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.
Battling a conspiracy to destroy the future empress before she can realize her imperial destiny, you have overcome all who stood in your way. As you set out to cross the endless cold lands at the top of the world, however, your enemies are not so quick to forgive or forget the dead left in your wake. A mother’s love is undying, but so too is her hate. In her eyes, you are murderers, and she will gather dark sisters from far abroad to draw you into a mystic nightmare from which there will be no escape!
This adventure for characters of 6th to 7th level supplements the epic journey through the northern wilds of the Far East Adventure Path campaign. It allows GMs to show the dynamic nature of the campaign world as forces they thought defeated turn out to have allies that do not take the defeat of their kin lightly. While easiest to include as part of the journey through the mountains of the subpolar north as their caravan approaches the arctic, scaling notes suggest methods for leveling up the adventure for use after the arctic crossing as the PCs’ caravan descends into the Eastern Realms. Apart from an Adventure Path, this adventure can be easily dropped into any campaign to infuse it with an air of malevolent witchery.
Designed by Matt Goodall with the Legendary Games design team of Jason Nelson, Neil Spicer, Clinton Boomer, Greg A. Vaughan, Russ Taylor, Jim Groves, and Clark Peterson, with amazing art by Jason Juta and magnificent maps by Rob Lazzaretti. Who better to provide you with supplemental adventure material for your Adventure Path campaign than the very writers of those adventures themselves? Answer: no one. Legendary Games' Adventure Path Plug-Ins supplement and enrich your campaign experience, offering adventures and supporting products that incorporate and expanding upon unique concepts, themes, and rules subsystems introduced in the Adventure Paths while filling in the background characters, items, and locations that make those adventures come alive in delightful (and often dangerous) detail. Legendary Games combines stellar writing talent with innovative layout and product design and top-notch artistic values that we think will bring you back again and again.
Download includes TWO files: a full color version AND a stripped black and white version for easy printing, by popular demand available in either classic vertical (portrait) orientation as well as our legendary horizontal (landscape) orientation.
Check out this 25-page adventure and Make Your Game Legendary!
A fabulous fey adventure for 6th-level characters!
Evil stirs in the depths of the Gnarled Forest. The heroes of the land, taming the wilderness and forging their kingdom, hear disturbing tales from woodsmen and trappers of a strange and ferocious hunting party ranging far and wide beneath the forest eaves. It is not only from human tongues that they hear warnings of these dread hunters, for the allies they have found amongst the fey and other woodland creatures are likewise deathly afraid of what these savage raiders may portend. The heroes are called upon by Myvenwy, a unicorn warden of the wood, who begs their aid in facing this peril, one that threatens her and her kind above all, but should the unicorns fall there will be none to stand against the raging Horns of the Hunted!
This adventure is designed to fit in perfectly with the Kingdom-Building Adventure Path, serving as a great way to introduce the ongoing plots of the master villain of that adventure series, but as a unique intrusion of otherworldly enemies it can easily be transported into any campaign. Featuring a desperate pursuit of mysterious fey both malevolent and benign, in Horns of the Hunted superstar author Matt Goodall has created a dreamlike and otherworldly feel that provides a memorable journey into the dangerous and deadly world of the fey, with beautiful maps by Alyssa Faden and delightfully old-school art by Pete Fairfax.
Pick up this 32-page adventure today and Make Your Game Legendary!
The treacherous jungle island known as Crown Isle was marked on every map for danger, as the verdant vegetation itself rose up to devour many who sought landing there until the infamous Captain Jared Tarin hacked out a refuge upon the mountain's hilly crest and made it his own. Other pirates sought to take him down, but each fell to the deadly dangers of the "Red Skewer" and his pirates, or to the still-wild jungle barely held at bay. When Tarin and his crew stole the Pirate Queen's Pearl, a flotilla of rivals blockaded his island for months, but none have dared to seize their chance. Can your eager band of buccaneers claim fame and fortune on the deadly isle of Tarin's Crown?
Islands of Plunder: "Tarin's Crown" is a 28-page adventure for 6th-level PCs fraught with harrowing battles on land and aboard ship, through treacherous terrain against even more treacherous foes. It includes two sets of maps, one for the GM an unkeyed set for players, as well as scaling notes to adjust the difficulty of the adventure for higher or lower-level characters.
Tarin's Crown is the first in a series of pirate-themed Islands of Plunder adventures by superstar author Matt Goodall, collaborating on this adventure with Geoffrey Roy, with amazing artwork by Ivan Dixon, Jason Juta, and Nick Russell, 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!
A R.I.P.E. INVESTMENT
A Pathfinder compatible adventure for 3-4 PCs of 3rd-4th level [hyper score 3].
The Hypercorps 2099 Kickstarter is funding right now and you can see what the cyberpunk superhero modification to your Pathfinder Roleplaying Game has to offer in the suite of free PDFs launching with the project!
Of all the hypercorporations in the world one of the most unique is R.I.P.E., an organic soap and perfume company. Unbeknownst to most these mages and priests use the business as a cover for acquiring rare and esoteric (but organic!) reagents for their spells without raising suspicion. One of their means to do so is by shipping across the Great Lakes and into the harbor of the wasteland that’s become of Cleveland. The operators are hired either to defend one of R.I.P.E.’s freight trucks and deliver it to a secure location, or take it for a shadowy organization with insidious intent (but much better pay).
Whichever they choose, it’s probably not good for Cleveland.
This exciting 17 page adventure module (which is also appropriate for PCs of 6th-7th level) contains:
2 scenarios for how to resolve the plot
an armored truck
Murderballaz gangers, Ki-Han Hyper Security Guards, and a total of 7 NPCs and creatures
4 different pre-generated PCs enhanced with the Hyper Score system
a city street map and warehouse map
everything you need to run this riveting adventure set in the wastelands of Cleveland in Hypercorps 2099!
The scholar Balack Giolan has long been intrigued with the odd women working the Ghostlight Reef, who extract its dream coral and delve its depths. His own hardened mercenaries fear to explore the Reef, but these women bring back arcane treasures, including the arcane squid-ink Balack wants.
He's been spying on their leader to gauge her true purpose on the reef, which is known to hide vast treasures from ancient cities lost long ago. Balack's curiosity recently paid off. Wealth and magic are within his grasp. All he needs now are a few adventurers...
"Beyond the Ghostlight Reef" is an adventure on and around the seashore for 6th-level characters in the Pathfinder RPG, which introduces strange locales and remarkable NPCs, including new witches and sea creatures. The adventure has been heavily playtested and provides both a quick-play convention version and a longer, more detailed version, to suit your preferred play style, and includes notes on scaling for power characters.
A truly dangerous and rewarding adventure in the RPG tradition. This is a classic-style Pathfinder Roleplaying Game adventure for 6th-level PCs.
Includes new magic, new monsters, and full map details. 22 pages.
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.
The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?
This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:
“Sword of Valor,” a Pathfinder RPG adventure for 6th-level characters with 1 mythic tier, by Neil Spicer.
An exploration of the ways cultists stitch themselves to demonkind, by Jason Nelson.
A hoard of legendary relics lost to horrors of the Worldwound, by Ron Lundeen.
The search for a rogue demon hunter in the Pathfinder’s Journal, by Robin D. Laws.
Four new monsters, by James Jacobs, Jason Klimchok, Jason Nelson, and David Schwartz.
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: 978-1-60125-568-6
"Sword of Valor" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).
Other Resources: This product is also available on the following platforms:
An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.
They Come from Beneath the Sea!
The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.
Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?
From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.
This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world.
Written by Brandon Hodge
Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings.
When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected. Can the PCs recover the missing Eagle Knight before her fate is sealed? Or will the monstrous slavers lairing under Katapesh succeed in their malevolent designs?
"Broken Chains" is an investigatory dungeon crawl adventure for 6th-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 fully detailed map and gazetteer of the Garden of Chains—a nefarious slave auction house—and a brand-new demon that can easily be used in any campaign.
Written by Tim Hitchcock.
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!
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!
In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.
Designed for use with Pathfinder Roleplaying Game Occult Adventures, this adventure is packed with terrifying thrills! Written by fan-favorite author Brandon Hodge, The House on Hook Street is a deluxe adventure for 6th-level characters, and includes 64 action-packed pages of engaging combat, urban investigation, and a new monstrous foe, plus a gorgeous double-sided poster map featuring an overview of Korvosa's Bridgefront neighborhood and a miniatures-scale battlemap.
Players can expect to reach 9th level upon completion of this adventure—if they can survive the nightmares of a menacing dreamscape!
ISBN-13: 978-1-60125-790-1
The House on Hook Street 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 (344 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city's ruins?
Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest's talented runners-up.
ISBN-13: 978-1-60125-854-0
Pathfinder Society Roleplaying Guild Sanctioned Content Seers of the Drowned City is sanctioned for use in Pathfinder Society Roleplaying Guild.
The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshippers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros' children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple's secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows.
