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Chapter 5: "Mother of Flies"
by Greg A. Vaughan

Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin?

    This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
  • “Mother of Flies,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds
  • An investigation of the methods and organization of thieves’ guilds, by Kevin Carter
  • Varian and Radovan uncover a diabolical plot in the Pathfinder’s Journal, by Dave Gross
  • Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider

A Pathfinder Roleplaying Game adventure for characters of 9th to 11th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-199-2

Mother of Flies 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.

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

Archives of Nethys
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Chapter 4: "Wake of the Watcher"
by Greg A. Vaughan

No one goes to Illmarsh. An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances, misshapen shadows, and sacrifices to things terrible and forgotten. But when the trail of the death cultists known as the Whispering Way leads to Illmarsh, it’s up to the PCs to learn the secrets of the sickly village. There they’ll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? Or will they be the next victims of the horror from beyond the stars?

    This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:
  • “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs
  • A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan
  • Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-311-8

Wake of the Watcher is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (561 KB zip/PDF).

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

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Chapter 4: "Island of Empty Eyes"
by Neil Spicer

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?

    This volume of Pathfinder Adventure Path includes:
  • “Island of Empty Eyes,” a Pathfinder RPG adventure for 9th-level characters, by Neil Spicer.
  • Pirate legends and mysteries of the Shackles, by Jack Graham.
  • Details on the cyclopes who once ruled the Shackles, by Gareth Hanrahan.
  • Island harpies in the Pathfinder’s Journal, by Robin D. Laws.
  • Five new monsters, by Alex Greenshields, Michael Kenway, Mark Moreland, and Tork Shaw.

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: 978-1-60125-416-0

Island of Empty Eyes is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (479 KB zip/PDF).

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

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Chapter 3: "Demon's Heresy"
by Jim Groves

The Wrath of the Righteous Adventure Path continues with “Demon's Heresy,” by Jim Groves. After reclaiming the city of Drezen and recovering the lost sacred banner known as the Sword of Valor, the heroes have established a significant foothold behind enemy lines. With the demon armies still concentrating their attacks to the south, the heroes must now set off into the heart of the Worldwound to seek out powerful new allies and strike a mortal blow against the Templars of the Ivory Labyrinth—but in doing so, they discover a disturbing truth about the crystalline source of mythic power the demons have been using against the crusaders. Will the heroes survive the terrors of the Worldwound long enough to end the demons’ increasing attacks?

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

  • “Demon’s Heresy,” a Pathfinder RPG adventure for 9th-level characters with 3 mythic tiers, by Jim Groves.
  • A study of the Green Faith, an ancient philosophy revolving around nature, by Sean K Reynolds.
  • A look at the unnatural horrors known as worms that walk, by Amanda Hamon.
  • A journey to a crusader outpost inside the Worldwound in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Jim Groves, Amanda Hamon, and James Jacobs.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-577-8

"Demon's Heresy" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.6 MB PDF).

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

Fantasy Grounds Virtual Tabletop
Archives of Nethys
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An adventure for 9th-level characters

Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.

The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you’ll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.

Written by Crystal Frasier

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.

ISBN-13: 978-1-60125-355-2

The Harrowing is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (225 KB zip/PDF).

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Invaders from Space!
When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk. Can the PCs discover the truth behind the falling star before doom comes to Dustpawn?

Written by Mike Welham, the 2012 winner of Paizo Publishing’s annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder ModuleDoom Comes to Dustpawn presents the players with a classic trope of 1950s sci-fi recast in the fantasy setting of the world of Golarion. Can the PCs save the town of Dustpawn from a menace from the darkest depths of space?

Doom Comes to Dustpawn is an adventure of investigation and cosmic horror for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the town of Dustpawn and a brand-new monster template for a strange form of feral mutation, both of which can easily be integrated into any campaign setting.

Written by Mike Welham, RPG Superstar 2012 winner.
Cover Art by Grafit Studios.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-504-4

Doom Comes to Dustpawn is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (111 KB zip/PDF).

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

Hero Lab Online
Archives of Nethys
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A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 9-12

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

The party have a straightforward charge; bring in a rogue wizard!

