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Danger on display!

Whether your party is seeking out a sinister magical artifact or attempting to stop a dastardly jewel heist, no Game Master wants to spend time drawing every taxidermic beast and reconstructed sarcophagus. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have to! This line of gaming maps provides ready-to-use fantasy set pieces for the busy Game Master. Full of beautiful details ranging from a portrait gallery to a curator's workshop, this double-sided map makes the perfect setting for any foray into the dusty display cases and hallowed halls of history!

Don't waste your time sketching when you could be playing. With Pathfinder Flip-Mat: Museum, you'll be prepared next time your players are ready to tackle a museum's secrets!

ISBN-13: 978-1-60125-764-2

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Survive in sin city!

Whether your party's tracking a gang of notorious thieves or hiding out from the law themselves, no Game Master wants to spend time drawing every cluttered alley and squalid flophouse. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have to! This line of gaming maps provides ready-to-use fantasy set pieces for the busy Game Master. Full of beautiful details, including a battered gatehouse, dozens of hovels, and mazelike backstreets, this double-sided map makes the perfect setting for forays into any city's seamier side!

Don't waste your time sketching when you could be playing. With Pathfinder Flip-Mat: Slum Quarter, you'll be prepared next time your players head to the wrong side of town!

ISBN-13: 978-1-60125-786-4

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Winter wonderland!

Whether your party is on the run after escaping an icy prison or hunting mythical creatures that emerge only in winter, no Game Master wants to spend time drawing every snowbank and icicle-laden copse of pines. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have to! This line of gaming maps provides ready-to-use fantasy set pieces for the busy Game Master. Full of beautiful details, including a frozen lake and a snow-draped cave entrance, this double-sided map makes the perfect setting for forays into the bone-chilling cold!

Don't waste your time sketching when you could be playing. With Pathfinder Flip-Mat: Winter Forest, you'll be prepared next time your players head out into the winter woods!

ISBN: 978-1-60125-797-0

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Winter wonderland!

Whether your party is on the run after escaping an icy prison or hunting mythical creatures that emerge only in winter, no Game Master wants to spend time drawing every snowbank and icicle-laden copse of pines. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have to! This line of gaming maps provides ready-to-use fantasy set pieces for the busy Game Master. Full of beautiful details, including a frozen lake and a snow-draped cave entrance, this double-sided map makes the perfect setting for forays into the bone-chilling cold!

Don't waste your time sketching when you could be playing. With Pathfinder Flip-Mat: Winter Forest, you'll be prepared next time your players head out into the winter woods!

ISBN: 978-1-60125-797-0

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Give life to your NPCs with Reign of Winter Face Cards! More than 50 key characters fill this gorgeously illustrated deck designed for use with the Reign of Winter Adventure Path, but suitable for use in any fantasy roleplaying game! Each card includes the character’s name, his or her role in the Reign of Winter Adventure Path, space to record key details, and artwork by Paizo’s finest illustrators. These Face Cards bring the most prominent cast members of this frigid Adventure Path to your tabletop and let your players look into the faces of the enemy!

ISBN-13: 978-1-60125-580-8

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Get the most out of Pathfinder Module: Tears at Bitter Manor with this custom-made assortment of characters, treasures, and more! Item Cards help you track all the best equipment. Face Cards depict the most important NPCs and new monsters. Quest Cards summarize the key adventure goals to keep players on track. Designed specifically for use with Pathfinder Module: Tears at Bitter Manor, this beautifully illustrated 53-card deck shows players the many treasures and terrors in store for them!

ISBN-13: 978-1-60125-608-9

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More than snow and ice lie packed beneath glacial plains and frigid mountain summits. Step into the snowy domain of all manner of cold-hearted creatures with GameMastery Map Pack: Ice Cavern. No Game Master wants to spend time drawing every winding tunnel or razor-sharp icicle. Fortunately, with Paizo Publishing’s latest GameMastery Map Pack, you don’t have to! This line of gaming accessories provides simple and elegant tools for the busy Game Master. Inside, you’ll find 18 captivating 5" × 8" map tiles designed to help you create any frozen dungeon you can imagine, from rimy tundra thoroughfares to intricate ice labyrinths. Multiple packs link together seamlessly, allowing you to create even more elaborate and deadly dungeons.