"Return to Crypt of the Sun Lord" is a Pathfinder Roleplaying Game compatible adventure for four to six PCs of levels 6-8 and includes:
Puzzles to keep your players engaged and inspired
New monsters including the Skeletal Ash Beast
Ancient runes which can be used to solve puzzles and advance in the crypt
A new magic item which may be donned by a single PC to great effect
An artifact which has the potential to either change the world or destroy it
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 6-8.
Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system.
Sometimes it is the simplest of tasks which end up taking much more of time and energy than they should. When the party is asked by the local sage to collect some rare flora, it feels like relatively easy money; a journey into the woods they’ve traveled before, a conversation with someone they’ve met before and then on to gather the crop. The characters can hear the Thirsty Serpent tavern calling them after a brisk afternoon’s work.
But the PCs’ plans go awry when it turns out nothing is quite that straighforward. Deals have to be struck, foes defeated, anger and scorn dealt with and then the whole process gone through again. When there is duplicity at every turn and double-crossing is done with relish, the PCs have to keep their wits and weapons equally sharp. Dealing with someone who is prepared to cross the line between humiliation and harm at a moment’s notice is a tough challenge; this quickly becomes about much more than mere mushrooms!
Also included in "Alchemist's Errand":
Maps by 3x ENnie Award winning Cartographer Todd Gamble
New Monster: Tri-Tongued Horror
7 New Traps
1 High Resolution Battlemap
3 Full Screen Cave Maps filled with illustrations
New Magical Item: Jaamuuri's Amulet of Icy Defense
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 6-9
Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system.
When you are successful , your reputation will spread farther and more widely than you might imagine. And when that reputation reaches those who believe that “the enemy of my enemy is my friend,” you might just find yourself working with and for some interesting people. So when the village go-between for the mayor of Rybalka and local Vikmordere tribespeople asks the party to recover an item, you can’t be sure exactly who you are going to earn your coin from.
The PCs find themselves having to tread a very thin line to be successful with this job; the Monachy’s agent in Rybalka is very interested in what they are doing, as are other, less friendly tribes; but the PCs don’t know this. In fact, there is much they don’t know and they will only become aware of some of the implications of their actions when potential problems become reality. Of course, if they’d know they were meant to find a ship buried in a cliff face, defeat its entire crew before finding great beauty in physical and material form, take what belongs to a king and then return unnoticed through territory claimed by old enemies and new allies, they would have prepared quite differently, wouldn’t they? Ah, hindsight is a wonderful thing…
Also included in "Search for the Tri-Stone":
Maps by 3x ENnie Award winning Cartographer Todd Gamble
New Runic Language introduced through a Runestick which PCs may use on their journey to decode puzzles and find clues in their search for the Tri-Stone
High resolution map of the Thingallor Burial Shrine
Michael Allen the winner of the Pathmaster Adventure Writing contest brings us the first installment of the long awaited Shattered Heart Adventure Path: The Ties that Bind.
A genesis of fellowship for four to five 6th level player characters.
Still reeling from the twin disasters of the Great Schism and the Hoyrall Wars, the halfings of Picollo are a people cast adrift from ancient traditions. A cleric of the Great Mother strives to restore four great holy sites to the goddess, and in doing so restore the bedrock of halfling society.
The PCs leave the snow-swept plains of the Klavek Kingdom for the warm shores of distant Picollo to restore the first of these great temples, being among the very few permitted to access to the closed-off island. Bigotry, bribery, deal-making, and self-interest prove just as challenging to overcome as flesh and blood obstacles. Sea monsters, raiders' and ancient traps at mystical sites all test the PCs’ skill before they slip under the waves to confront the corruption at the heart of the water temple of the Great Mother.
Also Included in this Adventure:
Richly detailed relationships with recurring NPCs.
Politics, mystery and skill challenges to test the players’ (and PCs’) versatility.
A method to track the PC’s influence on the future development of Picollan society.
A new minor artifact and an ancient magical boon.
Notes on scaling for parties of 6 or more.
Maps by D&D 5e cartographer Jared Blando (Hoard of the Dragon Queen, Rise of Tiamat).
After endless peril the party finally learns the fate of the egomaniacal Vargon Greyhands and an illustrious adventuring group—the Emerald Band—and to their astonishment the PCs discover they must complete the momentous work the shadow magician had begun! This all assumes that they can navigate the intriguing teleport system guarding Vargon's most important secrets.
Awaiting the brave explorers are a servant of a diabolic god (whose story they have tracked throughout their adventures), an array of fantastic beasts (each a key to Vargon's destruction), and a terrible showdown with the entity Vargon has become. Will they put an end to Vargon's machinations once and for all in his magic filled domain, or will they fall to his eternal wrath. This adventure is the conclusion of the four part adventure path, Search For Lost Legacy, and is suited for any rural setting in hills or woods.
Also included in "By Eternal Wrath:"
Four new monster variations: sensate mephit , serpentine lamia, vitriolic skeleton and a classic undead with a new twist, the proto-lich!
A fifty chamber dungeon suitable for being dropped into any campaign setting or adventure, sure to test your players' wits and mettle!
Hooks for further adventures, tracing the mysterious past of the illusionist Vargon.
A Pathfinder/3.5 Compatible Adventure for 4-6 heroes level 6-8
The city of Bridgefort is under siege! Hordes of humanoids are assaulting the city in an organized army. Only the party stands between the enemy and the defenseless civilians of the Western Province. Can they defeat the numerous foe and confont their leader determined to bring about the destruction or enslavement of the kingdom?
Fight enemies who use unusual tactics to attack the city, including tunneling, fly potions, and riding dire bats.
Use the parties skills to overcome difficult challenges, such as Knowledge (Engineering), Craft (Alchemy), Diplomacy, and more!
Work with notable NPCs who help the party as they move around in the defense of the city without controlling every aspect of the encounters.
Fight in a war where your successes and failures in each battle change the outcome, the final battle, and the rewards.
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!
A Pathfinder/3.5 Compatible Adventure for 4-5 PCs of Levels 6-7.
The isolated village of Fenleist has been plagued by odd phenomena for years and now the spirits of their dead are clawing through the veil between this world and the afterlife! Doroi Tavskern, hunter of the undead, has held these scourges at bay but Constable Vandersmythe has placed a substantial bounty to entice other adventurers to aid the beleaguered lumber settlement.
The PCs, drawn by the promise of wealth, fame or quite literally through the ethereal doings in the ruins beneath the town, are ambushed in the central square by a myriad of creatures from all across the planes that spontaneously appear and as night falls the re-animated skeletons of past denizens walk the streets. The party must uncover the source of these unstable magical events and in so doing reveal the true evil that lurks in the dungeon beneath!
Also included in “The Damned Souls of Fenleist”
A brand new dungeon puzzle simultaneously completed by every member of the party that can be enjoyed by any player regardless of class!
The Charm of Vital Inference, a magical item any necromancer would simply die for.
Boots of Daring Exploits, footwear crafted by only the most talented cobbler’s, a boon to warriors of every stripe.
Exponential Shuriken, a weapon that turns a flurry of throwing stars into a storm of metal death.
A stand alone logging settlement, Fenleist, that could be found in any campaign setting, including a peculiar industrial device that clever player characters can commandeer to perform deeds not originally intended by its antideluvian inventor. There is also a dangerous dungeon beneath in the huge contraptions mechanical innerworkings for Gamemasters in a pinch for an impressive underground scene.
The Rassdradden Ruins, a dungeon set below the town that could be displaced for use anywhere, filled with monsters of an odd variety sure to intrigue and confound your party.
You didn’t think the wizards that transform into arcane abominations just set their familiars free, did you? Included are rules for making undead companions for former spellcasters, and an example of each in both Pathfinder and 3.5.
Maps by industry celebrity cartographer Todd Gamble!
Cover Art by talented international artist Ramon Lucha!
A Pathfinder/3.5 Compatible Adventure for 4-5 level 6 PCs
It’s tax season in Hordenheim, and the free city is about to boil over. A rash of thefts has left the citizenry unable to pay, and a desperate burgomaster has turned to the PCs for help. The party will find themselves hired on as Tax Inspectors, tasked to keep order on the streets and bring gold back to the treasury. With a necromancer sheriff breathing down their necks, a monstrous population near riot, and tax dodgers on every side, the party will have to fight tooth and nail to balance the books…and to keep their heads!
Also included in “Death & Taxes”:
An introduction to the Free City of Hordenheim, its unusual citizenry, and its scheming burgomaster.
A pair of new magical items: one designed to catch a killer, the other to mitigate police brutality.
The classic ‘angry mob’ re-imagined for Pathfinder.
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of level 6
The Saatman emerald is an artifact, a relic of a long lost civilization that has been safely hidden in the Iroth family vault for years. But now, it, along with thousands of other precious gems have been stolen! A secretive group of duergar, long since driven insane from a curse, have broken into the family home and stolen away with the emerald, which must be recovered before it is lost in the miles of tunnels that lead ever deeper into the world.
But getting the relic back is the easy part! The players will soon find themselves running for their lives, and lost in an underground catacomb as the duergar are more than happy to collapse the tunnels behind themselves. Are the players lost forever, or perhaps, are there other treasures to recover on the long road back to the world above?
