 4-5

"Have you ever been jostled awake by the shrill howl of a terrible beast? Felt the hairs on the back of your neck rise up, and goosebumps wash over your body like death's cold caress? I have. For the past two weeks, every single night, a big wolf-like beast, covered in thick fur has invaded our normally quaint village, disturbing the peace.  Right about the time this thing started appearing folks began reporting odd events in town. The dead are rising from their graves to torment the living. Many townsfolk have begun to pack to leave town. We just can't live here anymore, it's unholy and unsafe."

"If you feel like helping out, the folk here in Rooknest sure would appreciate it. You can see the mayor 'bought' the job and the pay. Good luck, you'll need it."

A terrifying taste of what you'll get in "Curse of the Full Moon:"

  • A new dark and forgotten deity, including full descriptions of her cult and rituals.
  • The Hellween and the Avatar of Alkumuoto, two terrible creatures to face on Hallow's Eve.
  • Three beautifully terrifying new maps by 3x ENnie winning cartographer Todd Gamble.
  • VTT Files included in download!
  • A terrifying Halloween adventure filled with undead to haunt your players. Play it with candles.

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A Pathfinder/3.5E Compatible Adventure for 4-6 PCs of Levels 4-5

Naytella, a goddess of revelry and relaxed pleasure, had few shrines. Authorities feared what they couldn't control and her belief in freedom of spirit worried many, causing them to drive her scattered followers underground. So when the bard Villeim Teatteri discovers an ancient site dedicated to Naytella, he knows what he must do; convert an entire town to her calling! But how to do that, and where to start? Everyone likes to see a good show and have a chance to share a drink or three with new friends, so Teatteri and his theatrical troupe set out to ensure both of these happen. But more is going on behind the scenes than meets the eye, and a voice of dissent asks the PCs to help restore order. It’s time to step forward and face the music for the party, as they find out that the play's the thing to catch the conscience when adventuring!

Also included in "The Play's the Thing:"

  • Cartography by 3x ENnie award winner Todd Gamble
  • A new prestige class – the Companion of Naytella
  • New Spell: influence
  • New Magic Items: flyers of influence and posters of influence
  • New Monster: Material Golem
  • "At Your Fingertips:" NPC information on one page per level
  • VTT (Virtual Tabletop) files included
  • All Adventureaweek.com adventure modules contain GM, Player, and VTT maps!

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A Pathfinder compatible adventure for four to six 4th level PCs.

Continuing on from "Tyranny of Greed," the heroes have just foiled an extortion racket run by a thieves' guild in the city of Rogail. Now, in finding that the guild's rotting influence extends all the way to the mayor's office, the heroes have no choice but to fight their way through a hotly contested election filled with threats, violence, and mischief. On the way, they find out that there are other more sinister forces at work that can destroy all of Rogail's hard earned freedoms if left unchecked.

Also included in False Honesty, Corrupt Virtue:

  • Many new roleplaying opportunities for the PCs.
  • More lore about the city of Rogail.
  • A new monster, the horrible Terror Golem, that strikes fear into innocent bystanders.
  • New, simple election rules.
  • A new map set in the sewers of Rogail.
  • Maps by Justin Andrew Mason

 

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A Pathfinder compatible adventure for four to six level 4 heroes

Continuing on from "False Honesty, Corrupt Virtue," the PCs find themselves in the middle of a heated election. It's not only debates and scandals that plague the election campaign but threats from the past also threaten Rogail's very existence. This is one deadly election campaign that Rogail will never forget.

In "Divided Stand":

  • The conclusion for the Cloak and Ballot trilogy
  • Heated battles using the Pathfinder Roleplaying Game's mass combat rules
  • Numerous role-playing opportunities

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A Pathfinder/3.5 Compatible Adventure for 6-8 PCs of levels 4-6

The PCs are just bedding down for the night when the village is attacked by raiders. What at first appear to be simple bandits turns out to be more frightening when they discover the "raiders" are not mere brigands, but foul Orcs. Worse, they have taken captives. With the help of several locals, the PCs must chase down these Orcs in an attempt to return the villagers.The PCs chase the Orcs all the way back to their village. Unfortunately the rescue mission turns into a call for aid, as the PCs discover the Orcs are in as much need as their captives. While under no obligation to do so, the PCs find themselves assisting new (and unlikely) allies.

Also included in "Happiness in Slavery:"

  • A new form of lake boat
  • 4 new Traps
  • A new island and village to explore!
  • A new first in cartography! Award winning cartographer Todd Gamble combines his top notch model scenery crafting skills with hand drawn cartography resulting in one of the most beautiful maps he has ever produced.
  • Multiple ways to complete the primary quest and an optional ending

This download is prepared for use in the Fantasy Grounds II virtual tabletop program.

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP

For 4-5 PCs of Levels 4-5

The PCs find a carving of the outline of the place appears in an ancient temple to an avian goddess. Under the carving is the phrase:“Your changed heart will soar!”Give the players a copy of the complex, with rough-and ready edges, but make it similar to the Aztec images of their gods such as Quetzalcoatl as opposed to rooms.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP

For 4-5 PCs of Levels 4-5

Home to a coven of three green hags, who call themselves the Daughters of the Morass. Fervent followers of Jubilex, they have bound a number of slimes and oozes to their service, mainly to protect their home. From their sunken home near the centre of the swamp, which they have named Carrionholme, they attack and raid nearby communities of all races as they aren’t fussy who they consume. The more barbaric races – local tribes of goblins, lizardmen and kobolds – hold these evil sisters in awe and offer up sacrifices of the weak and traitors, whilst the small communities of humans and elves that live in and around the swamp live in constant fear of their attacks.

Mini-Dungeons are single short adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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For 4-5 PCs of Levels 4-5

The PCs find a carving of the outline of the place appears in an ancient temple to an avian goddess. Under the carving is the phrase:“Your changed heart will soar!”Give the players a copy of the complex, with rough-and ready edges, but make it similar to the Aztec images of their gods such as Quetzalcoatl as opposed to rooms.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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For 4-5 PCs of Levels 4-5

Home to a coven of three green hags, who call themselves the Daughters of the Morass. Fervent followers of Jubilex, they have bound a number of slimes and oozes to their service, mainly to protect their home. From their sunken home near the centre of the swamp, which they have named Carrionholme, they attack and raid nearby communities of all races as they aren’t fussy who they consume. The more barbaric races – local tribes of goblins, lizardmen and kobolds – hold these evil sisters in awe and offer up sacrifices of the weak and traitors, whilst the small communities of humans and elves that live in and around the swamp live in constant fear of their attacks.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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A Mini-Dungeon adventure for 4-5 PCs of level four.

Many years ago the witch priestess Segolia established a temple in the frontier town of Feluxia. In exchange for healing services to the town, Segolia only demanded the weekly sacrifice of orcs and other raiding humanoids. As the frontier has pushed further away from the town and the area has become more civilized, raids by monstrous type humanoids have become few and far in between. However, Segolia still demands her sacrifices, andsome of the townsfolk have begun to disappear. The mayor has hired the PCs to investigate Segolia’s temple as he believes her to be behind the recent disappearances, but is fearful of confronting her himself or sending the town militia for fear of offending her if she is not.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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Four to five PCs of level 4

While travelling deep in the forest the adventurers happen upon a violent feud between two tribes of sprites vying to add a sacred grove to their own territory. While such disputes among the fey are not uncommon, it is rare for these hostilities to escalate into warfare.

Coilltean Grove is tended by a dryad caretaker named Flùràlainn. She has unsuccessfully tried to negotiate a truce between the Briarvine and Thornbranch sprite tribes—even offering to evenly divide her home between them if it would stop the war. When diplomacy failed she resorted to using force to dissuade them from their actions which prompted the sprites to set her most beloved tree ablaze.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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For four Level 4 Characters

This dark, stinking complex is located deep in the earth, buried underneath a major city or town and accessed by the sewer system. Once the hideout of a long-forgotten band of thieves that operated in the city long ago, these chambers have since been discovered and taken over by a group known as The Sons of Arratoi. They have undertaken a number of daring attacks and raids in and around the city, achieving a degree of notoriety but none have yet traced them back to their lair.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

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A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 4-5

A race into darkness. The fate of the mighty wizard Vargon Greyhands is slowly being revealed. You are tasked with exploring a mysterious Sanctum upon an underground river. It is soon apparent you are not alone and others seek to plunder the fabled riches of the master shadow maker Vargon. But it is the magicians last endeavour that drives on the PCs, more than mere tales of treasure beyond compare.

Awaiting the brave explorers are a cruel race who have journeyed by an ingenious ship, the bewildering lair of a fiendish guardian, and an opponent with more at stake than even the resourceful party. Will the PCs find lore and reward in this mysterious abode, or will they fall by shadow’s grasp. This is the third foray into the four part adventure path, the Search Of Lost Legacy, and is suited for any rural setting in hills or woods.

Also included in "By Shadow’s Grasp":

  • A fantastical vessel for plying the rivers of the underworld, the Ironkeel.
  • 2 new Monster variants: the aromatic mephit and the spectral shadow.
  • 2 new Haunts.
  • Suggestions to explore the ‘under deeps’ further against a horrific alliance of entities, and their devious deity

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A free Snow White mini-adventure!