Game Masters shouldn’t waste their time sketching maps every time their players dare to delve arctic extremes. With GameMastery Map Pack: Ice Cavern, you’ll be ready next time the adventure takes your heroes into the cold!

Wet, dry, and permanent markers erase from the tiles!

ISBN-13: 978-1-60125-489-4

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Even the hardiest adventurers need to sleep, snatching moments of rest in monster-filled woods or haunted ruins. Whether your heroes are grabbing some shut-eye in a trap-filled temple or huddled around a campfire under the stars, there's no need to sketch every dry cave and sheltering embankment. This Pathfinder Map Pack provides stunningly illustrated 5" × 8" map tiles that can be positioned to form a variety of modular, customizable campsites. Inside, you'll find 18 richly crafted map tiles, including:

  • Prairie Lean-Tos
  • Desert Bivouac
  • Ruined Temple Refuge
  • Stony Campsite
  • Cave Chamber
  • Forgotten Cabin
  • Dungeon Resting Place
  • Forest Clearing Camp
  • Back-Alley Retreat

Game Masters shouldn't waste their time drawing maps every time adventurers need to stop for the night. With Pathfinder Map Pack: Camps & Shelters, you'll always be ready to ambush them in their sleep.

Wet, dry, and permanent markers erase from the tiles! With revised packaging that includes a reusable box for easy storage, Map Packs have never been so useful!

ISBN-13: 978-1-60125-759-8

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Anything can hide among the trees and along the paths that wind through the woods, but who ever said every trail was safe? Whether the hapless travelers are merely passing through, tracking dangerous beasts, or seeking a lost ruin, the Game Master shouldn't have to sketch every feature. This Pathfinder Map Pack provides captivating 5" × 8" map tiles that can be combine with each other and Map Pack: Forest Trails to create a variety of perilous paths. Inside, you'll find 18 richly crafted map tiles, including:

  • Perilous Trails
  • River Crossing
  • Rock Slide
  • Spider Webs
  • Swamp Border
  • Wild Fires

Game Masters shouldn't waste their time sketching maps every time characters enter the woods. With Pathfinder Map Pack: Forest Dangers, you'll always have a threat ready when the adventurers brave the wilds!

ISBN-13: 978-1-60125-770-3

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Anything can hide among the trees and along the paths that wind through the woods, but who ever said every trail was safe? Whether the hapless travelers are merely passing through, tracking dangerous beasts, or seeking a lost ruin, the Game Master shouldn't have to sketch every feature. This Pathfinder Map Pack provides captivating 5" × 8" map tiles that can be combine with each other and Map Pack: Forest Trails to create a variety of perilous paths. Inside, you'll find 18 richly crafted map tiles, including:

  • Perilous Trails
  • River Crossing
  • Rock Slide
  • Spider Webs
  • Swamp Border
  • Wild Fires

Game Masters shouldn't waste their time sketching maps every time characters enter the woods. With Pathfinder Map Pack: Forest Dangers, you'll always have a threat ready when the adventurers brave the wilds!

ISBN-13: 978-1-60125-770-3

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Relics of War contains 110 all-new playing-card–sized cards featuring artifacts, weapons, armor, and items touched by the struggle of good against evil. Each card features a beautiful full-color illustration of an item on one side, with a text description and room for notes on the opposite side. A GM can hand these out when their PCs get treasure and watch as players learn to love managing their booty. A code on each card helps GMs track which card corresponds to which treasure.


    Each Relics of War pack contains:
  • 1 armor (cards 01–14)
  • 2 weapons (15–38)
  • 2 potions (39–56)
  • 1 scroll (62–71)
  • 1 wand (78–87)
  • 2 wondrous items (88–110)
  • 1 ring (57–61) or 1 rod or staff (72–77)
  • 1 foil card, which may be any card from the set.

Display boxes contain 12 booster packs.

Complete sets include a complete set of the foils along with a complete set of the non-foil cards. In addition, there are duplicates of some of the non-foil cards.

Useable by experienced GMs and novices alike, this product fits perfectly into any Game Master's arsenal.


Sample cards. Click to enlarge.