This adventure takes the PCs into a wizard tower crowned by a strange alien life form. A blob of flesh encapsulated in a chitinous shell firmly grips the sides of the tower with long tentacles which also crash through many of the tower's windows. Every room of the tower presents a different challenge for the PCs who must fight and think their way through many dangerous and odd situations.

After a multitude of obstacles the PCs must confront a series of guardians the likes of which they have never before seen; and all of this before they come face to face with the infamous "Rogue Wizard".

Also included in "Rogue Wizard":

  • One of the most bizzare adventures you will ever run!
  • Maps by 3x ENnie Award winning Cartographer Todd Gamble
  • Illustrations by renowned graphic novel artist Tim Tyler
  • High Resolution Maps of all Tower Levels and interior
  • New Monster: Undead Ogre Guards
  • New Monster: Grizzly Bear Rug
  • New Monster: Sentinel
  • New Monster: NITNAM
  • New Monster: Tormented Flesh Golem (made of halfling corpses and fully illustrated)
  • New Monster: Black Pudding Knight (fully illustrated)
  • New Spells: Taxidermy Swarm (lesser and greater)
  • Over 10 fully illustrated and in-depth puzzles for your players to solve!
  • Multiple New Traps!
  • New Machine: Bone Grinding Machine
  • New Material: Bonedust

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AaWBlog Presents: Mischievous Meadows takes four to five 9th-10th level PCs through beautiful vales in the wilderness, where in one startling night they are pilfered of their enchanted goods! Chasing after their equipment the party finds curious new creatures, a meddling mage, and ultimately, one of the greatest scourges on the lands of Aventyr: the P.R.A.N.K.S.T.E.R.S.!

This series of products from AdventureAWeek.com are compilations of our monthly themes, packaged together in a handy, bookmarked PDF!

Within AaWBlog Presents: Mischievous Meadows you'll find:

  • 5 quests that can be dropped into and used in any campaign setting!
  • 3 new creatures (biddlywinks, biddlytrees, and pepfralcons) and 2 NPCs!
  • 4 new traps (fey mister, pickpocket grass, fey pool, and spell drain) certain to keep PCs on their toes!
  • 4 new haunts to chill and thrill!
  • 5 new magic items (including the fateful Leahcim’s Box of Wonders)!
  • 3 GM advice articles on humor, play styles, and player frustration!
  • Leahcim, Aventyr’s Trickster God!
  • The Deck of Miraculous Luck, a player/GM Tool sure to bring glory to your game!

Wealthy and avaricious adventurers are at their greatest peril in AaWBlog Presents: Mischievous Meadows, but there’s something to love here for every gaming group, GMs and PCs alike!

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A witness to plague, fire, fallen ideals and betrayal for four to five 9th level player characters.

The future course of halfling society rests in the hands of a small band of adventures blown on the winds like the leaf of a tree.

The mission to restore the last of the great holy sites to the Mother Spirit, the temple of fire, has not been heard from for some weeks. Fresh from the restoration of the temple of air near The Spine of the Dragon, the PCs speed towards the Burning Isle to discover its fate. Also known as the Isle of Pestilence, the site has been abandoned since the fall of the Draco­prime five centuries past caused the dormant volcano within to become active. Showers of disease-ridden ash still reach the mainland and it is hoped that restoring the fire temple of the Great Mother with burn the island clean. Rumors of flesh eating primate, great vermin and virulent disease failed to deter the Paladin Faerlion Hayweather, who now appears lost, along with the rest of his expedition. Will the PCs find the means to provide succor to the failing colony, and in doing so restore the bedrock of the worship of the Great Mother, or will they too fall to pestilence and disease, a fitting metaphor for the miasma that grips the once joyous and open mien of Picollan society?

Also included in this adventure:

  • Disgusting traps that will cause your players to rethink snack time at the gaming table.
  • Natural hazards to engulf the unwary.
  • A new monster, the Yercinendre: a harbinger of plague, disease, and death, called forth by corrupt druids or any who bow to the Horseman of Pestilence.
  • Five new magic items
  • A method to track the PCs’ influence on the future development of Picollan society.
  • Notes on scaling for parties of 6 or more (APL 10).

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A Pathfinder Compatible Adventure for four 9th level PCs.