Designed for three to four PCs of levels 4-5

The Spirit Bottle is about the last place anyone visits for hospitality in Morsain. Dirty, dark, cramped, and with a dubious reputation with regard to its drinks, the PCs nonetheless find themselves tasked with visiting Sielu Kaitsija, the half-orc proprietress.

Sielu Kaitsija, a night hag, lost a bet with a glabrezu and now guards his "extremely valuable bottles" as forfeit. She must also curb her natural instinct for slaughter-a harder task-but that doesn't mean her dingy bar is a safe place to visit.

Snow White Mini-Dungeons are single page, double sided Pathfinder Roleplaying Game compatible adventures designed for use in the Snow White adventure by AAW Games but may be easily inserted anywhere in your own campaign.

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This fourth in a series of mission usable with Comic Book Adventures, these mid level mission and adventure are geared towards 4th to 6th level heroes and meant to continue your fun solo games. The mission book is packed full of new missions and adventures and builds on the story and plot lines begun in the Mini-Mission and the other mission books.

Note that this is not a full product and you will need a copy of Comic Book Adventures and Heroes Wear Masks, both by Avalon Games.

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A short adventure suitable for four characters of 4th–6th level.

Quilton's Rise has several claims to fame, but none of them major. It's a small trading town on a large road; its local hero, the Dwarven paladin Sir Borek Earthshield, keeps the town quiet and safe; a local artisan's sculptures are causing growing interest in the Royal Court... the place's fortunes are looking up.

But trouble is afoot. Two youths in the area have gone missing—eloped together, as the townsfolk suspect. And when Sir Borek himself disappears too, only days later, something deeper and more sinister starts to rear its ugly head. The only certain thing is that Quilton's Rise will soon lose its reputation for tranquility...

CORVUS LUNARIS presents Set In Stone, an adventure for low-level characters, suitable as an introduction to a game or a continuation of an existing one. With a variety of plot hooks to follow, potential allies and enemies, and some genuine dilemmas thrown in, Set In Stone provides a short but deep roleplaying experience for your adventuring party.

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Welcome to the Fungal Kingdom!

Welcome to 8-Bit Adventures! Do you yearn for a simpler time, when video games scrolled right and you only had to deal with 2 buttons at a time? An era where blocky, colorful, vaguely recognizable shapes made up heroes that battled odd and often confusing villains with little to no context? Then Fat Goblin Games has you covered!

Not only do you get an amazing 8-bit bestiary with over 15 iconic 8-bit monsters, you get 11 mini-adventures in classic 8-bit worlds where these creatures play major roles! Take on the role of your favorite 8-bit hero and jump, hop, and climb your way through the various levels to do what else... rescue the Princess of course!

This product line is designed to take a nostalgic look at the iconic video games of the past and bring those adventures to life in your campaigns in the Pathfinder Roleplaying Game with all new options. Each volume will include monsters, magic items and maybe more! The names have been changed, but the flavor remains the same to ensure that the references are easy to see. Each volume will describe a different game world, each inspired by a classic game sure to inspire nostalgia in even the most hardened of veterans.

This volume covers the incursion of the Turtle Legions into the peaceful Fungal Kingdoms. The Turtle Legions have a variety of lethal troops at their disposal, ranging from the lowliest CR 1-2 wrenchy raccoons all the way up to the imposing Turtle King himself, weighing in at a whopping CR 15. Most of the monsters included present optional variants to help encompass the vast array of foes found across the many incarnations of the Fungal Kingdom. These foes provide a wealth of options to challenge parties of any level.

Check out Fungal Kingdoms and find:

  • Amazing monsters from the 8-bit ages such as Cloud Turtle, Hammer Turtle, Spikey!, The Windup Bomb, the twisted Barracuda Bush, and many more!
  • 11 Fantastic adventures from the mind that brought you Fat Goblin Games Campaign Kits. Check out the Castle Hopping Princess or perhaps take your chances in the Ice Pass!
  • Magic Items that bring back the memories! Invulnerability Stars, Fire Hammers, and other old time favorites!

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Inspired by classic fairy tales, the Once Upon an Encounter series gives gamemasters quick encounters that can be inserted into any adventure or campaign. "Red Riding Hood" is designed for a party of adventurers between levels 4-6.

A shapeshifting, demonic Wolf stalks the forest, eating hunters, foresters, and other villagers who venture into the woods.
Red Hood, a tainted paladin hunts the wolf but is sucumbing the the evil inside of her.
Will the party slay the Wolf and free both paladin and village? Or will the paladin give into the evil inside and force the party to kill her?

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Zu-Zu is a different sort of girl that is always finding trouble. Escort Zu-Zu to a city in crisis, Zagrev, where children have gone missing. The desperate mothers of the missing children turn to the Heroes for help. Find the lost children, save a damsel in distress, garner favor with the gods and earn the right to be called heroes.

For four 4th level characters, this adventure includes six custom-created print quality maps.

Sidetrek Adventures are short flavorful adventures that can be inserted into an ongoing game with very little effort.

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The sleepy little village of Murdoch’s Cove has a secret. Foul monsters stalk the swamp, haunting ancient ruins and preying upon the villagers. The Knights of the Radiant Order are sworn to protect the cove, but they can barely protect themselves from this mysterious new threat. A strange journal holds the key to the truth, but its contents are cloaked in impenetrable code. The player characters (along with an old friend) are soon dragged into the center of this mystery. Can they find the truth and save the village from a mad scientist’s vengeance before it’s too late?

"Radiant Demise" includes the following:

  • An open world adventure for 4th to 7th level characters!
  • History and background for Arasteen and the Radiant Order!
  • New factions to serve as allies (or enemies) in the party’s epic quest!
  • New monsters, magic items, and character options!
  • And much more!

Pages: 64

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Old stories tell of the wizard Kelsun, better known as Kelsun the Mad Prophet, who was driven mad by visions of a world-shaking disaster. Fortunately, his madness proved to be benevolent—he set out, in his odd way, to help ensure that items of power would be available to help rebuild civilization after the disaster. Unfortunately, his benevolent madness was…madness. He created strange dungeons filled with exotic traps and monsters to guard these items. As most dungeon creators do, he left cryptic and even bizarre clues regarding the locations of his caches.

One such clue was entrusted to an order of druids and, after centuries, they finally managed to locate the dungeon in question. However, as is always the case, they will call on the heroic adventurers to recover the item promised to them, a magical vine. In return, the brave survivors will be able to keep all the other treasures of the broken mine.

"Broken Mine" is a Pathfinder Roleplaying Game compatible adventure. It is intended for a party of 4th-6th level characters.

Here are some of the features of the adventure:

  • Random encounters for the area.
  • Detailed color maps for the adventure.
  • Full statistics are included for all encounters—no need to look up monsters.
  • Unusual traps.
  • Hero Lab support.

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The wizard Kelok achieved some minor fame developing original spells, some of which were apparently extremely dangerous to the caster. While some of his descendants claim he developed many spells still used today, unbiased experts claim that his original spells have all been lost. His detractors claim that this is a good thing, at least for wizards who prefer not to be imploded by their own magic.

Because of his love of magical research and dangerous machines, it is perhaps fitting that the legends claim that he met his end whilst researching a new spell. Those friendly to his memory claim that he perished while nobly expanding the boundaries of magical knowledge. His detractors insist he perished while making his last and greatest mistake. Whatever the truth of the matter, nothing has been heard from Kelok in 150 years and it has long been accepted that he perished and was placed within a tomb of his own design.

Little is known of his tomb. According to legend, the tomb was located in the wilderness to keep unwanted grave robber and pilfering adventures away from his treasures. There are, of course, the usual tales about the tomb of any wizard, namely that it is packed with great wealth and fantastic items. Naturally, there are also the usual tales of the elaborate precautions, terrible traps, and vicious monsters that protect the tomb.

Here are some of the features of the adventure:

  • Interesting encounters on the journey the tomb.
  • Detailed color maps for the tomb.
  • New monster (Iron Guardian).
  • New spells (Kelok’s Claw, Kelok’s Companion, and Tigermane’s Wolfskin).
  • New Traps (Fire Square and Ice Square).
  • Full statistics are included for all encounters—no need to look up monsters or traps.
  • Robust opportunities for role-play and combat.
  • For character levels 2-4.

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Wizard Valley is the fourth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

Many decades ago several families of humans grew weary of the endless wars plaguing their homelands and decided to create a new home far from the whims of kings and princes. Luckily, they found a hidden valley and established the appropriately named town of Hidden Valley. Being compassionate sorts, the humans invited other refugees, including a band of Halflings to join their community. Hidden Valley enjoyed peace and prosperity until the night the monsters arrived in the valley. While the Halflings were enslaved, history claims that all the humans were slaughtered.

Years after the slaughter, it is said, a powerful and enraged human wizard came the valley, doing terrible things to the monsters there and claiming the land as her own. While the wise have avoided the valley, rumors have emerged speaking of bizarre monsters, such as pumpkin gnolls and goblin chickens.

While the sensible would avoid such a valley, clues will lead the uncommon commoners to Wizard Valley to learn the past of Smartee, the smartest of the uncommon commoners. What weirdness and secrets are hidden in Wizard Valley? The uncommon commoners must find out…or die trying.

The Uncommon Commoners #4: Wizard Valley is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 4th-7th level uncommon commoner characters. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.