Card List for Relics of War:

01 Breastplate
02 Chain Shirt
03 Demonhide
04 Half-plate
05 Hide
06 Leather Suit
07 Padded Suit
08 Platemail
09 Scalemail
10 Studded Leather
11 Buckler
12 Steel Shield
13 Steel Shield
14 Wooden Shield
15 Arrow
16 Club
17 Crossbow
18 Dagger
19 Dagger
20 Flail
21 Greataxe
22 Greatsword
23 Longbow
24 Longsword
25 Longsword
26 Longsword
27 Mace
28 Nunchaku
29 Quarterstaff
30 Rapier
31 Scimitar
32 Scythe
33 Shortbow
34 Shortsword
35 Sickle
36 Spiked Gauntlet
37 Trident
38 Whip
39 Potion
40 Potion
41 Potion
42 Potion
43 Potion
44 Potion
45 Potion
46 Potion
47 Potion
48 Potion
49 Potion
50 Potion
51 Potion
52 Potion
53 Potion
54 Potion
55 Potion
56 Potion
57 Ring
58 Ring
59 Ring
60 Ring
61 Ring
62 Scroll
63 Scroll
64 Scroll
65 Scroll
66 Scroll
67 Scroll
68 Scroll
69 Scroll
70 Scroll
71 Scroll
72 Rod
73 Rod
74 Staff
75 Staff
76 Staff
77 Staff
78 Wand
79 Wand
80 Wand
81 Wand
82 Wand
83 Wand
84 Wand
85 Wand
86 Wand
87 Wand
88 Amulet
89 Bag
90 Belt
91 Book
92 Book
93 Boots
94 Bracers
95 Cloak
96 Cloak
97 Cube
98 Demon Fang
99 Feather
100 Helm
101 Mask
102 Pearl
103 Pearl
104 Powder
105 Prayer Beads
106 Quiver
107 Salve
108 Shrunken Head
109 Unicorn Horn
110 Withered Hand
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Chapter 2: "House of the Beast"
by Tim Hitchcock

For ages, the House of the Beast has loomed, black, ominous, and abandoned, a fortress of depravity raised by followers of the god of destruction. Now, a new evil has taken root within the dark citadel and the beastmen of the Carrion King threaten to cast the land into a new era of savagery. Only a strike against the murderous warlord himself can topple the ravenous gnoll war machine, but such a bold assault means a raid on the House of the Beast itself. Do the PCs dare enter the crumbling halls of this accursed fortress? And what treasures lie within the ruins’ depths that even the merciless Carrion King fears to claim?

    This volume of Pathfinder includes:
  • “House of the Beast,” an adventure for 5th-level characters, by Tim Hitchcock
  • A gazetteer of the Pale Mountain region, a savage land of unconquerable mountains, mythical beasts, and ageless treasures, by Steve Kenson
  • The word of Sarenrae, goddess of the sun, redemption, and healing, along with details on her beneficent followers, by Sean K Reynolds
  • Accused of murder, Channa Ti races to reveal a killer in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham
  • Five new monsters by Adam Daigle, Tim Hitchcock, Robert McCreary, and Sean K Reynolds

For characters of 5th to 7th level.

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. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.

ISBN–13: 978-1-60125-160-2

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Chapter 2: "The Sixfold Trial"
by Richard Pett

The Play's the Thing

To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last?

    This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
  • "The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett
  • The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue
  • An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds
  • Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross
  • Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider

A Pathfinder Roleplaying Game adventure for characters of 3rd to 5th 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: 978-1-60125-196-1

The Sixfold Trial 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.

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Chapter 3: "Broken Moon"
by Tim Hitchcock

Among the shadows of the infamous Shudderwood lurk deadly beasts, savage madmen, and monsters that blur the line between the two. Into this fearful wilderness the heroes follow the path of the Whispering Way's nefarious necromancers. But when the cultists’ passage throws the forest’s tenuous peace into chaos, the adventurers find the only island of safety amid the savage wilds transformed into the killing grounds of a shapeshifting monster. Can the PCs escape the terror-plagued wilderness and unveil the death cultists’ true plot at last? Or will the lycanthropic curse claim them as well?

    This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes:
  • “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock
  • The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle
  • Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan
  • Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider
  • Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie

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: 978-1-60125-310-1

Broken Moon 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).

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Chapter 5: "Tide of Honor"
by Tito Leati

The heroes arrive in Minkai only to discover an empire on its knees. The Jade Regent has twisted the ruling government to cater to his despotic whims, and throughout the realm the people suffer. Before the PCs can attempt to stand against the tyrant and liberate Minkai, they must first earn the trust of its people and recruit aid from across the beleaguered empire—all the while dodging murderous oni and deadly ninjas controlled by the Five Storms. Defeating bandits who ride forth from a hidden fortress, rescuing a famous geisha from a deadly island prison, and standing tall before a corrupt daimyo’s army of samurai are all in a day’s work for the hopeful liberators of the empire.