Also included in “It all Falls Down”:
The Thousand-Hammer, a wall-toppling magic item bound to pack a punch
A new monster, the Chikfari, along with several variants the PCs can hope to catch and train as mounts
Details on the Iroth family, complete with treachery brewing
Maps by three time ENnie Award winning cartographer Todd Gamble
HERO LAB files for everything contained within the adventure
A Pathfinder/3.5E Compatible Adventure for 4-6 PCs of levels 6-8
As sometimes happens in the world, blind luck places the PCs in a position where they are the only people who can help. Jyrkannelaki has a problem, and the town council’s attempt to deal with it seems to have made matters worse. Trade has halted and that means money is drying up, so how will people live? Plus the problem is in the way of the PCs’ progress; surely they can do something about the mysterious disappearances of the members of the Cleaners and Shapers Guild, the people that keep the access stairway to the sea passable.
A request to find out what has happened leads to an offer of assistance and a chance to help a lot of people out. All that is required is that the players descend the stairway and rescue the missing townsfolk, although they have been missing a week, which isn’t a good sign. Oh, don’t forget that the stairway is trapped, gets slick with algae and sea water and is used to dump all manner of waste. What could possibly be off-putting about any of that to experienced adventurers?
Also included in “The Foul Passage of Progress”:
Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
A new monster type, the Toxic Sludge Creature, with guidance on the effects of different types and mixes of toxic waste
A new monster, the Kelp Guardian, a huge aquatic plant that aggressively defends a territory
A range of new traps, including exploding balls of toxic waste
A new spell, livekelp, for aquatic druids
Randomised encounters to ensure the adventure never plays the same way twice
Helpful print-out pages for GMs to track events and outcomes during the adventure
A Pathfinder compatible adventure for four to six PCs of levels 6-8
The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshippers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros' children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple's secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows.
"Return to Crypt of the Sun Lord" is a Pathfinder Roleplaying Game compatible adventure for four to six PCs of levels 6-8 and includes:
Puzzles to keep your players engaged and inspired
New monsters including the Skeletal Ash Beast
Ancient runes which can be used to solve puzzles and advance in the crypt
A new magic item which may be donned by a single PC to great effect
An artifact which has the potential to either change the world or destroy it
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP
For 4-5 PCs of Levels 6-7
“When revenge calls, act as the tiger... with hard-favor’d rage!”
In the sub-continent, some extreme religious cults have taken to eradicating the essentially-neutral local weretigers. One such band, the law-focused Light-from-Darkness, developed a precise ritual that withdrew a weretiger’s essence to its exact last drop. When one weretiger somehow resisted the ritual three times, the temple’s followers became unsure what to do, so did nothing.
This gave Kaanne Tiikeri - a rakshasa - an opportunity to learn about his captors even as they began to realize their mistake. When Tiikeri’s chance came, he escaped his chains, assumed various temple members’ forms, and slaughtered them all. Now he rests and ponders the fate of those nearest and dearest to the former clergy, for revenge calls...
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.
FOR FANTASY GROUNDS VIRTUAL TABLETOP
For 4–6 Characters Level 6–7
Torren and Jelax are brothers who came to town about 6 months ago after adventuring abroad to open an inn. The brothers mostly keep to themselves and seem cordial, but rumors have started to spread throughout the town of adventurers disappearing that use the brother’s services. The local magistrate has discreetly hired the adventuring group to investigate these disappearances.
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.
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP
For 4-6 Characters of Levels 6-7
Many years ago Tibor, a wizard with an overwhelming desire for knowledge of the plane of shadow, locked himself away in a tower to pursue his studies.Shortly thereafter, his tower was consumed in a dark explosion, and the mage was assumeddead. However, assumption can never be taken as fact, and now the PCs have stumbled upon a hidden stairway where the tower once stood, leading down into the shadowy earth below...
Mini-Dungeons are single short adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.
"Snow White" is an adventurous fairy tale compatible with Dungeons & Dragons 3.5 and the Pathfinder Roleplaying Game, designed for four to six 6th-8th level characters.
This is the completely rewritten and gorgeous epic of the 5-star award-winning adventure produced thanks to our Kickstarter backers!
Love is firmly in the northern air of the Klavek Kingdom, as what started as a marriage of political practicality has turned into the real thing. The Prince of the mighty Klavek Kingdom has met the true love of his life, Lumi Valtatytar, daughter of Lord Herttua Valta of Morsain. Lumi is loved by everyone for her intelligence, kindness, and not least, for her grace and beauty (which are beyond compare).
But the path of true love rarely runs smoothly; the PCs, initially there to help at the wedding, find themselves involved with assassination attempts, political intrigue, dastardly machinations, insurgents, and even murder! At every turn, someone or something seems determined to stop the party from getting Lumi to the church on time. Who is behind all these devious mischief and can they be caught? There’s plenty for the PCs to reflect on as they make every effort to ensure the marriage of the year goes ahead, while fighting to clear their names at the same time.
Suddenly and without warning, Lumi disappears; the party is responsible for tracking her down and returning her safely to Castle Morsain. Their quest won’t be easy as they must first enter the dreaded Haunted Forest and deal with the seven short folk responsible for Lumi’s abduction.
During their journey the PCs must evade a bottomless pit ravenously following them through the woods, explore the fabled Feyglade, and escape a forest maze and its minotaur guardian. Then the party will come face-to-face with the short folk and a wizened crone before rescuing Lumi and returning to Morsain, where they find themselves under attack as someone tries to prevent them from getting back to the castle.
"Snow White" spans nearly 250 pages and includes:
Multiple paths to reach each stage of the story
Detailed cartography mapping of a full-scale castle
A new multi-stage poison, “Assassin Vine Cocktail”
Rules for running a high speed chase on horseback through a forest
The Alchemist's Journal, detailing the various flora & fauna in the Haunted Forest
New creatures, including the Twisted Treant, Bottomless Pit and Gravewrap
Fairy tale-themed traps, such as the Binding Rocking Chair
New magic items, including the amulet of sleep, bed of alertness and orb of misleading
Multiple possible endings to the tale, depending upon the players’ actions throughout the adventure
Game mechanics for falling in love—the heart rules the head!
Gorgeous maps by Tommi Salama
And of course, all those essential fairy tale elements; a beautiful heroine, a prince, a queen, a magic mirror, and a hidden cabin in a haunted forest
Awards & Reviews
WORDS REGARDING THE ORIGINAL 2014 RELEASE OF SNOW WHITE:
Top Ten Roleplaying Game Product of 2014 (Award)
—Pathways Magazine
“'Snow White' is a tour de force through the realm of folk-lore's ballrooms and dark forests—a diverse, challenging quest breathing both the spirit of the classic fairy-tale and more authenticity than 'Grimm' and 'Once Upon a Time' combined, while at the same time adapting its source-material to the medium of role-playing games in a masterful, true and most importantly, extremely fun manner."
—ENDZEITGEIST, Paizo.com
"A true joy and delight, mixing a little whimsy and a touch of classic fairy stories into well-resourced fantasy adventuring."
—Megan Robertson, RPG Resource
Snow White (original 2010 version) by Adventureaweek.com
"Why its good: A lot gets said about Rise of the Drow but to me Adventureaweek.com at its best is the Snow White adventure. Solid writing, new twists on a very Grimm fairy tale, cartography by Todd Gamble, it's great stuff. Buy this: if you like Gothic fairy tales, and don't want to tell your players you're doing it."
—Steve Russell, Rite Publishing
"Snow White" continues to score solid reviews on Paizo.com, Drivethrurpg.com, and Adventureaweek.com.
A 3.5/Pathfinder Compatible Adventure for four PCs levels 6-7.
Book 2 of the Fallen Leaves adventure path takes you from the Klavek Kingdom to the unknown depths of the Silent Forest, home of the Elves, who have been secluded for centuries.
Among the towering trees of the Silent Forest, the PCs will learn about the trouble that began a millennium ago that has resurfaced: Onael and his army of Edheliant. To combat this, the PCs will help Myhal search for the Menalpaur, the Fist of Heaven and their search will lead them into the wastes of the Scorched Lands.
On the way to the Scorched Lands, the PCs will find out that Onael has a new weapon in his war against both the surface Elves and the Drow: the Edhelgurth, the Elven death.
Also included in "Into the Woods:"
NPC encounters, such as The Brute Squad and a Fortune Teller
Explore the town of Divoky
The PCs travel to the Silent Forest and meet the Matriarch of the reclusive Elves
"When revenge calls, act as the tiger... with hard-favor’d rage!"
In the sub-continent, some extreme religious cults have taken to eradicating the essentially-neutral local weretigers. One such band, the law-focused Light-from-Darkness, developed a precise ritual that withdrew a weretiger’s essence to its exact last drop. When one weretiger somehow resisted the ritual three times, the temple’s followers became unsure what to do, so did nothing.
This gave Kaanne Tiikeri—a rakshasa—an opportunity to learn about his captors even as they began to realize their mistake. When Tiikeri's chance came, he escaped his chains, assumed various temple members' forms, and slaughtered them all. Now he rests and ponders the fate of those nearest and dearest to the former clergy, for revenge calls...