It was supposed to be an easy job; find the knucklebone of fickle fortune, kill the thespian gangsters, get paid. Instead the fabric of reality has been torn a new one, and the agents of pure chaos are pouring into Arefast! A protean raid has come to the Material Plane on a scale never before seen. Now the city is beset by swarms of cats, reality-twisting weather, and legions of bickering outsiders interested in only one thing: "lulz." Faced with such incomprehensible enemies, the party must track down their leader and end the otherworldly assault before Arefast is warped and twisted beyond recovery.

Also included in "Serpents of Fickle Fortune:"

  • The fragments of fickle fortune, lesser dice infused with the power of raw chaos, capable of summoning allies and granting boons, or possibly just conjuring a platypus.
  • A description of Arefast, a city ruled by the iron fist of bureaucracy, trapped between outmoded proprieties and the unsympathetic grind of progress.
  • A new monster, the scroll-hoarding iroshoq protean.
  • Encounters and magic items inspired by that eternal cesspit of chaos and entropy, the internet.

Written by Jared Jeanquart.

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP

For 4 Characters of Level 9–11

The party is sent to retrieve the soul of Prince Remlek, which has been located in a hidden underground complex, accessible from the sewers. A devourer holds the soul and while trying to come back to this plane to get a more powerful soul, became trapped underground.

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

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An Into the Wintery Gale Mini-Dungeon adventure for four to six PCs of levels 9-10.

This mini-dungeon is intended for use with the Into the Wintery Gale: Wrath of the Jötunn adventure path, but may also be run as a standalone quest.

Whilst traveling near the mountains and seeking shelter from the relentless and unending blizzard the adventures discover a tunnel carved into the mountainside. The tunnel leads to an abandoned shrine built by an ancient sect of Vikmordere shieldmaidens who formed a cult worshiping a mysterious wintery spirit.

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

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For 4 Characters of Level 9–11

The party is sent to retrieve the soul of Prince Remlek, which has been located in a hidden underground complex, accessible from the sewers. A devourer holds the soul and while trying to come back to this plane to get a more powerful soul, became trapped underground.

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

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A mini-dungeon adventure for four characters of level 9.

In the far frozen lands of the north, word comes south via traders and messengers that a new threat has reared its terrifying head. Reports claim that a heavily built raider, skilled with a huge sword and a fearsome bow, has struck at several nomadic tribes wandering the snowline as they follow the herds of elk. It is said that this raider, dubbed Koloss and accompanied by a huge white wolf, leaves nothing of these tribes but frozen bloodstains in the virgin snow.

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

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For 4-6 PCs of 9th-10th level.

This adventure is geared towards a party that includes a divine character such as a priest or paladin of good alignment. The devotee's patron has summoned them, whether through visions or by missive from a high temple, to perform a holy geas—a distant settlement bearing a sacred shrine to the deity is in dire need of aid from a dark curse that has befallen their home. Motivation to pursue completion of the quest can be either positive (the promise of favor or reward if accomplished), negative (revocation of holy magic if refused), or both; keeping in line with the personality of the specific deity.

Denizens of the island village of Unreach are being afflicted by a terrible disease (Demon Fever), and many have already died. The unknown source of this curse is a coven of three night hags (one in hiding among the villagers) who have taken to the remote island to enslave the souls of its stranded inhabitants—who are easy pickings when the few vessels that visit the isle can be weeks or months apart.

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

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Side Quests are short side trek excursions for your PCs which can be played in a single sitting. There are four such adventures contained within this single volume, the first of many to come from AdventureAWeek.com / AAW Games!

Contagion
A Pathfinder Side Quest by Will Myers for four PCs of levels 5-6
Elves have appeared in Rybalka and are on the search for something ancient. Will the PCs uncover their plot, try to stop them, or join them?

Giant's Cavern
A Pathfinder Side Quest by Stephen Yeardley for four to six PCs of levels 8-11.
A distraught but angry and determined cleric is looking for a group to work with her to recover the bodies of her former allies and a specific weapon which was the cause of their deaths. However, she needs reassurances that she won't be cheated and demands a heavy deposit for her information, which will lead to greater rewards.

Serpens Sanguis
A Pathfinder Side Quest by Jonathan G. Nelson for four PCs of levels 9-11.
An ancient cult of maniacal dragon worshipers known as Serpens Sanguis once dwelled deep within a hidden sanctuary buried beneath a tall mountain peak but in recent years the cult has grown deathly silent, all that is left are rumors of powerful magicks and a great treasure hoard which awaits those brave enough to enter.