Here are some of the features of the adventure:

  • Detailed color maps.
  • Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.
  • Full statistics are included for all encounters—no need to look up monsters.
  • New Monsters (goblin chicken, ogre pigs, and the plant head template).
  • New Magic Items (Dunce Cap, Granny Smith’s Airy Apple Crisp, Plant Head Pie, Scary Robe, Sewing Kit of Mending, Roy the Wizard’s Hat, Staff Charge and Wizard’s Pipe).
  • New Spells (Plant Head and Think).
  • Hero Lab Portfolio (free download).
  • 71 pages of adventure (includes maps)!
  • Apple Halflings!
  • Pumpkin Gnolls!

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This ominous 101 page PDF adventure is written for the Pathfinder Roleplaying System and designed for 4 players with characters of 4th–6th level. Filled with new monsters, magic items, and gruesome adversaries, "Vasily’s Woe" will challenge most any group of adventurers.

The Tuatha Elves are once again threatened by their ancient enemy the Fomoire and their soul eating god. New magic must be created in order to save the elves; a piece of which can only be found in the far off village of Innskittering.

This fog enshrouded town and its superstitious inhabitants hide a dark secret, one that has lasted for millennia… and a single choice of the village’s magistrate has brought the village to the edge of ruin. Murderous marionettes skulking in the shadows, horrible wet noises emitting from the darkness, and hunters of the followers of ancient gods all come forth to challenge newcomers. All the while a ghost child wanders the landscape where she once lived.

"Vasily’s Woe" will pit your players against fervent cultists, gruesome daemons, and mysterious constructs upon a foreboding backdrop. The new creatures, magic items, and gods introduced in this adventure include detailed backgrounds and histories which reveal some of the dark history of the Issian Peninsula.

This adventure is the second in the Plight of the Tuatha adventure path set in the Imperiums Campaign Setting. While it is designed to continue the story from "Feast Hall of Ash" and be continued with "Dark Sails and Dark Words," this adventure can also be used by itself in any campaign setting. The villages of Safeharbor and Innskittering, along with their inhabitants, are detailed and laid out so that your PCs can visit them time and again while searching for further adventure.

This book features high quality art from professionals who have worked in the industry. The full color PDF also is fully bookmarked and includes internal links to aid in navigation. In addition, NPC table tents have been included so that players can look into the face of their allies and adversaries while enabling you to keep track of the NPC’s stats and motivations. Player maps are also included in the PDF version so that your players can see the areas that they explore.

Heed the call of "Vasily’s Woe" and your players may just learn the depth of consequence their choices will hold.

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Everybody in Hedgebird knows that the old DeMay orphanage is haunted, but that did not stop the Perseville family from moving to town and buying the place. Nor did it stop the Tarnak boys from venturing inside. Now the children are trapped inside, and to get them out the heroes must confront terrible ghosts from the orphanage’s past.

"Good Little Children Never Grow Up" is a horror themed adventure for five characters levels 4-5. You can run it either as a one shot adventure or as part of a larger campaign.

It features:

  • 3 Combat Encounters
  • 1 New Template
  • 1 New Haunt
  • 2 New Magic Items

NOTE: This is the Pathfinder Roleplaying Game version of the adventure. "Good Little Children" is also available in a 4E compatible version.

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The Croaking Priestess and her boggard followers run a brisk business trading magical potions for sacrificial victims. Local marshfolk have suffered the predations of wicked swamp denizens long enough. They need adventurers to head into the muck, assault the Swamp Isle, and finally put an end to the Croaking Priestess's evil.

"The Swamp Isle of the Croaking Priestess" is a short adventure suitable for clever and tough 4th-level characters.

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Presented in this volume are seven adventure scenarios designed for Pathfinder Roleplaying Game characters of level 1-10. The excitement includes a daring escape from a Karuan prison, a race to stop the assassination of a foreign prince-in-hiding, a simple inspection job that uncovers a sinister plot, a quest for the eyes of a frightful creature, and a mission for the famed Lord Shadamehr to bring back a taan prisoner vital to the war against Dagnarus!

This PDF also features a short story by Margaret Weis.

While specific to the Sovereign Stone campaign setting, all adventures can be adapted for any Pathfinder Roleplaying Game.

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The Bleeding Hollow is a survival-horror themed adventure for the Pathfinder RPG. It's 133 pages of adrenaline pumping excitement for up to 6 players of 4th level to 6th level.

In this adventure, the players are drawn to the small wilderness town of Westden Falls to clear the surrounding environs of a particularly nasty clutch of harpies. Of course, nothing is as easy as it looks, and the players soon find themselves embroiled in an internecine struggle between two ancient enemies.

Everyone becomes collateral damage and the players must use every ounce of wit, survival instinct and tactics they possess simply to survive—let alone help those in need... This is not an adventure for the faint of heart, or the foolishly good. Hard moral choices will have to be made that will make your players question their every moral fiber.

This sandbox adventure is designed to allow the players to drive the story, and not to lead them. The choices they make will have great significance and possible repercussions as the events unfold and the clock ticks down...

As we say, "Heroes are usually fools that don't know well enough to stay in their quaint little village and turn to farming. A shoemaker retires, adventurers get unmarked graves..."

Will you be the heroes of the Bleeding Hollow or will you just be fertilizer?

Written by Brian Berg, Rick Cox, PJ Harn and Bernie McCormick. Foreword by Frank Mentzer.
Pages: 133
Extensively bookmarked and hyperlinked to the d20pfsrd website to ensure ease of play.

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Created for fans by fans, this issue of the Wayfinder fanzine includes dozens of articles designed to expand the Pathfinder Roleplaying Game and the world of Golarion. Inside you will find original fiction, new races, monsters, recipes, poetry and this is just a small portion of what awaits you!

Contributing Authors: Ryan Costello, Jr., Liz “Lilith” Courts, Paris Crenshaw, Darrick “Drack530” Dahl, Adam Daigle, Blake “Nethys” Davis, Jess Door, Jeffrey Erwin, J. Russell “Soricel Minoi Mousefeet” Estes, Charles Evans, Robert “Snorter” Feather, Dawn “DarkSasha” Fischer, Christoph “RuyanVe” Gimmler, Robert Gresham, Jesper “Kajehase” Haglund, Eric “Boxhead” Hindley, Michael “Kurgon” Kelley, Michael “Ask a Shoanti” Kortes, Michael Lane, Thomas LeBlanc, Jeffrey “Shadowborn” Lee, Tom “Majuba” McQueen, Kevin Andrew Murphy, Tom “Tom Qadim” Phillips, Dane Pitchford, Marc Radle, John C. “ValmarTheMad” Rock, Carl “Tokoz” Rossi, Joseph “Guy Humual” Scott, K. Neil “Scribbling Rambler” Shackleton, Justin “Black Fang” Sluder, Neil Spicer, David ‘Hill Giant’ Schwartz, Ian “Set” Turner, Brandon “KrVnk” Waldenberg, Mike “taig” Welham.

Contributing Artists: Russell Akred, Joshua Benet, Tyler Clark, William Dodds, Jess Door, Chad A. Dulac, Carolina Eade, Tanya-Sang “Yuikami” Feddicini, Danille Gauvin, Silvia Gonzalez, Chris “QuestingRaven” H., Mauricio Herrera, Danny “Gworeth” Krog, Dave “The Eldritch Mr. Shiny” Mallon, Kate Neve, Drew Pocza, Marc Radle, Jon Roberts, Isaac Royo, Jon Salazar, Ashton “N’wah” Sperry, Matthew “The Twitching King” Stinson, Carlos “Celurian” Torreblanca, Todd Westcot, Glenn Zimmerman.

Cover art by Crystal Frasier.

Wayfinder is a 79-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Publishing, LLC Community Use Policy.

This fanzine uses trademarks and/or copyrights owned by Paizo Publishing, LLC, 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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Created for fans by fans, this issue of the Wayfinder fanzine heads to the darkest depths of Golarion's interior with this Darklands-focused issue! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, maps, treasure, poetry—this is just a small portion of what awaits you!

Contributing Authors: Scott “Aberzombie” Abercrombie, Anthony “Template Fu/Map Fu” Adam, Liam “TwoDee” Allman, Elaine “Phouka” Betts, Morgan Boehringer, Robert “Lucent” Brookes, Jess Carson, Kalyna “Lightsprite” Conrad, Will Cooper, Ryan Costello Jr., Chris “Ravenovf” Crowe, Nick “Phloid” Floyd, Jason “Mikaze” Garrett, Mark Garringer, Christoph “RuyanVe” Gimmler, Frank “GM_Solspiral” Gori, Robert “Malikjoker” Gresham, Wojciech “Drejk” Gruchala, Taylor “CalebTGordon” Hubler, Derek “Curn Bounder” Johnson, Jeff “Shadowborn” Lee, Andrew “Locke1520” Marlowe, Gary McBride, Nicholas “Lavachild” Milasich, Yanick “Methvezem” Moreau, Fraser “Friend” Nelund, Alex “Daviot” Putnam, John C. “ValmarTheMad” Rock, Christopher “Nezzeraj” Rowe, Matt “Enderrin” Rupprecht, David “Hill Giant” Schwartz, Liz “HerosBackpack” Smith, Neil Spicer, Robert “Hunter1828” Thomson, Margherita “Bardess” Tramontano, Sean “Reggie” Venning, Mike “SnakeoilSage” Wallace, Mike “taig” Welham, James “Iconoclassisist” Wylie.