    This volume of Pathfinder Adventure Path includes:
  • “Tide of Honor,” a Pathfinder RPG adventure for 12th-level characters, by Tito Leati.
  • An overview of the mysterious nation of Minkai, a mystical jewel of the Dragon Empires, by Tito Leati.
  • Revelations on the ways of Irori, god of history, knowledge, and selfperfection, by Sean K Reynolds.
  • Revelations and severed limbs in the Pathfinder’s Journal, by Dave Gross.
  • Five new monsters by Tito Leati, Sean K Reynolds, and Mike Welham.

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: 978-1-60125-385-9

Tide of Honor is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (532 KB zip/PDF).

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Chapter 5: "Into the Nightmare Rift"
by Richard Pett

With five shards of the Shattered Star secure, visions point the PCs toward one of Varisia’s most remote corners as the site protecting the sixth fragment of the powerful artifact. Yet the heroes are not the first to search for this shard—upon arriving at the ancient ruin known as Guiltspur, they find a small army of giants excavating the site on the order of a blue dragon. Even this is not the entirety of the danger, however, for as the heroes soon learn, there are other forces searching for the final shards as well—some hailing from the Darklands below, and some from beyond reality in the nightmare realm of Leng!

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

  • "Into the Nightmare Rift," a Pathfinder RPG adventure for 13th-level characters, by Richard Pett.
  • Previously unknown secrets about H. P. Lovecraft’s famous Plateau of Leng in a special gazetteer of this strange realm of dreams and horrors, by Greg A. Vaughan.
  • The lost and ancient secrets behind the forgotten faith of Lissala, goddess of runes, fate, duty, and obedience, by Sean K Reynolds.
  • Alchemists and wererats in the Pathfinder’s Journal, by Bill Ward.
  • Four new monsters, including Lovecraftian horrors and Lissala’s herald, by James Jacobs and Sean K Reynolds.

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

ISBN–13: 978-1-60125-487-0

Into the Nightmare Rift is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (512 KB zip/PDF).

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

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Send... More... Adventurers!

After unearthing clues pointing them toward the legacy of a mysterious prophet, the heroes of Numeria must brave a remote canyon known as the Scar of the Spider, where they hope to uncover ancient knowledge to aid them in defeating the sinister Iron God of the Silver Mount. But the heroes aren't the first visitors to the distant valley—alien monstrosities from the darkest reaches of space have colonized the canyon, and hold their own horrific agendas. Can the heroes escape with their brains intact, or will they become the latest additions to a sinister, otherworldly collection?

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

  • "Valley of the Brain Collectors," a Pathfinder adventure for 10th-level characters, by Mike Shel.
  • A treatise on the galaxy-spanning horrors known as the Dominion of the Black, by Mike Shel.
  • A study of the technology used by four alien cultures, by David Schwartz.
  • A hero's solemn return home in the Pathfinder's Journal, by Amber E. Scott.
  • Four horrendous new monsters, by Mike Shel.

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

ISBN-13: 978-1-60125-704-8

"Valley of the Brain Collectors" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (874 KB zip/PDF).

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Here There Be Robots!

Numeria's capital city of Starfall sprawls in the shadow of the region's most infamous ruin, Silver Mount. Here, the sadistic Technic League and the Black Sovereign rule the land and control access to incredible and dangerous technological wonders, including the mysterious Silver Mount itself. Somewhere deep within that ruined starship, the greatest of the Iron Gods is rising to power. But before the heroes of Numeria can oppose it, they must contend with the Technic League and the Black Sovereign, for these oppressive rulers control access to the legendary site. Will the technological wonders gathered from across Numeria and the clues gleaned from an ancient android oracle be enough for the heroes to prevail, or will they be crushed under the Technic League's metal boot?