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.
Torren and Jelax are brothers who came to town about 6 months ago after adventuring abroad to open an inn. The brothers mostly keep to themselves and seem cordial, but rumors have started to spread throughout the town of adventurers disappearing that use the brother's services. The local magistrate has discreetly hired the adventuring group to investigate these disappearances.
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.
The town of Ghezbaldi has stood for millennia. Recent construction work to build a new inn uncovered the entranceway to a long abandoned underground complex. The builders of the inn, Edwyn and Jackson Cairn, took it upon themselves to drop down into the dark hallways of what some say is a long forgotten thieves' guild and explore. That was 3 days ago, and now the townsfolk are concerned.
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.
A former home to a group of druids, this complex was abandoned many years ago when the druids were decimated by a horde of trolls, driven into a frenzy by their foul leader. Since then, they have settled in the region and have caused periodic problems thereafter.
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.
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory!
With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny?
But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow!
"Rise of the Drow" is a standalone 'mega module' of almost 500 pages. It is designed for starters of 6th level and takes players up to around 18th level. It can be played in conjunction with "The Darkness Arrives," the prologue to this adventure that support PCs of level 1 to 6, and "The Commander of Malice," an epilogue to "Rise of the Drow" that takes those same PCs to level 20.
"Rise of the Drow" contains:
Brand new illustrations by Mates Laurentiu, Rick Hershey, Jacob Blackmon, Jen Page, and Satine Phoenix
New and revised maps by three time ENnie award-winning cartographer Todd Gamble
Beautiful page design by Rick Hershey of Fat Goblin Games
The dwarven trade city of Embla fleshed out in even greater detail
A fully expanded Fungi Forest spanning over 50 pages with new spells and items
Three main paths for the PCs to explore with options to take your adventures even farther
The dwarven capital of Stoneholme by Kevin Mickelson, author of "The Mask of Death"
Jorumgard, the deep dragon lair by Owen KC Stephens of Rogue Genius Games
Vethin's Hold, a new underground city of trade and treachery by Jason Stoffa of Fat Goblin Games
The foul drow House Invidious by Brian Berg of TPK Games
Holoth, the mighty drow city of the Underworld completely revised and expanded by Christina Stiles of Kobold Press, Rogue Genius Games, and Christina Stiles Presents.
The gargantuan Temple of the Spider Goddess by Joshua Gullion of AaW
House Gullion’s home, Tolgorith Tower which spans across 6 maps and includes over 30 different locations for your PCs to explore
Supplemental histories on each member of House Gullion
The demiplane of Venom
Multiple ways for the PCs to end the adventure and many more ways to continue with the "Rise of the Drow Epilogue: The Commander of Malice" or new adventures in the Underworld!
New artifacts like the powerful soul-stealing Vidrefacte
New Traps like ochre jelly dust
New Special Abilities such as the third eye of fear
New Feats including Fused Weapon Fighting
New Items like giant green-spored parasol mushroom poison and Fungi Forest kombucha
New Magical Items such as the coin of singing and mycelosuits
New Mushroom and Drow domains
Loads of new spells perfect for adventuring underground
New Monsters, too numerous to list
and so much more!
Foreword by Ed Greenwood
Written by Stephen Yeardley, Jonathan G. Nelson, Mike Myler, Joshua Guillon, Ed Greenwood, Owen KC Stephens, Christina Stiles, Brian Berg, Jason Stoffa, Kevin Mickelson
Cover Art by Kerem Beyit
Art by Jen Page, Satine Phoenix, Todd Gamble, Kerem Beyit, Mates Laurentiu, Rick Hershey, Jacob Blackmon and more!
Pages: 494, full color
After meeting with Viscount Sihteeri, the PCs are in the dining courtyard, discussing the best way to approach their task of sweeping the royal party's chambers for danger. Prince Ruhtin and Princess Lumi enter the room and approach the main dining table, apparently discussing the upcoming nuptials.
As the two lovebirds are engaged in quiet conversation, the room is filled with a tinkling sound followed by a grating noise, as if someone was rubbing the edges of two pieces of glass together. Without warning, shards begin to fall from the glass roof of the room.
Snow White Mini-Dungeons are single page, double sided Pathfinder RPG compatible adventures designed for use in the Snow White adventure by AAW Games but may be easily inserted anywhere in your own campaign.
The Huntsman's Cabin is a simple affair, only one story, with a high, angular roof. The timbers are stained to help protect against the cold. There is also a small outbuilding behind thecabin.
The Huntsman knew that he was implicated in Lumi's disappearance, so he rigged a few surprised for people to find after he was gone. The Huntsman could build traps for game, but interms of building traps for people, he put things together as best he could.
Snow White Mini-Dungeons are single page, double sided Pathfinder RPG compatible adventures designed for use in the Snow White adventure by AAW Games but may be easily inserted anywhere in your own campaign.
A free Snow White mini-adventure!
Designed for three to four PCs of levels 6
At some point in their travels the PCs will be forced to camp within the cold and fey-infused Haunted Forest which provides a splendid opportunity for the GM to introduce some local flora and fauna and possibly a couple hostile encounters over the course of the evening.
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.
The Forest Maze twists and turns, writhes and wiggles through this part of the Haunted Forest. While the party begins to explore the maze their path is suddenly cut off by a couple of forest fey tricksters intent on having some fun with the party.
The two tricksters are brownies named Gweedle and Tweedle who each sport a wand of plant growth and use their magic items to block the path both ahead and behind the party trapping them within this section of the Haunted Forest Maze.
Snow White Mini-Dungeons are single page, double sided Pathfinder RPG compatible adventures designed for use in the Snow White adventure by AAW Games but may be easily inserted anywhere in your own campaign.
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!
For years, the Order of the Sanguine Star ruled Kelennor, until one day, the paladins stopped patrolling the borders. It was whispered that a great evil had entered the old keep, and when Sir Gareth Strongfist, a blackguard, entered the town of Kelen, he was accompanied by skeleton warriors. A new era was upon the people of Kelennor, and this time their saviors had vanished completely.
This Pathfinder Roleplaying Game adventure is designed to challenge four 6th to 8th level characters. It takes place in the barony of Kelennor, and especially in the old keep outside Kelen, the barony's largest town.
Written by K. Axel Carlsson. Inside you'll find artwork by Gary Dupuis and Marc Rødskov, and cartography by Butch Curry.
In the frozen wasteland of the Norselands, a gentle druid returned to his village after a successful hunt. Upon his return he found his village reduced to a smoldering ruin, his home ransacked, and his family slaughtered. All love died that day, and his soul became a rock of ice bent upon revenge. Thus begins the fury of the rabid wolf shaman Fenrir.
This Sidetrek Adventure is set in the great viking north and is suitable for 4-5 6th level characters. It includes skill encounter rules for viking lie-tells and cross country travel as well as 6 custom battlemaps suitable for printing.
Sidetrek Adventures are short flavorful adventures that can be inserted into an ongoing game with very little effort.
The port city of Chandegar is known throughout Aeliode as a beacon of education and trade. However, its dark side lays just under the surface. Twisted beings cursed by jealous gods -fight in an underground war as rebellious factions strive either to overthrow the Avitian Empire’s claim to the Rigian wastes, or force submission to the Empire’s “light.” It is here that the powerful wizard Philiandrius has sent his allies to locate the fi-nal pieces of his magical research; powerful spells to protect his Tuathan brethren from vile Fomoire raiders.
When these allies arrive in Chandegar, their every move is guaranteed to be watched from the shadows by hidden forces. Will they be greeted with piles of gold, a sharp blade in the back, or even darker gifts...
THIS 120 PAGE VOLUME INCLUDES:
"Dark Sails and Dark Words" adventure for four 6th level characters
Ten new monsters including the horrendous new lamiae subtype.
Nine brand new magic items, weapons, and armor unearthed from ancient legend.
The brand new Lawspeaker prestige class. The law of the land now has its ultimate defender.
An in-depth look at the port city of Chandegar, including eight powerful factions who war for supremacy.
Find out in this action-packed adventure, in which the PCs
take on the role of the heroes of Springdale, defending that
idyllic trading town from ravaging goblin hordes, led by Yarrick, the self-proclaimed “Goblin King” who, in an unholy alliance with a trio of greater barghests, has been laying waste to a number of human settlements. If the PCs can’t stop him, his dreams of toppling the surface kingdoms and establishing a goblin empire may come to pass.
This adventure is designed for 4–6 PCs of about 6th level,
and contains all the following perks:
Hand-crafted goblin NPCs that will give your PCs a run for their money! This is no walk in the park!
Color maps for each encounter
Fully fleshed out city of Springdale, a town with a unique flavor; and information on various places of interest
Over 20 fleshed out NPCs, for use with this or other adventures
Grufus Tinker is hosting a feast to honor his rediscovery of the Golden Banner, a holy relic key to the history of Greenport. On the day of the feast, word comes to Tinker that somebody plans to attack his celebration. Now Tinker needs a few heroes to investigate the attack and protect his guests. As the characters investigate they peel back layers of intrigue, and discover a centuries old conflict between faiths.