Contributing Artists: Becky “Corvidimus” Barnes, Darren “Haunted Jester” Caldemeyer, Tyler Clark, Elizabeth “Lilith” Courts, Barry Currey, Andrew DeFelice, William Dodds, Jess Door, Peter Fairfax, Nick “Phloid” Floyd, Silvia “crescentmoon” Gonzalez, Frank “Ruloc” Hessefort, Michael Jaecks, James M. Keegan, Chris L. Kimball, Jason Kirckof, Danny Hedager “Gworeth” Krog, Mike Lowe, Dave “TheEldritchMrShiny” Mallon, Alex “Canada Guy” Moore, Katey “Jyu1ch1” Neve, Tanagorn “Dex” Prateepsukjit, Stephen Prescott, Tanyaporn“ YuikamiTheFool” Sangsnit, Hugo “Butterfrog” Solis, Carlos “Celurian” Torreblanca, Todd Westcot, Stephen Wood.

Cover art by Frank "Ruloc" Hessefort.

Wayfinder is an 115-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Publishing, LLC Community Use Policy.

This fanzine uses trademarks and/or copyrights owned by Paizo Publishing, LLC, 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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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 most unusual adventure for CR 4 dragon characters.

In "We Be Dragons," the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a poaching company and a fallen paladin obsessed with the extinction of all dragons. "We Be Dragons" includes nine new playable dragons which combine the aspects of a classic adventuring party with true draconic flavor.

"We Be Dragons" is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 24 pages long and fully illustrated.

Included in "We Be Dragons:"

  • A complex and detailed draconic adventure with high emotional stakes.
  • Seven new enemies and NPCs, including poachers and a fallen paladin.
  • Challenging social encounters and skill challenges to test the breadth of draconic abilities.
  • Rules for adjusting difficulty to accommodate the needs of any group.
  • Nine new playable dragon characters, complete with unique abilities and personalities, including Arcane, Corruptor, Harmonic, Radiant, and Iron.

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A Pathfinder Society Quest designed for levels 1–5.

A Pathfinder carrying an important message has gone missing in the sewers beneath Absalom, but what the PCs find when they investigate the missing agent's fate is something few expect.

Written by Mark Moreland.

This quest is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This quest is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

3.90/5 (based on 46 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?

Written by Nicolas Logue

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 3.5 edition of the world’s most popular fantasy roleplaying game.

Note: This scenario has been updated for use with the Pathfinder Roleplaying Game. Purchasers have access to both 3.5 and Pathfinder RPG editions, but as of January 10, 2011, only the Pathfinder RPG edition is legal for Pathfinder Society organized play.

3.80/5 (based on 22 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4-5).

The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.

Written by Craig Shackleton

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.

4.20/5 (based on 33 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.

Written by Steven Robert

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.

3.50/5 (based on 26 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.

Written by Crystal Frasier

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.

2.90/5 (based on 23 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

When a newly opened Ustalav Pathfinder Lodge goes silent, it's up to you to investigate and report back to the Society as to the source of the disappearance. The mystery deepens when you arrive and find the house silent but infiltrated by an old threat now in control of one of Ustalav's most powerful artifacts.

Written by Tim Hitchcock and 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.

2.90/5 (based on 24 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society's ties to the powerful Blakroses.

Written by Owen K.C. Stephens

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.

3.20/5 (based on 34 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names? This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.

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.

3.80/5 (based on 16 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city... or worse?

Written in Blood is the first scenario in the three-part Shades of Ice campaign arc. It continues in Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter and concludes in Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huscarl King. All three scenarios are intended to be played in order.

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.

2.90/5 (based on 14 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s kidnapper. Can they get past the city’s defenses, infiltrate the Shadow Lodge headquarters and rescue the Pathfinder Society’s valuable ally, or will they—like so many before them—find their bones ground to make Baba Yaga’s bread?

Exiles of Winter is part two of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and concludes in Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huscarl King. All three scenarios are intended to be played in order.

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.

2.30/5 (based on 19 ratings)

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A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?

Keep of the Huscarl King is part three of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter. All three scenarios are intended to be played in order.

Written by Jesse Benner.

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.

4.50/5 (based on 42 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.

Written by Jim Groves.

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 30 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.

Written by Ron Lundeen.

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 15 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

When a Pathfinder agent working in the famed Blakros Museum in Absalom falls victim to a terrible, ancient evil, if falls to the PCs to hunt down the released terror before it can retrieve a relic of the mad astronomer Ralzeros the Overwatched.

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.

3.50/5 (based on 23 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest.

The Edge of Heaven is the first scenario in the three-part The Quest for Perfection campaign arc. It is followed by Pathfinder Society Scenario #3-11: The Quest for Perfection—Part II: On Hostile Waters and Pathfinder Society Scenario #3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.

Written by Jerall Toi, RPG Superstar 2011 runner up.

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.

3.00/5 (based on 20 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia?

"On Hostile Waters" is the second scenario in the three-part The Quest for Perfection campaign arc. It follows Pathfinder Society Scenario #3–09: The Quest for Perfection—Part I: The Edge of Heaven and is followed by Pathfinder Society Scenario #3–13: The Quest for Perfection—Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.

Written by Benjamin Bruck.

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 17 ratings)

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A Pathfinder Society Scenario designed for Levels 1–5.

As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

"Defenders of Nesting Swallow" is the final scenario in the three-part The Quest for Perfection campaign arc. It follows Pathfinder Society Scenario #3–09: The Quest for Perfection—Part I: The Edge of Heaven and Pathfinder Society Scenario #3–11: The Quest for Perfection—Part II: On Hostile Waters. All three chapters are intended to be played in order.

Written by Sean McGowan, RPG Superstar 2011 runner up.

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.

4.00/5 (based on 31 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.

Written by Dennis Baker.

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 24 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?

Written by Jeff Erwin.

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.

4.50/5 (based on 41 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.

Written by Ron Lundeen.

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.

3.10/5 (based on 14 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.

Written by Jerall Toi.

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 4 ratings)

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A Pathfinder Society Scenario designed for levels 1-5 ( (Tier 1–5; Subtiers 1–2 and 4–5).

In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port.

"The Cyphermage Dilemma" 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 Patrick Renie.

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 #3–EX and Pathfinder Society Scenario #4–15, but as of February 28, 2013, 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.

4.00/5 (based on 31 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.

Written by Matthew 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.

3.70/5 (based on 39 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.

Written by Ron Lundeen.

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 37 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?

Written by Jonathan H. Keith.

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 9 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port.

"The Cyphermage Dilemma" was originally an exclusive adventure, run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year, but has been revised and updated for public release.

Written by Patrick Renie.

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 #3–EX and Pathfinder Society Scenario #4–15, but as of February 28, 2013, 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.

3.50/5 (based on 27 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.

Written by Savannah Broadway.

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.

4.50/5 (based on 43 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

Written by Michael Kortes.

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 22 ratings)

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A Pathfinder Society Scenario for characters of 1st to 5th level (Tier 1–5).

A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.

Written by Mike Shel.

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 33 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

Written by David N. Ross.

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 49 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.

Content in "Library of the Lion" also contributes directly to the ongoing storylines of the Cheliax, Grand Lodge, and Taldor factions.

Written by Kyle Elliot.

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.

3.00/5 (based on 26 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

For months Taldor faction leader Lady Gloriana Morilla has mustered a small army to aid the Mendevian Crusade; however, without a powerful, unifying icon to rally around, progress is slow. When her agents learned of a dormant relic that might be awakened, she petitioned the Pathfinder Society for its aid in recovering this so-called Horn of Aroden, knowing that the Society would benefit from her army’s hastened arrival. The PCs travel to Brevoy, a fragmented land of dueling, cold, and conquest to secure this horn, though in doing so they join an ongoing plot of politics and intrigue.

Content in “The Horn of Aroden” also contributes directly to the ongoing storyline of the Taldor faction.

Written by Nicholas Herold.

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.

4.00/5 (based on 21 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A powerful Qadiran trade prince has died, and faction leader Aaqir al’Hakam rushes to his homeland to attend his mentor’s funeral. As an act of support, the Pathfinder Society sends the PCs as representatives to the event; however the death of such an influential merchant and politician has created a considerable power vacuum, and ambitious acquaintances from across the Inner Sea are in attendance to pay their respects, claim a piece of the trade prince’s legacy, and undercut their rivals’ attempts to do the same. Can the Pathfinders keep this somber event from spiraling into a bloodbath?

Content in “The Merchant’s Wake” also contributes directly to the ongoing storyline of the Qadira faction.

Written by Justin Juan.

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.

3.20/5 (based on 34 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The fiery inquisitions that raged through Mendev during the Third Mendevian Crusade may have been damped but never truly extinguished. Fanatics have reignited the witch-hunts in eastern Mendev, and in doing so they have captured and accused allies of the Pathfinder Society. Unless the PCs intercede and put a stop to this mob justice, their allies' deaths will spark a new wave of internecine executions throughout the crusader nation.

Content in “Scars of the Third Crusade” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Jason Brick.

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 12 ratings)

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A Pathfinder Society Scenario designed for levels 1-11.

At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart. The adventure concludes Season 5, Year of the Demon.

Written by Mike Shel.

Note: Legacy of the Stonelords is designed for play in the Pathfinder Society Roleplaying Guild. It may be run anywhere by anyone, as long as there are 5 tables playing the scenario simultaneously and are in contact with each other. To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.