Turn Again, Turn Again
A Pathfinder Side Quest by Stephen Yeardley for four to six PCs of levels 8-12.
When the gods and demi-gods were young, fresh and inexperienced, they were often taken in by the duplicitous nature of some of their "worshipers", falling for flattery and deception from those who were a little more "worldly-wise". So some of the newer demi-gods devised a series of chests that responded to the actual nature of the person opening it, thus revealing their true selves. These chests were filled, placed in a hidden and challenging spot and watched by two of these deities - to ensure fair play - for when experienced followers, who a particular deity wanted to help develop further, came along.

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Welcome to the Fungal Kingdom!

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

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

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

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

Check out Fungal Kingdoms and find:

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

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Created for fans by fans, this issue of the Wayfinder fanzine delves into the Lands of the Linnorm Kings and includes dozens of articles designed to expand the Pathfinder Roleplaying Game and the world of Golarion. Inside you will find original fiction, new monsters, board games, treasure, poetry—this is just a small portion of what awaits you!

Contributing Authors: Clinton J. “thatboomerkid” Boomer, Craig Cartin, Kalyna “LiteSprite” Conrad, Ryan Costello, Jr., Rich “Rebis Ouroboros” Crotty, Christopher Delvo, Danielle “D Noir” Doss, Keith “Sir Hexen Ineptus” Doughty, Russell “Soricel Minoi Mousefeet” Estes, Robert “Snorter” Feather, Dawn Fischer, Guy “ulgulanoth” Fox, Robert “Malikjoker” Gresham, Karl J. “Kajehase” Haglund, Nick “Demiurge 1138” Herold, Eric “Boxhead” Hindley, Jeff “Shadowborn” Lee, Rob Little, Nicholas “Lavachild” Milasich, Kevin Andrew Murphy, A. Morgaine “Lostandlovingit” Newis - Edwards, Dain “zylphryx” Nielsen, Tom “Tom Qadim” Phillips, Dane Pitchford, Alex “Daviot” Putnam, Greg Reese, John C. “ValmarTheMad” Rock, David Schwartz, Liz “HerosBackpack” Smith, Margherita “Bardess” Tramontano, Larry “Larcifer” Wilhelm.

Contributing Artists: Russell Akred, Tyler Clark, Liz Courts, Jess Door, Katie Ellis, Tanya-Sang Feddicini, Aaron Filipowich, Crystal Frasier, Silvia Gonzalez, Frank Hessefort, Chris Leaper, Elizabeth Lindhag, Dave Mallon, Stephen McAndrews, Carlos Torreblanca, Jonathan Roberts, Isaac Royo, Hugo Solis, Ashton Sperry, Matthew Stinson, Todd Westcot.

Cover art by Hugo Solis.

Wayfinder is an 87-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Publishing, LLC Community Use Policy.

This fanzine uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This fanzine is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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Created for fans by fans, this issue of the Wayfinder fanzine puts on a tricorne hat and ventures into the wilds of Golarion's coastal seas! Weathered sea captains, fanged beasties, player options and more await for those daring to take part in the Skull & Shackles Adventure Path or any nautical adventure! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, maps, treasure, poetry—this is just a small portion of what awaits you!

Contributing Authors: Anthony “Template Fu / Map Fu” Adam, Bryan “Balodek” Barnes, Morgan Boehringer, Dylan Brooks, Will Cooper, Ryan Costello, Jr., Paris Crenshaw, Rich “Rebis Ouroboros” Crotty, Andrew Eakett, Russell “Soricel Minoi Mousefeet” Estes, Robert “snorter” Feather, Aaron “Gideon Black” Filipowich, Dawn “Dark Sasha” Fischer, Guy “ulgulanoth” Fox, Jason “Mikaze” Garrett, Christoph Gimmler, Caleb T Gordan, Rob “malikjoker” Gresham, Wojciech “Drejk” Gruchała, Eric “Boxhead” Hindley, Scott “Curaigh” Janke, Derek “Curn Bounder” Johnson, Jeff Lee, Thomas “Kilrex” LeBlanc, John “Moonstonian” Leising, Gary McBride, Will “cheapy” McCardell, Kevin Andrew Murphy, Alexandra Pitchford, John C. “ValmarTheMad” Rock, Liz Smith, Ashton “n’wah” Sperry, Jeffrey Tadlock, Margherita Tramontano, Mike “taig” Welham, Jim Wettstein, Larry “larcifer” Wilhelm, Nick ‘generaltwig’ Volpe, and Sheldon “Rionus Nailo” Zamora-Soon.