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

  • "Palace of Fallen Stars," a Pathfinder adventure for 13th-level characters, by Tim Hitchcock.
  • A look behind the walls of Starfall, Numeria's dangerous capital city, by Tim Hitchcock.
  • A study of the nihilistic faith of Zyphus, god of accidental death, by Sean K Reynolds.
  • Devotion and danger in the Pathfinder's Journal, by Amber E. Scott.
  • Four new monsters, by Benjamin Bruck, Tim Hitchcock, Sean K Reynolds, and Larry Wilhelm

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

ISBN-13: 978-1-60125-711-6

"Palace of Fallen Stars" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (874 KB zip/PDF).

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A World of Magic!

From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.

    Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find:
  • A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region
  • Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
  • Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
  • Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
  • More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
  • Two new prestige classes—the cyphermage and the divine scion
  • Dozens of new spells, from Aroden’s spellward to zone of foul flames!

Inner Sea Magic is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor

ISBN-13: 978-1-60125-360-6

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Forged by legends and bearing the might of immortal beings, artifacts possess world-shattering abilities far beyond the powers of even the most devastating mortal magic. But artifacts are born, not merely crafted. Behind every incredible artifact lies an equally remarkable tale, the sort of history that time and wonder transform into legend.

Incredible weapons like the Axe of the Dwarvish Lords and the Seven Swords of Sin grant wielders the tools to raise or devastate nations, magical wonders like the Codex of the Infinite Planes and the Book of the Damned unlock secrets no mortal was meant to control, and unbelievable treasures like the Orbs of Dragonkind and the time-shattering Staff of Ages grant bearers mastery over the laws of reality. Power to rival the gods and the truths behind the Pathfinder campaign setting’s deepest secrets lie within—but are only for the bold.

Artifacts and Legends reveals dozens of the Pathfinder campaign setting’s most infamous and remarkable magic treasures, weapons, armor, and devices.

    Inside this book you will find:
  • New, revised, and expanded rules for more than 60 major and minor artifacts, from the focuses of fan-favorite adventures and Adventure Paths to legends from the annals of roleplaying game history.
  • Ramifications of employing every major artifact, presenting in-game considerations, advice, and adventure hooks.
  • New options to help players research artifacts and unlock their secrets.
  • Metagame artifacts, giving GMs campaign-altering tools to tackle common game table concerns such as forgotten familiars and rebuilding characters.

Artifacts and Legends is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be used in any fantasy game setting.

By F. Wesley Schneider

ISBN-13: 978-1-60125-458-0

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Grim Fairy Tales

Explore the First World, the legendary realm of the fey, where reality reinvents itself and strange creatures peddle stranger wares to the unwary. Learn about the godlike Eldest who rule this plane, and how to navigate their fairy courts. Delve for legendary treasures in locations too weird for mortal lands, study the lost origin of gnomes, and bargain with ageless adversaries in a realm where death is seen as a game. Whatever you do, don't blink—because nothing in the First World stays the same for long.

Inside this book, you'll find:

  • Detailed information on all the Eldest, including overviews of their strongholds and magical boons for their worshipers.
  • Dozens of bizarre fey adventure locations, from the legendary Witchmarket to the Chittering Tabernacle, with secret histories, maps of prominent cities, and more.
  • The new feysworn prestige class, allowing you to harness the power of the fairy lords.
  • New spells and magic items to help you survive the First World, as well as rules for spellcasting in the fey realm and bending the landscape itself to your will.
  • Six new fey monsters, including the skull-headed escorite and the technology-trashing bulabar, plus a new First World template and suggestions to help you create unique fey foes on the fly.

Pathfinder Campaign Setting: The First World, Realm of the Fey is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy world.

ISBN-13: 978-1-60125-909-7

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Far beyond the reach of the soft southlander lords lie the frozen forests and icy tundra of the Inner Sea region’s northernmost nations. Here dragon-headed longships ply the arctic seas, nomadic tribes hunt and ride mighty mammoths, and the descendents of the Witch Queen Baba Yaga rule a nation where spring has been forgotten. Whether they’re hardened natives or arctic adventurers, everyone in the northern lands walks a fine line between finding wealth and glory and filling a shallow grave in the bloody snow.

People of the North presents a player-focused, in-depth discussion of the northern nations of the Inner Sea region. Each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. Inside this book, you’ll find:

  • Thorough explorations of the different races and cultures that call the frozen north home, from notorious Ulfen raiders to secretive Snowcaster elves to barbaric Kellids.
  • Overviews of the three major nations of the North—the viking Lands of the Linnorm Kings, the savage Realms of the Mammoth Lords, and the evil queenship of Irrisen.
  • New traits and roles to customize characters of every northern ethnicity and nationality.
  • New feats and archetypes for northern warriors, such as the viking and the witchbreaker, plus new icy spells and the winter oracle mystery.
  • Cold-weather adventuring gear and magic items, advice on northern fighting styles, campaign traits, cultural sayings, and much more!