"The Golden Banner" is a short Pathfinder Roleplaying Game-compatible adventure for five characters level 6-7. It is set in an urban port city that can easily be placed in any setting or run as a one-shot. It features:
4 Combat Encounters
A Non-Linear Investigation
2 New Traps
2 New Magic Items
NOTE: This is the Pathfinder Roleplaying Game-compatible version of the adventure. A 4E-compatible version is also available.
Created for fans by fans, this issue of the ENnie Award-winning Wayfinder fanzine heads to the hot deserts of Golarion — to Katapesh and Qadira! 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: Scott “Aberzombie” Abercrombie, Anthony “Template Fu” Adam, Becky "Corvidimus" Barnes, Will Cooper, Sarah "Ambrosia Slaad" Counts, Venus “Lady Ophelia” De Coy, Robert “Snorter” Feather, Dawn “Dark Sasha” Fischer, Guy “ulgulanoth” Fox, Mark Garringer , Christoph “RuyanVe” Gimmler, Frank "GM_Solspiral" Gori, Eric “Boxhead” Hindley, Shaun Hocking, Kiel “theheadkase” Howell, Jason “Herzwesten” Keeley, Thomas “Kilrex” LeBlanc, Jeff "Shadowborn" Lee, John "Moonstonian" Leising, Joe “Broken” Medley, Jacob "Motteditor" Michaels, Alex “Canada Guy” Moore, Yanick “Methvezem” Moreau, Aaron “bugleyman” Motta, Dain "zylphryx" Nielsen, Ed “Odraude” Ortiz, Jr., John C. “ValmarTheMad” Rock, Matt “Enderrin” Rupprecht, Liz “Heros_Backpack” Smith, Neil Spicer, Todd Stewart, Christina Stiles, Margherita “Bardess” Tramontano, Ian "Set" Turner, Tanith Tyrr , Kris Vanhoyland, Mike Welham, and Larry "Larcifier" Wilhelm.
Contributing Artists: Michael Arrington, Becky Barnes, Darran Caldemeyer, Tyler Clark, Angela Conant, Liz Courts, Andrew DeFelice, Jess Door, Peter Fairfax, Silvia Gonzalez, Michael Jaecks, Alberto Ortiz Leon, Audrey Medley, Alex Moore, Cassandra James, James M. Keegan, Chris Kimball, Jason Kirckof, Danny Hedager Krog, Mike Lowe, Dave Mallon, W. Kristoph Nolen, Nick Russell, Tanyaporn Sangsnit, Hugo Solis, Ashton Sperry, Matthew Stinson, Remi Thorensen, Carlos Torreblanca, Todd Westcot, and Stephen Wood.
Cover art by Stephen Wood.
Wayfinder #10 is a 99-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.
Created for Pathfinder fans by Pathfinder fans, the eleventh issue of the ENnie Award-winning Wayfinder fanzine revels in the infernal glory that is Cheliax! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and even item cards! All this, and much, much more can be yours....
Contributing Authors: Liam Allman, Charlie Bell, Janet Bell, Jason Black, Robert Cameron, Ryan Costello, Jr., Sarah Counts, Robert Feather, Guy Fox, Mark Garringer, Christoph Gimmler, Frank Gori, Garrett Guillotte, Wojciech Gruchała, Jesper Haglund, Sam Harris, Kiel Howell, Scott Janke, Chris Jarvis, Joseph Kellogg, Joe Kondrak, Thomas LeBlanc, John Leising, Anthony C. Li, Russell Litzkow, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W. Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, Russell Schneider, Mark Seifter, Crystle Stevenson, Jeffrey Swank, James Thomas, Margherita Tramontano, James Tyner, Christopher Wasko, Neil Spicer, Todd Stewart, Tanith Tyrr, and Linda Zayas-Palmer.
Contributing Artists: Catherine Batka, Gabrielle Bruer, Darran Caldemeyer, Tyler Clark, Elizabeth Courts, Andrew DeFelice, William Dodds, Peter Fairfax, Crystal Frasier, Erin Frye, Silvia Gonzalez, Frank Hessefort, Michael Jaecks, Jason Kirckof, Adam Koča, Danny Hedager Krog, Mike Lowe, Dave Mallon, Jesse Mohn, Alex Moore, Katey Neve, W. Kristoph Nolen, Alberto Ortiz Leon, Beatrice Pelagatti, Carlos Torreblanca, Nick Russell, Tanyaporn Sangsnit, Hugo “Butterfrog” Solis, Ashton “N'wah” Sperry, Remi Thorensen, Todd Westcot, and Stephen Wood.
Cartography by Michael Arrington and Alex Moore
Cover art by Nick Russell
Wayfinder #11 is a 102-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo's Community Use Policy.
This fanzine uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This fanzine is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.
Written by James F. Mackenzie
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools.
Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. Look for part 4, Pathfinder Society Scenario #48: Rules of the Swift, in April 2010.
Written by Larry Wilhelm
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon's Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death?
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc.
Written by Larry Wilhelm
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge. Can you face the servants of Golarion's god of accidents unharmed or will you find yourself among Zyphus's cursed souls?
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in Absalom. When the local associate turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the man's murder.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.
Written by Thurston Hillman
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7).
Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When Baron Jacquo Dalsine’s cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed.
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7).
The Shadow Lodge’s assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7).
The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed—a mysterious figure known only as The Spider. Your journey to discover the traitor’s whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People’s Council itself.
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.
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs stop the rampage of the Midnight Mauler before he kills again?
The Midnight Mauler is an exclusive adventure to be run only by 4-star GMs and Venture-Captains for its first year.
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.
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 #2–EX and Pathfinder Society Scenario #3–16, but as of February 29, 2012, only the latter is legal for Pathfinder Society organized play. Except for minor changes involving faction missions and general copyediting, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.
A Pathfinder Society Scenario designed for Levels 3–7.
Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.
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.
A Pathfinder Society Scenario designed for Levels 3–7.
When an unlucky historian in Absalom uncovers an infernal book from distant Tian Xia, he unwittingly unleashes a terrible evil into the city—the legions of devils imprisoned within its dusty pages. Only the book's holy counterpart can end the threat, and the Pathfinder Society has been called in to assist. Can the PCs locate and retrieve the key to ending the diabolical invasion of the City at the Center of the World, or will Absalom be drowned in the sea of destruction wrought by the Infernal Incantation?
Written by Thurston Hillman.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for Levels 3–7.
The Pathfinder Society sends the PCs to the mountaintop mausoleum and monument known as Antios's Crown in search of a long-lost relic believed to be contained there, but all is not as it seems. Can the Pathfinders survive the denizens of the remote mountain complex and the sinister plot of a powerful cultists who plans revenge on the Society that has foiled their plans one too many times?
Written by Michael Kenway.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs stop the rampage of the Midnight Mauler before he kills again?
"The Midnight Mauler" 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 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.
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 #2–EX and Pathfinder Society Scenario #3–16, but as of February 29, 2012, only the latter is legal for Pathfinder Society organized play. Except for minor changes involving faction missions and general copyediting, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.
A Pathfinder Society Scenario designed for levels 3–7.
Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access point into their adventuring paradise, however, the Decemvirate sends a crack team of Pathfinders to secure the gate for future Society use... at any cost.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Special designed for levels 3-7.
An enemy of the Pathfinder Society recently found a hidden dungeon in a centuries-old siege fortress, but despite his best efforts to convert it into his base of operations, he failed. When a pair of Pathfinders encounter disaster while scouting out the entrance, the party must explore the first level of the dungeon to determine not just what attacked their comrades but also what dark power their nemesis nearly acquired.
A Pathfinder Society Scenario designed for levels 3–7.
In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.
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.
A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive.
Written by Jerome Virnich.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?
Written by Thurston Hillman.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it, and what they find may signal the resurgence of an enemy thought long defeated.
Written by James Olchak, RPG Superstar 2012 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.
A Pathfinder Society Scenario designed for levels 3–7.
On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.
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.
A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
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.
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
Note: This scenario has been updated from its exclusive version for public release and is now available as Pathfinder Society Scenario #5–14.
A Pathfinder Society Special designed for levels 3-7.
A group of Pathfinders recently delved into the ruins of Bonekeep, a siege fortress destroyed centuries ago. There they discovered not only terrifying threats but also extraordinary treasures. Warded by the magic of a senior Pathfinder, the party must explore as much of Bonekeep as they can before the spell dissipates, lest they too are enslaved by the enchanted maze that looks hauntingly more familiar with each discovery.
A Pathfinder Society Scenario for characters of 3rd to 7th level (Tier 3–7).
All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.
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.
A Pathfinder Society Scenario designed for levels 3–7.
As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society’s ambitions to the north.
Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
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.
A Pathfinder Society Scenario designed for levels 3–7.
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city’s defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons’ offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion.