Contributing Artists: Becky Barnes, Darran Caldemeyer, Tyler Clarke, Liz Courts, William Dodds, Peter Fairfax, Crystal Frasier, Silvia Gonzalez, Frank Hessefort, Michael Jaecks, James Keegan, Chris Kimball, Danny Krog, Mike Lowe, Dave Mallon, Alex Moore, W. Kristoph Nolen, Brian Patterson, Anna Rigby, Nick Russell, Tanyaporn Sangsnit, Hugo Solis, Ashton Sperry, Colby Stevenson, Matthew Stinson, Sven Fredrik Svensson, Remi Thorensen, Carlos Torreblanca, Todd Westcot, Jim Wettstein, and Stephen Wood.

Cover art by Frank Hessefort and Tanyaporn Sangsnit.

Wayfinder is an 96-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Publishing, LLC Community Use Policy.

This fanzine uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This fanzine is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

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A Pathfinder Society Scenario designed for levels 5-9.

Followers of the evil elemental lord of air Hshurha have learned of the Pathfinder Society's plans to break open the Untouchable Opal and release Hshurha's ancient rival. One of Hshurha's lieutenants is gathering forces to deal a decisive blow to the Society and its new allies in the Concordance of Elements. If the PCs act quickly, they can make a daring strike, commandeering an airship on the Plane of Air and overtaking their enemy's fortress before it has the chance to rally its army.

Content in Raid on the Cloudborne Keep also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Sean McGowan.

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A Pathfinder Society Scenario designed for levels 5-9.

Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township's baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of "peacekeeping," the teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society is yet to document, and Pathfinders must travel into the powder keg region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles as likely to see the PCs as pawns as mediators.

Written by Crystal Malarsky.

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A Pathfinder Society Scenario designed for levels 5–9.

The Lands of the Linnorm Kings derive its name from its leaders, each of who can rule after slaying one of the massive, draconic linnorms that inhabit the region. Centuries ago, when a warrior set out to slay a dragon of her own and carve out a kingdom, she returned not with a linnorm's head but that of the local linnorm king. The lone witness insisted she had used ice magic and Irriseni witchcraft to kill the king, an accusation that led to the warrior's execution. It's said that even today, the so-called Jarlsblood Witch prowls the land and snatches up lone travelers.

Not all believe these tales, most notably the warrior's descendants. One serves as a member of Taldor's Ulfen Guard and has contacted the Society to make a deal: exonerate his defamed ancestor in exchange for intelligence that could shape Taldor's future and avert a disaster. It's up to the PCs to embark into the frozen Lands of the Linnorm Kings to solve an ancient murder mystery, though there's far more at stake than honor.

Contents in The Jarlsblood Witch Saga also contribute directly to the ongoing storyline of the Sovereign Court faction. This is one of several scenarios that also set the stage for and directly tie into the upcoming War for the Crown Adventure Path.

Written by Nathan King.

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A Pathfinder Society Scenario designed for levels 5–9.

Deep beneath the Blakros Museum lies a copper gate that no key could open—at least, not from the outside. To the horror of museum curator Nigel Aldain, the gate has begun to writhe and buckle. Whatever lurks beyond it will not remain contained for much longer. Aldain sent an urgent request for aid to Zarta Dralneen, leader of the Dark Archive faction. Dralneen quickly realized that protection would require a divided approach, with some remaining behind to guard Absalom from what pours out and others charging in to deal with the source. With the support of Aldain, Dralneen, and Venture-Captain Ambrus Valsin on guard behind them, the PCs rush beyond the twisted portal. Within, they uncover the true reason why the ancient mage Ralzeros made the place beyond the gate so hard to reach.

Contents in Oath of the Overwatched also contribute directly to the ongoing storyline of the Dark Archive faction.

Written by Isabelle Lee.

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A Pathfinder Society Scenario designed for levels 5–9.