By Matthew Goodall, Shaun Hocking, Rob McCreary, Philip Minchin, and William Thrasher

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-475-7

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It’s in the Cards!

Pierce the veil of mystery surrounding the occult symbolism of the harrow! Steeped in ancient tradition, harrow decks have been used for centuries to foretell the future, perform magical feats, send coded messages and warnings, and manipulate fate. Divine your fortune, learn games of skill and chance, summon allies, curse enemies, or even build a character based on harrow archetypes as you delve into the lore and secrets of the cards.

Pathfinder Player Companion: Harrow Handbook presents a player-focused overview of the history, fortune-telling practices, and non-divinatory uses of the harrow deck, including ways to incorporate harrowing into your character’s background and skills. Every Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. These are just a few of the features you’ll find inside this book:

  • New archetypes, building types, equipment, feats, spells, and traits to help you incorporate the mystic secrets of the harrow into your characters and campaigns.
  • A guide to the lost harrow cards that sometimes appear unexpectedly in harrow decks, or are discovered in ancient tombs and lost hoards.
  • A new system for generating character backgrounds and motivations using the harrow deck, with associated traits.
  • Instructions for performing a harrow reading, and information on alternate harrow spreads used in telling fortunes.
  • Rules for games that use the harrow cards and are played everywhere from upper-class card parlors in Cheliax to underground gambling dens in Absalom.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Written by Crystal Frasier, Will McCardell, and David Schwartz
Cover Art by Tyler Walpole

ISBN-13: 978-1-60125-650-8

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Reach for the Stars!

Travel to other planets and harness the powers of the stars with Pathfinder Player Companion: People of the Stars! Whether you want to play a Golarion native daring the depths of outer space or an alien being exploring your own mysterious homeworld, you can unlock the secrets of the stars with the new rules, advice, and fantastic setting details in this volume.

People of the Stars presents a player-focused discussion of the Pathfinder campaign setting’s solar system and the diverse creatures, dangers, and rewards just waiting to be discovered. Inside this book, you’ll find:

  • Rules for how to play four of the Pathfinder campaign setting’s most iconic alien races: nanite-infused androids, four-armed kasathas, telepathic lashunta, and seasonally morphic Triaxians—including complementary new archetypes and feats.
  • Details on each of the most important celestial bodies in the Pathfinder campaign setting, complete with tips and rules options for amateur and experienced star-travelers alike.
  • New magic items and adventuring equipment that make your journey across the void of space just as exciting as the destination.
  • New traits to help develop backgrounds for characters of all races who hail from or are touched by the planets and stars beyond Golarion.
  • New astronomical feats, space-inspired spells, suggestions for playing adherents of the Dark Tapestry, and much, much more to turn your space-faring adventurer into an interstellar star.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy setting.

Written by Andrew Romine, David N. Ross, Ethan Day-Jones, James L. Sutter, Jim Groves, Jonathan Keith.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-674-4

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Prepare for your adventures to get twice as exciting with Pathfinder Player Companion: Cohorts and Companions! Double the daring and fun with all-new rules for turning your adventurer into part of a dynamic duo. Whether you’re growing a towering treant to serve as your monstrous cohort or organizing a grand heist with your fellow thieves, Cohorts and Companions gives you the rules you need! New options allow you to make the most of your allies, or even make your allies from scratch! From binding outsiders to winning over artist patrons, this volume has cohorts ideal for any character concept.

Inside this book, you’ll find:

  • Character options to help class abilities benefit from a cohort’s assistance, from bardic harmonies to ally-oriented rogue talents.
  • Multiple new ways to gain and use cohorts, including using magical beasts to serve as animal companions, conscripting teams of low-level recruits, and using magic items as cohorts.
  • New archetypes that allow characters to focus on their cohorts, such as the esquire for cavaliers, construct rider for alchemists, and instructor for wizards.
  • Tables arranged by theme listing dozens of new monster cohorts of many different creature types, along with their effective cohort levels.
  • New campaign-focused rules allowing you to secretly recruit teams of criminals during downtime, win the love of enthusiasts of the arts, and arrange for contingency services!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-734-5

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A journey adventure for 11th-level characters.