Content in "The Traitor’s Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Written by Thurston Hillman.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
Written by Larry Wilhelm.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
Note: This scenario has been updated from its exclusive version for public release. Purchasers have access to both the exclusive version released as Pathfinder Society Scenario #4–EX and Pathfinder Society Scenario #5–14, but as of February 26, 2014, only the latter is legal for Pathfinder Society Organized Play. Except for minor editorial changes, both versions of the scenario are the same; only the legal version of the scenario contains a Chronicle sheet.
A Pathfinder Society Scenario designed for levels 3–7.
Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.
Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.
Written by Pedro Coelho, RPG Superstar 2013 finalist.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
The Pathfinder Society embarks on its expedition to the lost Sky Citadel Jormurdun with a small army of allies in tow, but they are not the only ones seeking the dwarven fortress. Two of the Society’s nemeses have rallied the fiends of Frostmire to crush the Pathfinders, hoping to buy the villains enough time to secure Jormurdun first. If the campaign is to succeed, the Society’s forces will need bold leadership. Can the PCs lead their motley army to victory deep in the Worldwound?
Content in “Assault on the Wound” also contributes directly to the ongoing storylines of the Silver Crusade and Taldor factions.
Characters can benefit from numerous boons earned during other Season 5 scenarios, so players are advised to bring other earned Season 5 Chronicle sheets to the event—even if those Chronicle sheets are assigned to other characters.
Written by Thurston Hillman.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3-7.
The failure of Mendev's wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society's various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies. "The Paths We Choose" is a special event designed to highlight the changes in each faction over the course of Season 5, The Year of the Demon, and the adventure is different for each group depending on which factions are represented at the table. Content in "The Paths We Choose" also contributes directly to the ongoing storylines of the Andoran, Cheliax, Osirion, Qadira, Sczarni, and Taldor factions. This adventure kicks off Season 6, The Year of the Sky Key and is for character levels 3-7.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 1-11.
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.
A Pathfinder Society Scenario designed for levels 3-7.
The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
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.
A Pathfinder Society Scenario designed for levels 3–7.
For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.
Content in “By Way of Bloodcove” also contributes directly to the ongoing storyline of the Exchange 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.
A Pathfinder Society Scenario designed for levels 3–7.
An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves?
Content in “The Slave Master’s Mirror” also contributes directly to the ongoing storylines of the Liberty’s Edge and Silver Crusade factions.
Written by Sam Polak.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that identifies Tar Kuata as the home of a strange, otherworldly relic, Pathfinders set off to recover it. However the Ouat are strict judges of perfection, and the PCs must prove their worth if they are to win the monks’ trust and treasure.
Content in “Test of Tar Kuata” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Scarab Sages faction.
A Pathfinder Society Scenario designed for levels 3–7.
A strange confluence of circumstances leaves the researchers of Uringen understaffed and in need of able-bodied assistants. Conveniently, recent Pathfinder Society experiments call for a rare reagent found only in that area, and the two organizations have negotiated a mutually beneficial deal. Can the PCs reach the secluded settlement in time to witness this extraordinary event—and handle the phenomenon’s aftermath?
Written by Liz Courts.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears the end of his noble existence and has begun investigating his past lives as a means of understanding Tian Xia's rich history. However, he cannot complete his research alone, and only with the PCs' assistance can they decipher the region's past.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3–7.
Venture-Captain Bakten's past lives and the history of northern Tian Xia are interwoven, and with the PCs' assistance he has uncovered a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into the ice-capped mountains to unveil the crimes of past generations and save one of the region's greatest heroes.
This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
A Pathfinder Society Scenario designed for levels 3-7.
When the Pathfinder Society claimed the Hao Jin Tapestry in Tian Xia, it seemed as though the Aspis Consortium's influence there had ended. An anonymous informant recently identified an Aspis resurgence in Goka's Deepmarket, and Venture-Captain Amara Li hopes that a small, well-trained team can ferret out the villains and prevent any greater atrocities. Can the PCs traverse the Deepmarket's treacherous politics and tunnels and neutralize the Consortium's local ringleader?
Content in "The Deepmarket Deception" also contributes directly to the ongoing storyline of the retired Lantern Lodge 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.
A Pathfinder Society Scenario designed for levels 3–7.
Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.
A Pathfinder Society Scenario designed for levels 3–7.
Six years ago, the Pathfinder Society narrowly avoided disaster at an archaeological excavation in the Terwa Uplands. The expedition recovered and resumed its work, and at long last they have learned what the ancient culture had hoped to guard. That’s when all correspondence ended. Fearing the excavation may be besieged once more, the Society has sent the PCs to save who they can, salvage what they must, and uncover a secret that has laid buried outside Bloodcove for millennia.
A Pathfinder Society Special designed for 6th-level pregenerated characters.
Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.
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.
A Pathfinder Society Scenario designed for levels 3–7.
The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind in the jungles of Dtang Ma has developed a haunted reputation in the centuries since. Now an unlikely ally has approached the Society with tales of unspoiled historical secrets and hidden treasure left within the shattered sanctuary of Yamatsumi, the mountain god.
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.
A Pathfinder Society Scenario designed for levels 3–7.
When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant’s armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon’s prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall’s blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle.
"From the Tome of Righteous Repose" is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history.
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.
A Pathfinder Society Scenario designed for levels 3-7.
The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.
Content in Caught in the Eclipse also contributes directly to the ongoing storyline of the Grand Lodge faction.
You have to find the dungeon, check for traps, set up camp, go back to town when supplies run low... Wouldn't it be easier if the adventure came to you? Now, with the Gateway Pass Adventure Path, it will!
Bring your 6th-level characters to two action-packed weeks at the Brighton Outpost in the Gateway Pass, and experience the intrigue and excitement first hand! Uncover conspiracy! Face bloodthirsty bandits! Hunt awful creatures intent on consuming the locals, and destroy them!
This story of betrayal, corruption, and revenge takes place on the frontier of two small kingdoms, in a small border fort struggling to return to prominence. When the player characters arrive on the scene, adventure follows close behind them. The Gateway Pass series offers opportunities for a developing location and regular NPCs as the characters discover adventure in their own backyard! The first in a six-part adventure path for the Pathfinder Roleplaying Game, come explore just what happens when adventure comes to you!
Author: Greg LaRose
Cover Illustration: Maciej Zagorski
Pages: 40
"Snow White" is an adventurous fairy tale compatible with Dungeons & Dragons 3.5 and the Pathfinder Roleplaying Game, designed for four to six 6th-8th level characters.
This is the completely rewritten and gorgeous epic of the 5-star award-winning adventure produced thanks to our Kickstarter backers!
Love is firmly in the northern air of the Klavek Kingdom, as what started as a marriage of political practicality has turned into the real thing. The Prince of the mighty Klavek Kingdom has met the true love of his life, Lumi Valtatytar, daughter of Lord Herttua Valta of Morsain. Lumi is loved by everyone for her intelligence, kindness, and not least, for her grace and beauty (which are beyond compare).
But the path of true love rarely runs smoothly; the PCs, initially there to help at the wedding, find themselves involved with assassination attempts, political intrigue, dastardly machinations, insurgents, and even murder! At every turn, someone or something seems determined to stop the party from getting Lumi to the church on time. Who is behind all these devious mischief and can they be caught? There's plenty for the PCs to reflect on as they make every effort to ensure the marriage of the year goes ahead, while fighting to clear their names at the same time.
Suddenly and without warning, Lumi disappears; the party is responsible for tracking her down and returning her safely to Castle Morsain. Their quest won't be easy as they must first enter the dreaded Haunted Forest and deal with the seven short folk responsible for Lumi's abduction.
During their journey the PCs must evade a bottomless pit ravenously following them through the woods, explore the fabled Feyglade, and escape a forest maze and its minotaur guardian. Then the party will come face-to-face with the short folk and a wizened crone before rescuing Lumi and returning to Morsain, where they find themselves under attack as someone tries to prevent them from getting back to the castle.
"Snow White" spans nearly 250 pages and includes:
Multiple paths to reach each stage of the story
Detailed cartography mapping of a full-scale castle
A new multi-stage poison, "Assassin Vine Cocktail"
Rules for running a high speed chase on horseback through a forest
The Alchemist's Journal, detailing the various flora & fauna in the Haunted Forest
New creatures, including the Twisted Treant, Bottomless Pit and Gravewrap
Fairy tale-themed traps, such as the Binding Rocking Chair
New magic items, including the amulet of sleep, bed of alertness, and orb of misleading
Multiple possible endings to the tale, depending upon the players' actions throughout the adventure
Game mechanics for falling in love—the heart rules the head!