On a recent foray into Kwanlai, the Pathfinder Society learned that a conniving being from the Abyss has been targeting righteous communities on the border between the tengu nation and Tianjing to the south. In light of these discoveries, Venture–Captain Amara Li has asked the PCs to lead a company of tengu soldiers to a fort near the northern border of Tianjing to lend aid and provide information. When the PCs arrive at the fort, it quickly becomes apparent that all is not well. As blight and corruption creep out from Kaimuko Wood toward the fort, it falls to the PCs to rally their allies and lead the charge.

Contents in Clash in Kaimuko Wood also contribute directly to the ongoing storyline of the Silver Crusade faction.

Written by Jerall Toi.

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A Pathfinder Society Scenario designed for levels 5–9.

Fishers have dredged up a strange, glowing artifact from the sea off the coast of Jalmeray, and the Pathfinder Society believes this is a key—likely to something hidden beneath the waves. With the key in hand, the PCs sail out to the underwater ruins of a people erased from history. Can the PCs' discoveries shed new light on whose these people were and the true reason for their downfall?

Contents in Beneath Unbroken Waves also contribute directly to the ongoing storyline of the Concordance faction.

Written by Kate Baker.

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A Pathfinder Society Scenario designed for levels 5-9.

A message delivered by an unlikely courier sends the PCs to the Crown of the World. After making a dangerous trek across the icy passes and bays of Golarion's northernmost continent, the PCs must come to the aid of a Pathfinder Society expedition whose archaeological excavations have uncovered far more than they expected to find. Can the PCs unravel the mysteries that lie beneath the gelid glaciers of the Crown of the World in time to save their fellow Pathfinders from a frigid fate?

Written by Scott Young.

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There's never enough adventures, right?

Welcome to the second issue of Adventure Quarterly! Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder Roleplaying Game from new and established voices in the RPG industry. It is our hope that like us, you feel that there's just never enough adventure out there!

Within this issue you shall find a means for randomized room flavor within a dungeon, a means of testing the mettle of nascent adventurers, what happens when ancient burial rites go awry, an anvil upon which characters break or prove themselves, and some insight into the morale of an encounter. From the talented minds of T.H. Gulliver, Jonathan McAnulty, Steven D. Russell, and Justin Sluder are adventures covering the low-, mid-, and high- level ranges of play. Creighton Broadhurst of Raging Swan Press offers up a creative way to add flavor to any room. Robert N. Emerson shares with us his rules for managing the motivations and spirit of NPCs during a fight.

Adventures are aimed at 1st, 9th, and 18th level characters, with detailed maps, encounters, and NPCs!

Who could wish for anything more?

Cover Illustration by Juan Diego Dianderas
Pages: 84

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The Adventure Quarterly Relaunch!

Welcome to the latest issue of Adventure Quarterly, now with new hand drawn cartography by Tommi Salama and all original art to help create encounters and stories you want to be a part of. Where creative designers cut their teeth, or continue to sink seasoned canines, into the meat of what makes an enjoyable adventure.

Ruins Perilous, Level 3, The Sensodrome: Immerse yourself in the Sensodrome. At one time this magnificent subterranean concert hall that has been transformed in to puzzle traps for all your senses A location adventure for 3rd level PCs that tests the mettle of adventurers by Mike Welham. 

Legacy of the Fishermage: A unique new quest adventure for 9th level characters from Michael Allen, The Salmon of Wisdom who ate the acorns that fell from the Tree of Knowledge has spawned again and the ogre, Grenneck Shieldfist, is close to finding it and succeeding where the Fishermage who long sought for it, failed. 

 Paradox: this gauntlet of combat and temporal conjecture, throws the PC into the midst of a disintegrating multiverse, can the PCs set things right or will all they have adventured for be for nothing? A great capstone adventure for long running campaigns and 18th level characters by Bret Boyd

Pages: 79
Cover Illustration by Dallas Williams

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Fungi, Artifacts, and Mechs, Oh My!

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

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

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

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

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

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

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

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Welcome to The Sinking, Campaign Serial, Season II. ... Seeking Dawn, written by Stefan Happ, is part of an ongoing series set in the Great City. ... The Sinking is now entering in its final stage as the adventures become more specific, and should be played in a sequence. ... Each one will be a...

