We're No Heroes
(1 of 6)

It's just another day punching the clock when the player characters, a blue-collar transport crew, are blamed for a bad cargo and stiffed of their bonuses. They take a dangerous job smuggling weapons to a world conquered by militant hobgoblins, but one fiasco later, they're in debt to a crime boss and about to be fired. Their only chance is to steal the Oliphaunt, an experimental cargo hauler with a magical secret, and then survive long enough to collect the payoff!

Merchants of the Void
(2 of 6)

The crew of the Oliphaunt have earned the freedom to go where they please, but they've still got bills to pay and old enemies hot on their tail! The Fly Free or Die Adventure Path continues, as the player characters travel to the Veskarium, an interplanetary empire ruled by the militant and lizard-like Vesk, where the crew must become smugglers and bounty hunters, capturing illegal resources in the turbulent storms of a gas giant! But along the way, they're forced to make some tough decisions that will come back to haunt them later, attracting the anger of the Vesk military itself. Can the player characters keep running forever, or will they eventually turn, stand, and fight for their lives?

Professional Courtesy
(3 of 6)

A favor for their best friend and ally brings the player characters to the ocean planet of Entha, which the Company is terraforming into a paradise for rich dilettantes. The churning water world is home to many mysteries, including a fantastic underwater realm of powerful magic. Now the crew must save an underwater rig from destruction, rescue the workers there, and somehow win the friendship of a strange alien species. But the Company manager on Entha is a dragon, she's got a team of aquatic alien troubleshooters, and the PCs are the trouble that needs to be shot.

The White Glove Affair
(4 of 6)

The crew of the Oliphaunt have been living paycheck to paycheck for too long; now they've got a chance to become richer than they've ever imagined... by stealing one of the Kalistocracy's legendary treasure barges! But this heist turns out to be more than anyone bargained for when the crew ends up stranded on a hidden resort in the Drift where Kalistocrats outbid each other for the plundered wealth of the galaxy. The only way off this rock is to win the auction, steal the keys to the commerce barge, and outrun both the competition and the law!

Crash & Burn
(5 of 6)

The crew of the Oliphaunt have been living the good life, riding high after robbing a Kalistocracy commerce barge. But when old enemies join forces, the crew loses it all—their fortune, their reputations, and even the Oliphaunt itself! Now they're trapped on Absalom Station with nothing but the clothes on their backs. They'll have to cash in every favor, rely on every friend they've ever made, dodge bounty hunters and assassins, and rebuild a junk starship that barely flies if they hope to catch their enemies and reclaim what's theirs!

The Gilded Cage
(6 of 6)

The crew of the Oliphaunt have gone from rags to riches... and then lost everything to their rivals. Now, at last, it's time for payback! Their longtime enemy, Lord Sinjin, drow master of an interplanetary crime family, dwells in a secure fortress surrounded by an army of henchmen. Getting in is impossible. Instead, the crew must lure him out with bait he can't refuse, bringing him to a remote space station and a deadly ambush. But Sinjin didn't survive this long by being easy to fool... what happens when the hunted becomes the hunter?

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