2.90/5 (based on 43 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.

Written by Sean McGowan.

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 28 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

Content in “Slave Ships of Absalom” also contributes directly to the ongoing storylines of the Liberty’s Edge and Sovereign Court factions.

Written by Mark Garringer.

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.

4.00/5 (based on 32 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Written by Tom Phillips.

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.

4.60/5 (based on 16 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Rumors of a lost shrine in the Segang Jungle draw the Pathfinder Society’s attention, but the prohibitive cost of sending a team into the wilds of Jalmeray threatens to shut down the expedition before it even begins. Fortunately, a wealthy patron has offered to fund the PCs travel expenses in return for their help in his decades-old quest. Can the Pathfinders balance this new obligation with their exploration of the archaeological site?

Content in “The Segang Expedition” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Benjamin Bruck.

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.

3.50/5 (based on 26 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have grown worried for the aging explorer’s safety. As the PCs travel south on Sharrowsmith’s trail, they must track the venture-captain to the ruins he sought while also dealing with the aftermath of his actions.

“On Sharrowsmith’s Trail” is the first scenario in the three-part Scions of the Sky Key campaign arc. It is followed by Pathfinder Society Scenario #6–14: Scions of the Sky Key, Part 2: “Kaava Quarry” and Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.

Content in “On Sharrowsmith’s Trail” also contributes directly to the ongoing storylines of the Exchange faction.

Written by Robert Brookes, RPG Superstar 2014 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.

4.50/5 (based on 17 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!

“Kaava Quarry” is the second scenario in the three-part Scions of the Sky Key campaign arc. It is preceeded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and followed by Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.

Written by Mike Kimmel, RPG Superstar 2014 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.

4.40/5 (based on 28 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Beneath the Grand Lodge of Absalom lie the vaults, a series of storerooms and libraries that contain much of the Society’s findings from the past centuries. Cataloguing the sundry relics and texts takes time, and finds requiring closer study find their way to an extensive vault called the Overflow Archives. Soon after a pair of initiates sneaks into the archive and steals a few items on a dare, the complex inexplicably springs a leak. It is up to the PCs to investigate this strange phenomenon and put a stop to it before thousands of priceless documents are ruined forever.

Content in “The Overflow Archives” also contributes directly to the ongoing storyline of the Dark Archive faction.

Written by Scott Sharplin.

4.00/5 (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are the PCs resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?

“The Golden Guardian” is the final scenario in the three-part Scions of the Sky Key campaign arc. It is preceded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and Pathfinder Society Scenario #6–14: Scions of the Sky Key, Part 2: “Kaava Quarry.” All three chapters are intended to be played in order.

Content in “The Golden Guardian” also contributes directly to the ongoing storylines of the Grand Lodge faction.

Written by Mikko Kallio, RPG Superstar 2014 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.

4.50/5 (based on 20 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. The Pathfinders set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their way into the witch-ruled nation, but even approaching Irrisen is fraught with danger. Can the PCs navigate the frozen wastes and recover the relics within, or will the icy climate claim their lives?

Content in “From Under Ice” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge and Scarab Sages factions.

Written by Vanessa Hoskins.

2.50/5 (based on 25 ratings)

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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.

4.50/5 (based on 15 ratings)

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A Pathfinder Society Scenario designed for 4th-level pregenerated characters.

For several years, the Pathfinder Society has enjoyed a mutually beneficial alliance with the Sewer Dragons, the dominant tribe of kobolds living beneath Absalom. When an elite patrol discovers a wounded member of the Society with a desperate message, the Sewer Dragons must move quickly intercept an extraordinary threat from seizing their territory—if not Absalom itself! In this special adventure the players portray kobolds as unlikely defenders of the City at the Center of the World using 4th-level pregenerated characters.

Written by Thurston Hillman.

3.40/5 (based on 21 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at first a routine shopping trip spirals out of control as the PCs uncovers the writing’s secret past—and secret messages.

Written by Sean McGowan.

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.

4.70/5 (based on 28 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

Written by Alex Greenshields.

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.

4.00/5 (based on 13 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Something has intercepted those shipments. Can the PCs uncover the culprit and save the Society's reputation in Nirmathas?

Content in "Trouble in Tamran" also ties into a special metaplot element from Pathfinder Society Special #6–98: Serpents Rise. Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

Written by Benjamin Bruck.

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 31 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

A magical war between the archmages Geb and Nex left the landscape between their nations scarred and wracked by magical anomalies—a barren stretch known as the Mana Wastes. During the conflict, their generals also created countless weapons and defenses that pushed the limits of magic, yet most of these were destroyed in battle or lost forever. Recent investigations suggest that some of this ancient power is at play in an insular town outside Alkenstar, but there the trail runs cold. Can the PCs uncover the truth while braving the residents' eccentricities?

Written by Jon Cazares.

4.20/5 (based on 14 ratings)

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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.

"Let Bygones Be" is the first scenario in the three-part Faithless and Forgotten campaign arc. It is followed by Pathfinder Society Scenario #7-16: "Lost Colony of Taldor" and Pathfinder Society Scenarios #7-18: "The Infernal Inheritance." All three chapters are intended to be played in order.

Written by Brian J. Fruzen, RPG Superstar 2015 finalist.

3.30/5 (based on 6 ratings)

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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?

“Lost Colony of Taldor” is the second scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7–14: “Let Bygones Be” and followed by Pathfinder Society Scenarios #7–18: “The Infernal Inheritance.” All three chapters are intended to be played in order.

Written by Kalervo Oikarinen, RPG Superstar 2015 finalist.

3.70/5 (based on 7 ratings)

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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.

“The Infernal Inheritance” is the final scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7–14: “Let Bygones Be” and Pathfinder Society Scenarios #7–16: “Lost Colony of Taldor.” All three chapters are intended to be played in order.

Content in “The Infernal Inheritance” also contributes directly to the ongoing storylines of the Dark Archive and Liberty's Edge factions.

Written by Christopher Wasko, RPG Superstar 2015 finalist.

3.80/5 (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge?

Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Nicholas Wasko.

3.60/5 (based on 26 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Decades ago, the merchant nation of Druma anticipated a wave of migrants and built the city Alabastrine to accommodate them. The mass migration never happened. Always seeking a return on investment, Druma recently began auctioning off control of the city to the highest bidders and wealthiest entrepreneurs for five years at a time. The next auction begins soon, and the powerful Aspis Consortium gold agent Myrosype—an enemy of the Society responsible for countless Pathfinders’ deaths—is poised to take control of the whole city for her own nefarious ends. The Society has secured a few invitations for the PCs to attend the auction. Can they disrupt the event’s delicate politics in order to stop their rival, or will the Aspis Consortium gain an unassailable stronghold?

Content in “Bid for Alabastrine” also contributes directly to the ongoing storyline of the Exchange Faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise". Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

Written by Thurston Hillman.

3.50/5 (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

Every Pathfinder’s adventures come to an end eventually. When the Society an esteemed venture-captain laid to rest, it was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten, and they expect the Society to make good on the late venture-captain’s promises. Its up to the PCs to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region.

Written by Brian Duckwitz.

2.10/5 (based on 11 ratings)

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A Pathfinder Society Special designed for levels 1–11.

Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.

The Cosmic Captive is a multi-table interactive adventure in which each group's actions contribute to the entire room's success.

Written by Matt Duval.

Note: The Cosmic Captive is a limited release scenario. It may be run at conventions with approval by a Regional Venture-Coordinator, and requires at least 6 tables to be playing the scenario simultaneously and in contact with each other (the Adventure Card Guild portion requires at least 2 tables with 2 players each). To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.

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A Pathfinder Society Scenario designed for levels 1–5.

Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her generosity, but a rare card appeared and portended imminent doom. Now that these terrible predictions are coming true, Zeeva realizes she cannot weather this storm alone. It’s up to the PCs to save this friend and philanthropist—perhaps by changing fate entirely.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Scott Sharplin.

2.50/5 (based on 33 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

The Peerless Empire of shaitan genies has warred with their fiery counterparts for centuries, and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society’s few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months’ service could dramatically enhance the Society’s reputation (and fill those agents’ pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society’s first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.

Content in “Ungrounded but Unbroken” also contributes directly to the ongoing storyline of the Sovereign Court faction.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Jenny Jarzabski.

3.40/5 (based on 16 ratings)

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A Pathfinder Society Scenario designed for levels 1–5.

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Linda Zayas-Palmer.

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.

3.00/5 (based on 6 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

Recent discoveries suggest what was a simple theft is part of a grander plot that directs the PCs to floating metropolis of Armun Kelisk, capitol of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has brought them in conflict, they may find they have more in common than they had expected—including a shared enemy.

Content in Secrets of the Endless Sky also contributes directly to the ongoing storyline of the Sovereign Court faction.

Secrets of the Endless Sky is the second scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and followed by Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

Written by Crystal Malarsky.

2.50/5 (based on 34 ratings)

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A Pathfinder Society Scenario designed for levels 1-5.

To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil.

Written by Jason Keeley.

4.40/5 (based on 9 ratings)

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A series of five Quests designed for levels 1-5.