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Welcome to The Sinking, Campaign Serial, Season II. ... Beneath the Shadowheart, written by Tim Hitchcock, is part of an ongoing series set in the Great City. ... The Sinking is now entering in its final stage as the adventures become more specific, and should be played in a sequence. ... Each...

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Welcome to the sixth adventure in the critically acclaimed ZEITGEIST adventure path! ... The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him...

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The Drowned Maiden is a Pathfinder Roleplaying Game adventure for the Northlands Saga setting and is the third adventure in The Long Night of Winter adventure anthology. Like the other adventures in the anthology, The Drowned Maiden is intended to be dropped into a Northlands Saga campaign by the...

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A Fool And His Life Are Soon Parted!The city of Hunstoc is experiencing a rash of calamity. Livestock and horses are falling ill, children and elderly people are dying off without any explanation, and the city’s clerics can’t manage to cure the mysterious malady. The Mayor's Office has posted a...

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Cults and Chaos in the City of Adventure! ... Even by Freeport’s jaded standards, the last three months have seen some peculiar happenings. Assassins easily dispatched an elven thief who had eluded them for six centuries, robbers breached an impenetrable vault, and poison claimed the lives of...

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What lies beyond the western shores of Midgard, past the boundaries of civilization and into uncharted waters? If you believe the old sea legends, brave explorers will find mysterious islands full of beauty and horror, and rich treasure guarded by unknown gods. Some say that out there among the...

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

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A simple harvest festival in an unremarkable village turns horribly, terribly wrong, in a way they can only when adventurers are involved. A simple disappearance threatens to become a massacre as a hidden menace long slumbering prepares to burst forth in the midst of this rustic revel. Will your...

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A rollicking high seas adventure for 9th-level characters! ... All pirates acquire enemies at some point, and pirate PCs are no exception. Whether they've stolen a precious artifact or just because an old nemesis wants them dead, it makes little difference. When a rival pirate lord calls in a...

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The Serpent's Servants Awaken! ... The sinister serpent cult of Apep the Devourer has returned! Once hunted to near-extinction to quell their insatiable hunger for living sacrifices to their scaled god, a new power has arisen claiming to be an avatar of the dreaming serpent and has redoubled...

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Chapter 5: Mother of Flies ... by Greg A. Vaughan ... Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of...

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Chapter 4: Wake of the Watcher ... by Greg A. Vaughan ... No one goes to Illmarsh. An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances,...

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Chapter 4: Island of Empty Eyes ... by Neil Spicer ... Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in...

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Chapter 3: Demon's Heresy ... by Jim Groves ... The Wrath of the Righteous Adventure Path continues with “Demon's Heresy,” by Jim Groves. After reclaiming the city of Drezen and recovering the lost sacred banner known as the Sword of Valor, the heroes have established a significant foothold...

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An adventure for 9th-level characters ... Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection...

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Invaders from Space! ... When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past...

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A Pathfinder Roleplaying Game/3.5 Compatible Adventure for 4-6 PCs of levels 9-12 ... Adventureaweek.com PDFs are fully supported by Hero Lab files (included in download), minimum requirement: Pathfinder Roleplaying Game core system. ... The party have a straightforward charge; bring in a rogue...

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AaWBlog Presents: Mischievous Meadows takes four to five 9th-10th level PCs through beautiful vales in the wilderness, where in one startling night they are pilfered of their enchanted goods! Chasing after their equipment the party finds curious new creatures, a meddling mage, and ultimately, one...

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A witness to plague, fire, fallen ideals and betrayal for four to five 9th level player characters. ... The future course of halfling society rests in the hands of a small band of adventures blown on the winds like the leaf of a tree. ... The mission to restore the last of the great holy sites to...

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A Pathfinder Compatible Adventure for four 9th level PCs. ... It was supposed to be an easy job; find the knucklebone of fickle fortune, kill the thespian gangsters, get paid. Instead the fabric of reality has been torn a new one, and the agents of pure chaos are pouring into Arefast! A protean...

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FOR USE IN FANTASY GROUNDS VIRTUAL TABLETOP For 4 Characters of Level 9–11The party is sent to retrieve the soul of Prince Remlek, which has been located in a hidden underground complex, accessible from the sewers. A devourer holds the soul and while trying to come back to this plane to get...