Auranorex, the greatest gold dragon in the world, is dead and his kin are looking for answers. To uncover the mystery of his demise, the heroes must travel to the one place forbidden to all mortals: the dragon graveyard.

Guardians of Dragonfall is a mid-level adventure written by Anson Caralya that has the players investigating the untimely death of a dragon. Violating the dragon graveyard is a death sentence and the heroes must risk their very life if they are to uncover the secret behind Auranorex’s fate.

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

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An urban mystery adventure for 1st-level characters.

Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?

Unfortunately for both the town and the circus, however, entertainment isn’t the only opportunity the carnival presents. Hidden within Ilsurian, a guild of thieves and scoundrels has been waiting for just such an occasion to launch a campaign of theft and murder—leaving the strangers from the circus to take the blame. With tensions mounting between locals and performers, and the body count rising on both sides, it’s up to the PCs to uncover what’s really going on and clear the circus’s name before the entire town erupts in a firestorm of ethnic violence.

Murder’s Mark is an adventure of mystery, illusion, and mob justice for 1st-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 traveling Umbra Carnival and a brand-new monster pulled from history and mythology, all of which can easily be adapted for use in any campaign setting.

Written by Jim Groves

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!

Murder's Mark is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (94 KB zip/PDF).

ISBN-13: 978-1-60125-447-4

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Key monsters and NPCs from the Strange Aeons Adventure Path come alive on your tabletop with the Strange Aeons Pawn Collection, featuring more than 100 creature pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock, each pawn presents a...

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Den of Thieves! ... Whether your players are plumbing the depths of a treasure vault or escaping through a sewer, no Game Master wants to spend time drawing sites for the complex maze of a thieves’ guild. Fortunately, with Paizo Publishing’s latest Pathfinder Flip-Mat, you don’t have to! This...

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Scorched Earth! ... Whether your party is headed up the side of the forbidden volcano or down into Hell itself, no Game Master wants to slow the action down by drawing every lava flow and shattered boulder. Fortunately, with Paizo Publishing’s latest Pathfinder Flip-Mat, you don’t have to! This...

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White-Water Wilds! ... Whether your party is at the mercy of deadly rapids or is headed toward a plummet over a crushing waterfall, no Game Master wants to slow the action down by drawing every river bend and jagged rock. Fortunately, with Paizo Publishing’s latest Pathfinder Flip-Mat, you don’t...

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Danger on display! ... Whether your party is seeking out a sinister magical artifact or attempting to stop a dastardly jewel heist, no Game Master wants to spend time drawing every taxidermic beast and reconstructed sarcophagus. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have...

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Survive in sin city! ... Whether your party's tracking a gang of notorious thieves or hiding out from the law themselves, no Game Master wants to spend time drawing every cluttered alley and squalid flophouse. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't have to! This line of...

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Winter wonderland! ... Whether your party is on the run after escaping an icy prison or hunting mythical creatures that emerge only in winter, no Game Master wants to spend time drawing every snowbank and icicle-laden copse of pines. Fortunately, with Paizo's latest Pathfinder Flip-Mat, you don't...

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4.30/5 (based on 4 ratings)

NOTE!!! This product is not in mint condition. Non-mint products have typically been dinged or bent or picked up some other form of imperfection during the course of shipment, so we're making them available at a discounted price. While they have some cosmetic damage, they should still be in...

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Give life to your NPCs with Reign of Winter Face Cards! More than 50 key characters fill this gorgeously illustrated deck designed for use with the Reign of Winter Adventure Path, but suitable for use in any fantasy roleplaying game! Each card includes the character’s name, his or her role in the...

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Get the most out of Pathfinder Module: Tears at Bitter Manor with this custom-made assortment of characters, treasures, and more! Item Cards help you track all the best equipment. Face Cards depict the most important NPCs and new monsters. Quest Cards summarize the key adventure goals to keep...

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More than snow and ice lie packed beneath glacial plains and frigid mountain summits. Step into the snowy domain of all manner of cold-hearted creatures with GameMastery Map Pack: Ice Cavern. No Game Master wants to spend time drawing every winding tunnel or razor-sharp icicle. Fortunately, with...