Mighty Lung Wa once controlled much of Tian Xia, but the empire crumbled a century ago. Three Successor States have squabbled for dominance ever since, each insisting that it alone is the rightful inheritor of Lung Wa's glory. In the shadow of these mighty nations, the humble land of Shokuro has sought the means to discourage its neighbors' territorial ambitions and earn their respect. When a retired hero learns of a lost, legendary palace that might protect relics of the old empire, she calls on the Pathfinder Society for assistance finding the fabled site. The PCs must travel to each of the Successor States in search of clues to uncover the palace and the treasures within.

House of Harmonious Wisdom includes five 1-hour adventures that take the PCs across central Tian Xia in search of imperial treasures and forgotten secrets. The series includes a beginning adventure and a finale, but players can experience the other parts in any order.

This scenario is designed for play in Pathfinder Society Roleplaying Guild 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.

Written by Katherine Cross, Sarah Hood, Jason Owen Black, and Christopher Rowe.

5.00/5 (based on 1 rating)

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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
5.00/5 (based on 2 ratings)

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Fungi, Artifacts, and Mechs, Oh My!

With our next installment to the Ruins Perilous, dangerous wonders are birthed from the spoils left by those that came before. "The Fungarium" carved itself into being from the leavings of a formerly grand banquet hall, an excursion by myceloids, and the exacting corruption of a deal with a dragon with an uncanny twist. How fares Questor candidates in a test of diplomacy between a pair of races with alien frames of reference and points of view. "Ruins Perilous: The Fungarium" is intended for a party of 4th level characters by Mike Welham.

"Fire & Ice" is a mission of destruction for 9th level characters by Bret Boyd. Are the PCs up to the mission of destroying a minor artifact? A mission that all-but destroyed the prior party to attempt to complete it? On an island that intersects with the Plane of Fire, the party must complete their mission before an unknown nemesis lays waste to them all.

"And so the hero fought the corrupting god, in hand the ageless brand / withstood its sickened whisperers, the knight in iron clad."
Deep within a badlands, against insurmountable foes, a party of 14th level characters finds themselves as the blood, heart, mind, muscle, and sinew of an ancient construct known as the Iron Knight. "In Iron Clad" by Alex Putnam, challenges a party in this most unusual event-based adventure.

Additionally, Creighton Broadhurst offers up a pair of drop-in encounters, "Bal’s Garden" and "Deluge of Death," respectively for 6th level and 13th level characters. Suitable for underground adventures, Broadhurst's talented mind offers enjoyable one off encounters to challenge your players.

Then Steven D. Russell continues his demonstrable advice on how to use and work sandbox campaigns.

However you slice it, this issue of Adventure Quarterly is chock full of adventure and excitement, something we all crave.

Pages: 68, full color plus player and GM JPG maps
Cover Artist: Jack Holliday

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Written by Nick Johnson and Lars Lundberg

SagaRPG Presents...

"Riot in the Stars" is a 43-page module-type adventure for 4 PCs levels 4-5. This product is compatible with the Pathfinder Roleplaying Game.

Fast paced mystery! Set out on the streets of a camp of traveling merchants in a race to find a traitor who threatens the camp from within. Discover the secrets of the powerful Kallistro family and who or what really controls them. "Riot in the Stars" keeps PCs under the gun and watching the timer with new Timed Scenarios. With brash worgweres, greedy immortals, and the brand new Mobs rules, there is no rest for the wicked!

This adventure can be played as a stand-alone module but also presents ways to connect your campaign to the Darkwood Adventure Arc. Along the way, opportunities are presented to side with important townsfolk or betray them using the Coalition system presented in the Darkwood Adventure Arc.

Highlights:

  • Two new rule additions to add excitement: Rules for Mobs and Rules for Timed Scenarios.
  • Can be played as a stand-alone product or connect to the Darkwood Adventure Arc.
  • Designed for 4 PCs at levels 4-5.
  • 43 full-color Pages of Content!
  • Compatible with A New (Optional) Dynamic Role-Playing Element that brings consequences based on decisions the PCs make.
  • Layers! GM content for maps on GM layer. To show players, simply turn off the GM layer.
  • Mobile/Lite version 96dpi, 4.4MB
  • Desktop/Full version 300dpi, 22.8MB

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Fully usable with 0one's Black & White: White Wyvern Inn miniature scale tiles, The Spirit of the White Wyvern is made for a group of player characters of levels 4 to 5 inclusive. Whether your taste is for roleplay, investigation, or daring combat, experience the welcome at the White Wyvern Inn....

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The Spirit of the White Wyvern Game Pack Contains: 34-page adventure, available separately as 0one's Black & White Adventures: The Spirit of the White Wyvern. The Spirit of the White Wyvern is made for a group of player characters of levels 4 to 5 inclusive. Whether your taste is for roleplay,...

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A 0one Games classic returns, for all Pathfinder Roleplaying Game fans. Enjoy once more this old-style adventure with plenty of players' handouts, fully fleshed-out NPCs, smart monsters and intriguing plots, all under your favorite rule system. ... This adventure is designed for four 4th–5th...

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The doors of the inn open and two half-orcs larger than elephants enter, scrutinizing everybody grimly. One of them makes a sign to the entrance, then a beautiful woman in a figure-hugging silk dress enters the tavern. Her face is almost completely hidden behind a black shroud, her walk is...

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Welcome to The Sinking, a twelve-part campaign serial from 0one Games! ... The Devil's Smuggler, written by John Ling, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great...

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Welcome to The Sinking, Campaign Serial. ... Tatterdemalion, written by David Schwartz, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future...

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Welcome to The Sinking, Campaign Serial. ... Politics Unusual, written by Rob Manning is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for future...

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Welcome to The Sinking, Campaign Serial. ... The Malchort Cabal, written by Tim Hitchcock, is part of an ongoing series set in the Great City. This is not a numbered adventure in a path, but instead, it concerns a mysterious event that will forever alter the Great City, setting the tone for...

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A Pathfinder Roleplaying Game adventure for 4-6 characters of level 4. ... Jean Lemaistre, celebrated cavalier of the Order of the Lily, defeated the vampires of Château Rougemord many winters ago, though he himself perished in the process. Having no wish to be brought back to life, in common...

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The From the Deep Adventure Path resumes after the PCs have returned to the city of Arbil for some much-deserved rest. But instead of finding a peaceful city, increasingly frequent and vicious raids by the tribal orcs found along the unclaimed coastlines spoil the plans of the party. ... The PCs...

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Welcome to the third adventure in the SANTIAGO: A Myth of the Far Future adventure path for the Pathfinder RPG! In this adventure, the heroes continue their hunt for the greatest outlaw of them all.Socrates is hard to please: ... He lives in the shade of the gallows-trees; ... He prays for life...

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Welcome to the third adventure in the ZEITGEIST adventure path! ... In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a...

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A Collection of Dark and Daring Adventures! ... What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only...

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The Midgard Tales hardcover collects 13 adventures that reach out to remake classic themes, such as a demon-haunted mountain, a tribe of orcs and their hideous goddess, and the lost library of House Stross. These are adventures to be remembered, adventures to shake the foundations of complacency...

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Face the River's Fury! ... In the small hamlet of Riverbend, the miller's wife is missing, and the locals suspect that the husband himself was involved. But all is far from what it seems. Ellessandra, the missing woman, is actually an elf from the Summer Lands. She came to live in the human...

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A mother’s love is stronger than death, but love and death walk hand in hand when mortals cross paths with the immortal fey of Cold Mountain. This adventure designed for 4th level characters stands on its own as a lush atmospheric journey into the dangers and mysteries of the wild, but it is...

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While sails on the horizon can be reason to fear in pirate-infested waters, sometimes they bring good cheer and companionship on the lonely journeys across the endless blue. A chance encounter with Captain Craw and the good ship Tamarind seems like the latter, a friendly crew of spice traders...

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Visions of Destiny or Doom! ... A mysterious plot is unfolding. Following clues about the theft of a pair of ancient statues, the PCs have discovered who hired the Elverin Skulk thieves’ guild to rob the Lord Mayor of Port Fairglade. It’s clear that the guild’s client is a dangerous and powerful...

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The peaceful farming village of Vestor is on the verge of hysteria! Hours ago, brigands kidnapped five ladies of the village, alarming the entire community with the news that the young women were to be gifts for a demon queen! These hard-working people of the land are in need of heroes, and fast!...

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Put out the fire, shoulder your pack, and enter the deep woods... ... Tales of the Old Margreve contains 8 eerie forest adventures for the Pathfinder Roleplaying Game in a unique Old World setting inspired by the medieval folktales and superstitions of Eastern Europe. Its authors include Paizo...

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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,...

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Fear in the Streets ... After escaping from the waking nightmare of Briarstone Asylum, the former captives venture to the dismal town of Thrushmoor to unravel the enigma of their lost memories. Upon arrival, the adventurers find that the town's leadership has either fled town or gone missing, and...

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Chapter 2: Racing to Ruin ... by Tim Hitchcock ... Finally reaching the port city of Eleder, the adventurers arrive with knowledge of the route to the lost city of Saventh-Yhi. But new rivals are also on the trail of the legendary metropolis, and soon the race is on to reach the fabled ruin and...

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Chapter 2: Trial of the Beast ... by Richard Pett ... The rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to...

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Ninja versus Vikings! ... Chapter 2: Night of Frozen Shadows ... by Greg A. Vaughan ... A faceless menace stalks the viking empire. For decades a sinister band of assassins has watched and waited, hiding among the rugged people of Kalsgard, capital of the fierce Lands of the Linnorm Kings. In all...