Gorgeous maps by Tommi Salama
And of course, all those essential fairy tale elements; a beautiful heroine, a prince, a queen, a magic mirror, and a hidden cabin in a haunted forest
Awards & Reviews
Top Ten Roleplaying Game Product of 2014 (Award)–Pathways Magazine
"'Snow White' is a tour de force through the realm of folk-lore's ballrooms and dark forests—a diverse, challenging quest breathing both the spirit of the classic fairy-tale and more authenticity than 'Grimm' and 'Once Upon a Time' combined, while at the same time adapting its source-material to the medium of role-playing games in a masterful, true and most importantly, extremely fun manner." —Endzeitgeist, Paizo.com
"A true joy and delight, mixing a little whimsy and a touch of classic fairy stories into well-resourced fantasy adventuring." —Megan Robertson, RPG Resource
"Why its good: A lot gets said about Rise of the Drow but to me Adventureaweek.com at its best is the 'Snow White' adventure. Solid writing, new twists on a very Grimm fairy tale, cartography by Todd Gamble, it's great stuff. Buy this: if you like Gothic fairy tales, and don't want to tell your players you're doing it." —Steve Russell, Rite Publishing
After many years in abeyance, the Whitcliff Brewery is again producing its famous Whitcliff’s Hidden Derivation beer. In a few short years the brewery’s new owner has turned it from an abandoned building to an operation to rival the brewery’s heyday. Bottles of Whitcliff’s Hidden Derivation are...
After many years in abeyance, the Whitcliff Brewery is again producing its famous Whitcliff’s Hidden Derivation beer. In a few short years the brewery’s new owner has turned it from an abandoned building to an operation to rival the brewery’s heyday. Bottles of Whitcliff’s Hidden Derivation are...
Welcome to The Sinking, Campaign Serial, Season II. ... The Mole, 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...
Danger lurks with the Forests of Kaidan ... ... Traveler Beware! ... You came to Kaidan, escorting a merchant and the gift he carried, a gift meant for a powerful Kaidanese lord. Yet with the gift delivered, and the merchant's daughter rescued, your troubles are only just beginning. Kaidan is...
Something evil lurks in the waters off Freeport! ... A tidal wave and the ravings of a shipwrecked halfling lead your heroes to discover a conspiracy to sink ships headed in and out of Freeport, a black market in stolen cargo, a slaver's hideout, a Great Hunt called by the Captain's Council, and...
Welcome to the fourth 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. ... A tip from the Virgin Queen before she left them sends the heroes to the magnificent and...
A fantastic investigative adventure set on a week-long train journey as the heroes race against time to identify the bad guy. ... The famous Avery Coast Railroad thunders along its week-long journey through the grandest cities of civilization. Among its roster of international passengers travel...
Winter’s Teeth is a Pathfinder Roleplaying Game adventure for the Northlands Saga setting and is the first adventure in The Long Night of Winter adventure anthology. Like the other adventures in the anthology, Winter’s Teeth is intended to be dropped into a Northlands Saga campaign by the GM at...
The Raid is a Pathfinder Roleplaying Game adventure for the Northlands Saga setting and is the second adventure in The Long Night of Winter adventure anthology. Like the other adventures in the anthology, The Raid is intended to be dropped into a Northlands Saga campaign by the GM at any time or...
Oath of the Predator is a Pathfinder Roleplaying Game adventure for the Northlands Saga setting and is the fourth adventure in The Long Night of Winter adventure anthology. Like the other adventures in the anthology, Oath of the Predator is intended to be dropped into a Northlands Saga campaign...
A DUNGEON OF YOUR OWN! ... The Horn of Abaddon was once a place of primal darkness. And then the forces of good moved in and ruined everything. It’s been eighty years and the kingdom of Talingarde sleeps soundly knowing that darkness has been vanquished. Now, it’s your turn to prove them wrong....
Explore a Lost World! ... Build an empire beneath the earth! You have forged a fledgling realm that stretches from the deep gnome town of Fasturvalt to the drow tower of Vothys, through the weird Fungal Jungle and beyond. But can you hold what you have built against the many threats that would...
The Sunken Garden invaded! ... The natural sanctuary known as the Sunken Garden, a hidden paradise for fey creatures, has been invaded and taken over by slavers. Imgol the derhii and his band of kech slavers have developed a means to breed the fey creatures and corrupt their offspring—turning...
Xcrawl, the game that can dance you to death with a Twerker Berserker, is proud to present Dungeon Detonation 2014! Now powered by the mighty Pathfinder gaming engine, Xcrawl is more fun than ever! Tis another ultra fun challenge designed to make your players cry for mercy and laugh out loud in...
A level 6-8 adventure for Xcrawl ... Xcrawl, the game that got expelled from college for throwing a spring break anhkhegger, is back! Now powered by the mighty Pathfinder gaming engine, Xcrawl is more fun than ever! Maximum Xcrawl: Studio City Crawl is just a tiny taste of all the amazing...
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...
Battling a conspiracy to destroy the future empress before she can realize her imperial destiny, you have overcome all who stood in your way. As you set out to cross the endless cold lands at the top of the world, however, your enemies are not so quick to forgive or forget the dead left in your...
A fabulous fey adventure for 6th-level characters! ... Evil stirs in the depths of the Gnarled Forest. The heroes of the land, taming the wilderness and forging their kingdom, hear disturbing tales from woodsmen and trappers of a strange and ferocious hunting party ranging far and wide beneath...
The treacherous jungle island known as Crown Isle was marked on every map for danger, as the verdant vegetation itself rose up to devour many who sought landing there until the infamous Captain Jared Tarin hacked out a refuge upon the mountain's hilly crest and made it his own. Other pirates...
A R.I.P.E. INVESTMENT ... A Pathfinder compatible adventure for 3-4 PCs of 3rd-4th level [hyper score 3]. ... The Hypercorps 2099 Kickstarter is funding right now and you can see what the cyberpunk superhero modification to your Pathfinder Roleplaying Game has to offer in the suite of free PDFs...
What Really Happens Out on Ghostlight Reef? ... The scholar Balack Giolan has long been intrigued with the odd women working the Ghostlight Reef, who extract its dream coral and delve its depths. His own hardened mercenaries fear to explore the Reef, but these women bring back arcane treasures,...
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...
Chapter 2: Sword of Valor ... by Neil Spicer ... The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of...
An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters. ... They Come from Beneath the Sea! ... The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote...
The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter,...
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...
Dreams Turn Deadly! ... In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil...
A Perfect Storm! ... With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual...
The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshippers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of...
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 6-8. ... Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system. ... Sometimes it is the simplest of tasks which end up taking...
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 6-9 ... Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system. ... When you are successful , your reputation will spread...
Michael Allen the winner of the Pathmaster Adventure Writing contest brings us the first installment of the long awaited Shattered Heart Adventure Path: The Ties that Bind. ... A genesis of fellowship for four to five 6th level player characters. ... Still reeling from the twin disasters of the...
An adventure for four to six 6th-7th level PCs. ... After endless peril the party finally learns the fate of the egomaniacal Vargon Greyhands and an illustrious adventuring group—the Emerald Band—and to their astonishment the PCs discover they must complete the momentous work the shadow magician...
A Pathfinder/3.5 Compatible Adventure for 4-6 heroes level 6-8 ... The city of Bridgefort is under siege! Hordes of humanoids are assaulting the city in an organized army. Only the party stands between the enemy and the defenseless civilians of the Western Province. Can they...
A Pathfinder/3.5 Compatible Adventure for 4-5 PCs of Levels 6-7. ... The isolated village of Fenleist has been plagued by odd phenomena for years and now the spirits of their dead are clawing through the veil between this world and the afterlife! Doroi Tavskern, hunter of the undead, has held...
A Pathfinder/3.5 Compatible Adventure for 4-5 level 6 PCs ... It’s tax season in Hordenheim, and the free city is about to boil over. A rash of thefts has left the citizenry unable to pay, and a desperate burgomaster has turned to the PCs for help. The party will find themselves...
A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of level 6 ... The Saatman emerald is an artifact, a relic of a long lost civilization that has been safely hidden in the Iroth family vault for years. But now, it, along with thousands of other precious gems have been stolen! A...
A Pathfinder/3.5E Compatible Adventure for 4-6 PCs of levels 6-8 ... As sometimes happens in the world, blind luck places the PCs in a position where they are the only people who can help. Jyrkannelaki has a problem, and the town council’s attempt to deal with it seems to...
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP ... A Pathfinder compatible adventure for four to six PCs of levels 6-8 ... The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshippers dwelling within the underground sun temple. The Temple of the Sun was...
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP For 4-5 PCs of Levels 6-7 “When revenge calls, act as the tiger... with hard-favor’d rage!”In the sub-continent, some extreme religious cults have taken to eradicating the essentially-neutral local weretigers. One such band, the...
FOR FANTASY GROUNDS VIRTUAL TABLETOP For 4–6 Characters Level 6–7Torren and Jelax are brothers who came to town about 6 months ago after adventuring abroad to open an inn. The brothers mostly keep to themselves and seem cordial, but rumors have started to spread throughout the...
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP For 4-6 Characters of Levels 6-7Many years ago Tibor, a wizard with an overwhelming desire for knowledge of the plane of shadow, locked himself away in a tower to pursue his studies.Shortly thereafter, his tower was consumed in a dark explosion, and the...
FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP ... Snow White is an adventurous fairy tale compatible with Dungeons & Dragons 3.5 and the Pathfinder Roleplaying Game, designed for four to six 6th-8th level characters. ... This is the completely rewritten and gorgeous epic of the 5-star...