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Even the hardiest adventurers need to sleep, snatching moments of rest in monster-filled woods or haunted ruins. Whether your heroes are grabbing some shut-eye in a trap-filled temple or huddled around a campfire under the stars, there's no need to sketch every dry cave and sheltering embankment....

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Anything can hide among the trees and along the paths that wind through the woods, but who ever said every trail was safe? Whether the hapless travelers are merely passing through, tracking dangerous beasts, or seeking a lost ruin, the Game Master shouldn't have to sketch every feature. This...

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Relics of War contains 110 all-new playing-card–sized cards featuring artifacts, weapons, armor, and items touched by the struggle of good against evil. Each card features a beautiful full-color illustration of an item on one side, with a text description and room for notes on the opposite side....

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Chapter 2: House of the Beast ... by Tim Hitchcock ... For ages, the House of the Beast has loomed, black, ominous, and abandoned, a fortress of depravity raised by followers of the god of destruction. Now, a new evil has taken root within the dark citadel and the beastmen of the Carrion King...

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Chapter 2: The Sixfold Trial ... by Richard Pett ... The Play's the Thing ... To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater...

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Chapter 3: Broken Moon ... by Tim Hitchcock ... Among the shadows of the infamous Shudderwood lurk deadly beasts, savage madmen, and monsters that blur the line between the two. Into this fearful wilderness the heroes follow the path of the Whispering Way's nefarious necromancers. But when the...

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

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Chapter 5: Into the Nightmare Rift ... by Richard Pett ... With five shards of the Shattered Star secure, visions point the PCs toward one of Varisia’s most remote corners as the site protecting the sixth fragment of the powerful artifact. Yet the heroes are not the first to search for this...

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Send... More... Adventurers! ... After unearthing clues pointing them toward the legacy of a mysterious prophet, the heroes of Numeria must brave a remote canyon known as the Scar of the Spider, where they hope to uncover ancient knowledge to aid them in defeating the sinister Iron God of the...

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Here There Be Robots! ... Numeria's capital city of Starfall sprawls in the shadow of the region's most infamous ruin, Silver Mount. Here, the sadistic Technic League and the Black Sovereign rule the land and control access to incredible and dangerous technological wonders, including the...

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A World of Magic! ... From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by...

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Forged by legends and bearing the might of immortal beings, artifacts possess world-shattering abilities far beyond the powers of even the most devastating mortal magic. But artifacts are born, not merely crafted. Behind every incredible artifact lies an equally remarkable tale, the sort of...

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Grim Fairy Tales ... Explore the First World, the legendary realm of the fey, where reality reinvents itself and strange creatures peddle stranger wares to the unwary. Learn about the godlike Eldest who rule this plane, and how to navigate their fairy courts. Delve for legendary treasures in...

Print Edition Unavailable

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4.10/5 (based on 9 ratings)

Far beyond the reach of the soft southlander lords lie the frozen forests and icy tundra of the Inner Sea region’s northernmost nations. Here dragon-headed longships ply the arctic seas, nomadic tribes hunt and ride mighty mammoths, and the descendents of the Witch Queen Baba Yaga rule a nation...

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5.00/5 (based on 5 ratings)

It’s in the Cards! ... Pierce the veil of mystery surrounding the occult symbolism of the harrow! Steeped in ancient tradition, harrow decks have been used for centuries to foretell the future, perform magical feats, send coded messages and warnings, and manipulate fate. Divine your fortune,...

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4.30/5 (based on 4 ratings)

Reach for the Stars! ... Travel to other planets and harness the powers of the stars with Pathfinder Player Companion: People of the Stars! Whether you want to play a Golarion native daring the depths of outer space or an alien being exploring your own mysterious homeworld, you can unlock the...

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3.80/5 (based on 4 ratings)

Prepare for your adventures to get twice as exciting with Pathfinder Player Companion: Cohorts and Companions! Double the daring and fun with all-new rules for turning your adventurer into part of a dynamic duo. Whether you’re growing a towering treant to serve as your monstrous cohort or...

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3.50/5 (based on 6 ratings)

A journey adventure for 11th-level characters. ... Auranorex, the greatest gold dragon in the world, is dead and his kin are looking for answers. To uncover the mystery of his demise, the heroes must travel to the one place forbidden to all mortals: the dragon graveyard. ... Guardians of...

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4.30/5 (based on 7 ratings)

An urban mystery adventure for 1st-level characters. ... Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances,...