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Chapter 2: Raiders of the Fever Sea ... by Greg A. Vaughan ... Bound for adventure upon the pirate vessel they’ve taken as their own, the heroes face a sea of dangers as they chart a course to become true Free Captains of the Shackles. But life as a pirate doesn’t prove any easier now that...

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Chapter 2: The Shackled Hut ... by Jim Groves ... The winter portal has closed, but the heroes now find themselves trapped in the frozen land of Irrisen with an urgent quest—to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital...

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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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The God in the Machine ... The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants and ruins found within. The Lords of Rust dominate Scrapwall, and their...

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A Giant Spurned ... The orcs attacking Trunau have been defeated, but the danger remains—the hill giant chieftain Grenseldek still wants the treasures of the tomb beneath Trunau. In order to protect their chosen community, the heroes must leave it and travel by riverboat through the...

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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...

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After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin heroes—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But it turns out leading a tribe of goblins isn't...

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A horror and investigation adventure for 4th-level characters ... The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however,...

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Claim the Castle! ... Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth...

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Legendary Treasure! ... Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires...

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5.00/5 (based on 3 ratings)

A mercantile endeavor for four to five 4th level PCs. ... Embroiled in a struggle between two rival merchant houses, the party races to assemble and escort a valuable load of cargo to a commerce-starved city. ... The loss of the yearly supply ship to a late winter storm places an isolated town in...

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5.00/5 (based on 1 rating)

A Pathfinder compatible adventure for four to six PCs of Levels 4-5 ... The majestic tree of the Four Winds grew in the forest west of the village of Rybalka, revered by the Vikmordere druids of the Snoqua tribe for its power to control the weather and hold balance with nature. When the Klavek...

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3.70/5 (based on 3 ratings)

A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of Levels 4-5. ... Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system. ... The annual Winterflower Festival & Dance is just around the...

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4.00/5 (based on 1 rating)

A Pathfinder Roleplaying Game compatible adventure for three to four 4th or 5th level PCs. ... The expedition to Gilead has been shattered from within. Mad with greed for a golden idol, the explorers turned daggers on their peers, murdering one another in paranoia and rage. The victorious killers...

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4.00/5 (based on 1 rating)

A Pathfinder/3.5 Compatible Adventure for 6-8 PCs of levels 4-6 by Mark Edwards ... The PCs are just bedding down for the night when the village is attacked by raiders. What at first appear to be simple bandits turns out to be more frightening when they discover the ‘raiders’ are not mere...

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4.00/5 (based on 1 rating)

A Pathfinder Roleplaying Game/3.5 compatible adventure for 4-6 PCs of 4th level ... The small town of Iversdam is threatened by an insane nymph! Accompanied by vicious mites and deadly mountain wolves, the townsfolk have little to defend themselves should an attack come to them. Three villagers...

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3.00/5 (based on 1 rating)

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs Levels 4-6 ... The city of Bridgefort needs your help!  A series of robberies have begun to cause panic and distrust within the city. Witnesses are reporting seeing vampires lurking in the shadows. The Guards are unable to solve the mystery....

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4.00/5 (based on 1 rating)

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs Levels 4-5Have you ever been jostled awake by the shrill howl of a terrible beast? Felt the hairs on the back of your neck rise up, and goosebumps wash over your body like death's cold caress? I have. For the past two weeks, every single night, a...

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5.00/5 (based on 1 rating)

A Pathfinder/3.5E Compatible Adventure for 4-6 PCs of Levels 4-5 ... Naytella, a goddess of revelry and relaxed pleasure, had few shrines. Authorities feared what they couldn't control and her belief in freedom of spirit worried many, causing them to drive her scattered followers underground. So...

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3.00/5 (based on 1 rating)

A Pathfinder compatible adventure for four to six 4th level PCs. ... Continuing on from Tyranny of Greed, the heroes have just foiled an extortion racket run by a thieves' guild in the city of Rogail. Now, in finding that the guild's rotting influence extends all the way to the mayor's office,...

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4.00/5 (based on 1 rating)

A Pathfinder compatible adventure for four to six level 4 heroes ... Continuing on from False Honesty, Corrupt Virtue, the PCs find themselves in the middle of a heated election. It's not only debates and scandals that plague the election campaign but threats from the past also threaten Rogail's...

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A Pathfinder/3.5 Compatible Adventure for 6-8 PCs of levels 4-6 ... The PCs are just bedding down for the night when the village is attacked by raiders. What at first appear to be simple bandits turns out to be more frightening when they discover the raiders are not mere brigands, but foul...

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP For 4-5 PCs of Levels 4-5The PCs find a carving of the outline of the place appears in an ancient temple to an avian goddess. Under the carving is the phrase:“Your changed heart will soar!”Give the players a copy of the complex,...

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP For 4-5 PCs of Levels 4-5Home to a coven of three green hags, who call themselves the Daughters of the Morass. Fervent followers of Jubilex, they have bound a number of slimes and oozes to their service, mainly to protect their home....

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5.00/5 (based on 1 rating)

For 4-5 PCs of Levels 4-5The PCs find a carving of the outline of the place appears in an ancient temple to an avian goddess. Under the carving is the phrase:“Your changed heart will soar!”Give the players a copy of the complex, with rough-and ready edges, but make it...

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3.00/5 (based on 1 rating)

For 4-5 PCs of Levels 4-5Home to a coven of three green hags, who call themselves the Daughters of the Morass. Fervent followers of Jubilex, they have bound a number of slimes and oozes to their service, mainly to protect their home. From their sunken home near the centre...

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4.00/5 (based on 1 rating)

A Mini-Dungeon adventure for 4-5 PCs of level four. ... Many years ago the witch priestess Segolia established a temple in the frontier town of Feluxia. In exchange for healing services to the town, Segolia only demanded the weekly sacrifice of orcs and other raiding humanoids. As the frontier...

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5.00/5 (based on 1 rating)

Four to five PCs of level 4 ... While travelling deep in the forest the adventurers happen upon a violent feud between two tribes of sprites vying to add a sacred grove to their own territory. While such disputes among the fey are not uncommon, it is rare for these hostilities to escalate into...

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5.00/5 (based on 1 rating)

For four Level 4 Characters ... This dark, stinking complex is located deep in the earth, buried underneath a major city or town and accessed by the sewer system. Once the hideout of a long-forgotten band of thieves that operated in the city long ago, these chambers have since been discovered and...

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4.00/5 (based on 1 rating)

A Pathfinder/3.5 Compatible Adventure for 4-6 PCs of levels 4-5 ... A race into darkness. The fate of the mighty wizard Vargon Greyhands is slowly being revealed. You are tasked with exploring a mysterious Sanctum upon an underground river. It is soon apparent you are not alone and others seek to...

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5.00/5 (based on 1 rating)

A free Snow White mini-adventure! ... Designed for three to four PCs of levels 4-5 ... The Spirit Bottle is about the last place anyone visits for hospitality in Morsain. Dirty, dark, cramped, and with a dubious reputation with regard to its drinks, the PCs nonetheless find themselves tasked with...

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This fourth in a series of mission usable with Comic Book Adventures, these mid level mission and adventure are geared towards 4th to 6th level heroes and meant to continue your fun solo games. The mission book is packed full of new missions and adventures and builds on the story and plot lines...

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1.00/5 (based on 1 rating)

A short adventure suitable for four characters of 4th–6th level. ... Quilton's Rise has several claims to fame, but none of them major. It's a small trading town on a large road; its local hero, the Dwarven paladin Sir Borek Earthshield, keeps the town quiet and safe; a local artisan's sculptures...

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Welcome to the Fungal Kingdom! ... Welcome to 8-Bit Adventures! Do you yearn for a simpler time, when video games scrolled right and you only had to deal with 2 buttons at a time? An era where blocky, colorful, vaguely recognizable shapes made up heroes that battled odd and often confusing...

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4.70/5 (based on 3 ratings)

Inspired by classic fairy tales, the Once Upon an Encounter series gives gamemasters quick encounters that can be inserted into any adventure or campaign. Red Riding Hood is designed for a party of adventurers between levels 4-6. ... A shapeshifting, demonic Wolf stalks the forest, eating...

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Zu-Zu is a different sort of girl that is always finding trouble. Escort Zu-Zu to a city in crisis, Zagrev, where children have gone missing. The desperate mothers of the missing children turn to the Heroes for help. Find the lost children, save a damsel in distress, garner favor with the gods...

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The sleepy little village of Murdoch’s Cove has a secret. Foul monsters stalk the swamp, haunting ancient ruins and preying upon the villagers. The Knights of the Radiant Order are sworn to protect the cove, but they can barely protect themselves from this mysterious new threat. A strange journal...

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Old stories tell of the wizard Kelsun, better known as Kelsun the Mad Prophet, who was driven mad by visions of a world-shaking disaster. Fortunately, his madness proved to be benevolent—he set out, in his odd way, to help ensure that items of power would be available to help rebuild civilization...

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The wizard Kelok achieved some minor fame developing original spells, some of which were apparently extremely dangerous to the caster. While some of his descendants claim he developed many spells still used today, unbiased experts claim that his original spells have all been lost. His detractors...

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Wizard Valley is the fourth book (of seven) in The Uncommon Commoners campaign series. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying. ... Many decades ago several families of humans grew weary of the endless...