A 3.5/Pathfinder Compatible Adventure for four PCs levels 6-7. ... Book 2 of the Fallen Leaves adventure path takes you from the Klavek Kingdom to the unknown depths of the Silent Forest, home of the Elves, who have been secluded for centuries. ... Among the towering trees of the Silent...
For 4-5 PCs of Levels 6-7When revenge calls, act as the tiger... with hard-favor’d rage! ... In the sub-continent, some extreme religious cults have taken to eradicating the essentially-neutral local weretigers. One such band, the law-focused Light-from-Darkness, developed a precise ritual...
For 4-6 Characters Level 6-7 ... Torren and Jelax are brothers who came to town about 6 months ago after adventuring abroad to open an inn. The brothers mostly keep to themselves and seem cordial, but rumors have started to spread throughout the town of adventurers disappearing that use the...
Three to five PCs of levels 6-7 ... The town of Ghezbaldi has stood for millennia. Recent construction work to build a new inn uncovered the entranceway to a long abandoned underground complex. The builders of the inn, Edwyn and Jackson Cairn, took it upon themselves to drop down into the...
For 4 Level 6 PCs ... A former home to a group of druids, this complex was abandoned many years ago when the druids were decimated by a horde of trolls, driven into a frenzy by their foul leader. Since then, they have settled in the region and have caused periodic problems thereafter. ......
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but...
A free Snow White mini-adventure! ... Designed for four to six PCs of levels 6-8 ... After meeting with Viscount Sihteeri, the PCs are in the dining courtyard, discussing the best way to approach their task of sweeping the royal party's chambers for danger. Prince Ruhtin and Princess Lumi enter...
A free Snow White mini-adventure! ... Designed for four to six PCs of levels 6-8 ... The Huntsman's Cabin is a simple affair, only one story, with a high, angular roof. The timbers are stained to help protect against the cold. There is also a small outbuilding behind thecabin. ... The Huntsman...
A free Snow White mini-adventure! Designed for three to four PCs of levels 6At some point in their travels the PCs will be forced to camp within the cold and fey-infused Haunted Forest which provides a splendid opportunity for the GM to introduce some local flora and fauna and possibly a couple...
A free Snow White mini-adventure! ... Designed for three to four PCs of levels 6 ... The Forest Maze twists and turns, writhes and wiggles through this part of the Haunted Forest. While the party begins to explore the maze their path is suddenly cut off by a couple of forest fey tricksters intent...
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...
For years, the Order of the Sanguine Star ruled Kelennor, until one day, the paladins stopped patrolling the borders. It was whispered that a great evil had entered the old keep, and when Sir Gareth Strongfist, a blackguard, entered the town of Kelen, he was accompanied by skeleton warriors. A...
In the frozen wasteland of the Norselands, a gentle druid returned to his village after a successful hunt. Upon his return he found his village reduced to a smoldering ruin, his home ransacked, and his family slaughtered. All love died that day, and his soul became a rock of ice bent upon...
The port city of Chandegar is known throughout Aeliode as a beacon of education and trade. However, its dark side lays just under the surface. Twisted beings cursed by jealous gods -fight in an underground war as rebellious factions strive either to overthrow the Avitian Empire’s claim to the...
Can you Defeat the Goblin King? ... Find out in this action-packed adventure, in which the PCs take on the role of the heroes of Springdale, defending that idyllic trading town from ravaging goblin hordes, led by Yarrick, the self-proclaimed “Goblin King” who, in an unholy alliance with a trio of...
Grufus Tinker is hosting a feast to honor his rediscovery of the Golden Banner, a holy relic key to the history of Greenport. On the day of the feast, word comes to Tinker that somebody plans to attack his celebration. Now Tinker needs a few heroes to investigate the attack and protect his...
Created for fans by fans, this issue of the ENnie Award-winning Wayfinder fanzine heads to the hot deserts of Golarion — to Katapesh and Qadira! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and even a...
Created for Pathfinder fans by Pathfinder fans, the eleventh issue of the ENnie Award-winning Wayfinder fanzine revels in the infernal glory that is Cheliax! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and...
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...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). ... Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land....
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). ... The Shadow Lodge’s assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). ... The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed—a mysterious figure known only as The Spider. Your journey to discover the traitor’s whereabouts and...
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). ... The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's...
A Pathfinder Society Scenario designed for Levels 3–7. ... Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from...
A Pathfinder Society Scenario designed for Levels 3–7. ... When an unlucky historian in Absalom uncovers an infernal book from distant Tian Xia, he unwittingly unleashes a terrible evil into the city—the legions of devils imprisoned within its dusty pages. Only the book's holy counterpart can end...
A Pathfinder Society Scenario designed for Levels 3–7. ... The Pathfinder Society sends the PCs to the mountaintop mausoleum and monument known as Antios's Crown in search of a long-lost relic believed to be contained there, but all is not as it seems. Can the Pathfinders survive the denizens of...
A Pathfinder Society Scenario designed for levels 3–7. ... The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what...
A Pathfinder Society Scenario designed for levels 3–7. ... Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access...
A Pathfinder Society Special designed for levels 3-7. ... An enemy of the Pathfinder Society recently found a hidden dungeon in a centuries-old siege fortress, but despite his best efforts to convert it into his base of operations, he failed. When a pair of Pathfinders encounter disaster while...
A Pathfinder Society Scenario designed for levels 3–7. ... In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to...
A Pathfinder Society Scenario designed for levels 3–7. ... The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission...
A Pathfinder Society Scenario designed for levels 3–7. ... The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on...
A Pathfinder Society Scenario designed for levels 3–7. ... Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it, and what they find may signal the resurgence of an enemy thought long...
A Pathfinder Society Scenario designed for levels 3–7. ... On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the...
A Pathfinder Society Scenario designed for levels 3–7. ... The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis...
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7). ... The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism...
A Pathfinder Society Special designed for levels 3-7. ... A group of Pathfinders recently delved into the ruins of Bonekeep, a siege fortress destroyed centuries ago. There they discovered not only terrifying threats but also extraordinary treasures. Warded by the magic of a senior Pathfinder,...
A Pathfinder Society Scenario for characters of 3rd to 7th level (Tier 3–7). ... All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region...
A Pathfinder Society Scenario designed for levels 3–7. ... As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy,...
A Pathfinder Society Scenario designed for levels 3–7. ... During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city’s defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons’ offensive....
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7). ... The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism...
A Pathfinder Society Scenario designed for levels 3–7. ... Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’...
A Pathfinder Society Scenario designed for levels 3–7. ... The Pathfinder Society embarks on its expedition to the lost Sky Citadel Jormurdun with a small army of allies in tow, but they are not the only ones seeking the dwarven fortress. Two of the Society’s nemeses have rallied the fiends of...
A Pathfinder Society Scenario designed for levels 3-7. ... The failure of Mendev's wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society's various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various...
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...
A Pathfinder Society Scenario designed for levels 3-7. ... The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its stolen property. When they request the help of...
A Pathfinder Society Scenario designed for levels 3–7. ... For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into...
A Pathfinder Society Scenario designed for levels 3–7. ... An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the...
A Pathfinder Society Scenario designed for levels 3–7. ... The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that...
A Pathfinder Society Scenario designed for levels 3–7. ... A strange confluence of circumstances leaves the researchers of Uringen understaffed and in need of able-bodied assistants. Conveniently, recent Pathfinder Society experiments call for a rare reagent found only in that area, and the two...
A Pathfinder Society Scenario designed for levels 3–7. ... When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears...
A Pathfinder Society Scenario designed for levels 3–7. ... Venture-Captain Bakten's past lives and the history of northern Tian Xia are interwoven, and with the PCs' assistance he has uncovered a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into...
A Pathfinder Society Scenario designed for levels 3-7. ... When the Pathfinder Society claimed the Hao Jin Tapestry in Tian Xia, it seemed as though the Aspis Consortium's influence there had ended. An anonymous informant recently identified an Aspis resurgence in Goka's Deepmarket, and...
A Pathfinder Society Scenario designed for levels 3–7. ... Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have...
A Pathfinder Society Scenario designed for levels 3–7. ... Six years ago, the Pathfinder Society narrowly avoided disaster at an archaeological excavation in the Terwa Uplands. The expedition recovered and resumed its work, and at long last they have learned what the ancient culture had hoped to...
A Pathfinder Society Special designed for 6th-level pregenerated characters. ... Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the...
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...
A Pathfinder Society Scenario designed for levels 3–7. ... The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind...
A Pathfinder Society Scenario designed for levels 3–7. ... When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant’s armies and sealed him away....
A Pathfinder Society Scenario designed for levels 3-7. ... The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a...
Where the adventure comes to you! ... Adventuring is hard! Inconvenient! ... You have to find the dungeon, check for traps, set up camp, go back to town when supplies run low... Wouldn't it be easier if the adventure came to you? Now, with the Gateway Pass Adventure Path, it will! ... Bring your...
Snow White is an adventurous fairy tale compatible with Dungeons & Dragons 3.5 and the Pathfinder Roleplaying Game, designed for four to six 6th-8th level characters. ... This is the completely rewritten and gorgeous epic of the 5-star award-winning adventure produced thanks to our Kickstarter...