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An Into the Wintery Gale Mini-Dungeon adventure for four to six PCs of levels 9-10. ... This mini-dungeon is intended for use with the Into the Wintery Gale: Wrath of the Jötunn adventure path, but may also be run as a standalone quest. ... Whilst traveling near the mountains and seeking...

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For 4 Characters of Level 9–11 ... The party is sent to retrieve the soul of Prince Remlek, which has been located in a hidden underground complex, accessible from the sewers. A devourer holds the soul and while trying to come back to this plane to get a more powerful soul, became trapped...

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A mini-dungeon adventure for four characters of level 9. ... In the far frozen lands of the north, word comes south via traders and messengers that a new threat has reared its terrifying head. Reports claim that a heavily built raider, skilled with a huge sword and a fearsome bow, has struck at...

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For 4-6 PCs of 9th-10th level. ... This adventure is geared towards a party that includes a divine character such as a priest or paladin of good alignment. The devotee's patron has summoned them, whether through visions or by missive from a high temple, to perform a holy geas—a distant...

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Side Quests are short side trek excursions for your PCs which can be played in a single sitting. There are four such adventures contained within this single volume, the first of many to come from AdventureAWeek.com / AAW Games! ... Contagion ... A Pathfinder Side Quest by Will Myers for four PCs...

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

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Created for fans by fans, this issue of the Wayfinder fanzine delves into the Lands of the Linnorm Kings and includes dozens of articles designed to expand the Pathfinder Roleplaying Game and the world of Golarion. Inside you will find original fiction, new monsters, board games, treasure,...

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Created for fans by fans, this issue of the Wayfinder fanzine puts on a tricorne hat and ventures into the wilds of Golarion's coastal seas! Weathered sea captains, fanged beasties, player options and more await for those daring to take part in the Skull & Shackles Adventure Path or any nautical...

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A Pathfinder Society Scenario designed for levels 5-9. ... Followers of the evil elemental lord of air Hshurha have learned of the Pathfinder Society's plans to break open the Untouchable Opal and release Hshurha's ancient rival. One of Hshurha's lieutenants is gathering forces to deal a decisive...

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4.20/5 (based on 5 ratings)

A Pathfinder Society Scenario designed for levels 5-9. ... Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township's baron has died, and the loyalists of several...

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4.50/5 (based on 11 ratings)

A Pathfinder Society Scenario designed for levels 5–9. ... The Lands of the Linnorm Kings derive its name from its leaders, each of who can rule after slaying one of the massive, draconic linnorms that inhabit the region. Centuries ago, when a warrior set out to slay a dragon of her own and...

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3.90/5 (based on 8 ratings)

A Pathfinder Society Scenario designed for levels 5–9. ... Deep beneath the Blakros Museum lies a copper gate that no key could open—at least, not from the outside. To the horror of museum curator Nigel Aldain, the gate has begun to writhe and buckle. Whatever lurks beyond it will not...

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A Pathfinder Society Scenario designed for levels 5–9. ... On a recent foray into Kwanlai, the Pathfinder Society learned that a conniving being from the Abyss has been targeting righteous communities on the border between the tengu nation and Tianjing to the south. In light of these...

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A Pathfinder Society Scenario designed for levels 5–9. ... Fishers have dredged up a strange, glowing artifact from the sea off the coast of Jalmeray, and the Pathfinder Society believes this is a key—likely to something hidden beneath the waves. With the key in hand, the PCs sail out...

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4.30/5 (based on 8 ratings)

A Pathfinder Society Scenario designed for levels 5-9. ... A message delivered by an unlikely courier sends the PCs to the Crown of the World. After making a dangerous trek across the icy passes and bays of Golarion's northernmost continent, the PCs must come to the aid of a Pathfinder Society...

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There's never enough adventures, right? ... Welcome to the second issue of Adventure Quarterly! Adventure Quarterly is dedicated to regularly bringing you fun adventures for your Pathfinder Roleplaying Game from new and established voices in the RPG industry. It is our hope that like us, you feel...

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The Adventure Quarterly Relaunch! Welcome to the latest issue of Adventure Quarterly, now with new hand drawn cartography by Tommi Salama and all original art to help create encounters and stories you want to be a part of. Where creative designers cut their teeth, or continue to sink...

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