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5.00/5 (based on 3 ratings)

This ominous 101 page PDF adventure is written for the Pathfinder Roleplaying System and designed for 4 players with characters of 4th–6th level. Filled with new monsters, magic items, and gruesome adversaries, Vasily’s Woe will challenge most any group of adventurers. ... The Tuatha Elves are...

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4.00/5 (based on 1 rating)

Everybody in Hedgebird knows that the old DeMay orphanage is haunted, but that did not stop the Perseville family from moving to town and buying the place. Nor did it stop the Tarnak boys from venturing inside. Now the children are trapped inside, and to get them out the heroes must confront...

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The Croaking Priestess and her boggard followers run a brisk business trading magical potions for sacrificial victims. Local marshfolk have suffered the predations of wicked swamp denizens long enough. They need adventurers to head into the muck, assault the Swamp Isle, and finally put an end to...

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Presented in this volume are seven adventure scenarios designed for Pathfinder Roleplaying Game characters of level 1-10. The excitement includes a daring escape from a Karuan prison, a race to stop the assassination of a foreign prince-in-hiding, a simple inspection job that uncovers a sinister...

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4.50/5 (based on 2 ratings)

The Bleeding Hollow is a survival-horror themed adventure for the Pathfinder RPG. It's 133 pages of adrenaline pumping excitement for up to 6 players of 4th level to 6th level. ... In this adventure, the players are drawn to the small wilderness town of Westden Falls to clear the surrounding...

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5.00/5 (based on 1 rating)

Created for fans by fans, this issue of the Wayfinder fanzine includes dozens of articles designed to expand the Pathfinder Roleplaying Game and the world of Golarion. Inside you will find original fiction, new races, monsters, recipes, poetry and this is just a small portion of what awaits you!...

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Created for fans by fans, this issue of the Wayfinder fanzine heads to the darkest depths of Golarion's interior with this Darklands-focused issue! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, maps, treasure, poetry—this is just a small...

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5.00/5 (based on 3 ratings)

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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4.60/5 (based on 8 ratings)

A most unusual adventure for CR 4 dragon characters. ... In We Be Dragons, the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a...

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3.80/5 (based on 5 ratings)

A Pathfinder Society Quest designed for levels 1–5. ... A Pathfinder carrying an important message has gone missing in the sewers beneath Absalom, but what the PCs find when they investigate the missing agent's fate is something few expect. ... Written by Mark Moreland. ... This quest is designed...

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3.90/5 (based on 46 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5). ... Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The...

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3.80/5 (based on 22 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4-5). ... The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and...

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4.20/5 (based on 33 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). ... Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes...

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3.50/5 (based on 26 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). ... The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince...

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2.90/5 (based on 23 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). ... When a newly opened Ustalav Pathfinder Lodge goes silent, it's up to you to investigate and report back to the Society as to the source of the disappearance. The mystery deepens when you arrive and...

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2.90/5 (based on 24 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5). ... The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a...

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3.20/5 (based on 34 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5). ... While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the...

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3.80/5 (based on 16 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5). ... When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find...

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2.90/5 (based on 14 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5). ... Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s...

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2.30/5 (based on 19 ratings)

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5). ... Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there...

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4.50/5 (based on 42 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. ... Written by...

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3.90/5 (based on 30 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel...

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3.80/5 (based on 15 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... When a Pathfinder agent working in the famed Blakros Museum in Absalom falls victim to a terrible, ancient evil, if falls to the PCs to hunt down the released terror before it can retrieve a relic of the mad astronomer Ralzeros the...

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3.50/5 (based on 23 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory...

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3.00/5 (based on 20 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid...

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3.60/5 (based on 17 ratings)

A Pathfinder Society Scenario designed for Levels 1–5. ... As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them...

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4.00/5 (based on 31 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in...

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2.80/5 (based on 24 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get...

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4.50/5 (based on 41 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for...

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3.10/5 (based on 14 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks...

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2.80/5 (based on 4 ratings)

A Pathfinder Society Scenario designed for levels 1-5 ( (Tier 1–5; Subtiers 1–2 and 4–5). ... In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port....

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4.00/5 (based on 31 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. ......

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3.70/5 (based on 39 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value...

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3.90/5 (based on 37 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from...

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2.80/5 (based on 9 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port. ... The Cyphermage Dilemma was...

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3.50/5 (based on 27 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder...

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4.50/5 (based on 43 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness,...

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3.60/5 (based on 22 ratings)

A Pathfinder Society Scenario for characters of 1st to 5th level (Tier 1–5). ... A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations...

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3.80/5 (based on 33 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to...

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3.80/5 (based on 49 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian...

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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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3.00/5 (based on 26 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... For months Taldor faction leader Lady Gloriana Morilla has mustered a small army to aid the Mendevian Crusade; however, without a powerful, unifying icon to rally around, progress is slow. When her agents learned of a dormant relic that...

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4.00/5 (based on 21 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... A powerful Qadiran trade prince has died, and faction leader Aaqir al’Hakam rushes to his homeland to attend his mentor’s funeral. As an act of support, the Pathfinder Society sends the PCs as representatives to the event; however the...

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3.20/5 (based on 34 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The fiery inquisitions that raged through Mendev during the Third Mendevian Crusade may have been damped but never truly extinguished. Fanatics have reignited the witch-hunts in eastern Mendev, and in doing so they have captured and...

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3.80/5 (based on 12 ratings)

A Pathfinder Society Scenario designed for levels 1-11. ... At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while...

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2.90/5 (based on 43 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... More than a millennium has passed since the machine mage Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine...

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4.40/5 (based on 28 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder...

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4.00/5 (based on 32 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the...

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4.60/5 (based on 16 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Rumors of a lost shrine in the Segang Jungle draw the Pathfinder Society’s attention, but the prohibitive cost of sending a team into the wilds of Jalmeray threatens to shut down the expedition before it even begins. Fortunately, a...

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3.50/5 (based on 26 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have...

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4.50/5 (based on 17 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the...

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4.40/5 (based on 28 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Beneath the Grand Lodge of Absalom lie the vaults, a series of storerooms and libraries that contain much of the Society’s findings from the past centuries. Cataloguing the sundry relics and texts takes time, and finds requiring closer...

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4.00/5 (based on 12 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below,...

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4.50/5 (based on 20 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. The Pathfinders set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their...

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2.50/5 (based on 25 ratings)

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...

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4.50/5 (based on 15 ratings)

A Pathfinder Society Scenario designed for 4th-level pregenerated characters. ... For several years, the Pathfinder Society has enjoyed a mutually beneficial alliance with the Sewer Dragons, the dominant tribe of kobolds living beneath Absalom. When an elite patrol discovers a wounded member of...

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3.40/5 (based on 21 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at...

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4.70/5 (based on 28 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school...

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4.00/5 (based on 13 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on...

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2.80/5 (based on 31 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... A magical war between the archmages Geb and Nex left the landscape between their nations scarred and wracked by magical anomalies—a barren stretch known as the Mana Wastes. During the conflict, their generals also created countless...

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4.20/5 (based on 14 ratings)

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...

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3.30/5 (based on 6 ratings)

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...

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3.70/5 (based on 7 ratings)

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...

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3.80/5 (based on 12 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two...

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3.60/5 (based on 26 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Decades ago, the merchant nation of Druma anticipated a wave of migrants and built the city Alabastrine to accommodate them. The mass migration never happened. Always seeking a return on investment, Druma recently began auctioning off...

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3.50/5 (based on 12 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Every Pathfinder’s adventures come to an end eventually. When the Society an esteemed venture-captain laid to rest, it was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten, and they...

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2.10/5 (based on 11 ratings)

A Pathfinder Society Special designed for levels 1–11. ... Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of...

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3.30/5 (based on 20 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her...

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2.50/5 (based on 33 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... The Peerless Empire of shaitan genies has warred with their fiery counterparts for centuries, and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as...

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3.40/5 (based on 16 ratings)

A Pathfinder Society Scenario designed for levels 1–5. ... When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves....

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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...

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3.00/5 (based on 6 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... Recent discoveries suggest what was a simple theft is part of a grander plot that directs the PCs to floating metropolis of Armun Kelisk, capitol of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has...

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2.50/5 (based on 34 ratings)

A Pathfinder Society Scenario designed for levels 1-5. ... To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol...

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4.40/5 (based on 9 ratings)

A series of five Quests designed for levels 1-5. ... Mighty Lung Wa once controlled much of Tian Xia, but the empire crumbled a century ago. Three Successor States have squabbled for dominance ever since, each insisting that it alone is the rightful inheritor of Lung Wa's glory. In the shadow of...

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5.00/5 (based on 1 rating)

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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5.00/5 (based on 2 ratings)

Fungi, Artifacts, and Mechs, Oh My! ... With our next installment to the Ruins Perilous, dangerous wonders are birthed from the spoils left by those that came before. The Fungarium carved itself into being from the leavings of a formerly grand banquet hall, an excursion by myceloids, and the...

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Written by Nick Johnson and Lars Lundberg ... SagaRPG Presents... ... Riot in the Stars is a 43-page module-type adventure for 4 PCs levels 4-5. This product is compatible with the Pathfinder Roleplaying Game. ... Fast paced mystery! Set out on the streets of a camp of traveling merchants in a...