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Cover of The Goblins of Kaelnor Forest
The Goblins of Kaelnor Forest
Pathfinder
Levels 1–3
20 pages
0

The Goblins of Kaelnor Forest – Adventure This first level adventure takes the adventurers into the Kaelnor Forest. While the eastern side of the forest has long been the home of the forest elves, the western side is infested with goblins, boggarts, spiders, and more. The adventure takes players through the forest, investigating a rumor of raiding creatures. They begin in South Hollow, a farming community south of Ferryport proper, and will travel deep within the dark, enchanted woods. Are there supernatural creatures in the woods taking the farmers’ stores? Will they survive the strange fey forest? The adventure comes with 5 pre-made Uteria player characters, so players can jump right into the adventure.

Cover of Carrion Hill
Carrion Hill
Pathfinder
Level 5
32 pages
0

The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.

One on One #002: The Rats of Verdant Reach
Pathfinder
Levels 1–2
2 pages
0

The adventurer is hired by Dawson Beam, the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the “Rats of the Reach”. This is the second adventure in the 1-on-1 Mini-Dungeon series, but can also be utilized as a standalone adventure. Published by AAW Games.

Cover of Wardens of the Reborn Forge
Wardens of the Reborn Forge
Pathfinder
Level 12
64 pages
0

Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of Master of the Fallen Fortress
Master of the Fallen Fortress
Pathfinder
Level 1
16 pages
1

The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own.

Cover of Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder
Level 15
68 pages
0

A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?

Cover of Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder
Levels 4–5
96 pages
0

The winter portal has closed, but the heroes now find themselves trapped in the frozen land of lrrisen with an urgent quest-to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city ofWhitethrone, where Baba Yaga's Dancin9 Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of lrrisen's White Witches ?

Cover of City of Golden Death
City of Golden Death
Pathfinder
Level 5
32 pages
0

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world? Part 3 of the Price of Immortality trilogy.

Cover of 1 on 1 Adventures #11: Unbound Adventures
1 on 1 Adventures #11: Unbound Adventures
Pathfinder
Any Level
21 pages
0

Rules for playing any level with any number of players without a GM! Have you and your friends ever sat around the gaming table wanting an exciting, perilous dungeon adventure but no one wanted to be the Gamemaster? Do you find yourself with little time to read through lengthy adventure modules and memorize them? Do you want to get down into the dungeon as quickly as possible and start killing monsters and finding treasure? Then look no farther than “Unbound Adventures”! In this rules supplement, players will find the information necessary for using the 3.5 d20 core rules without a Gamemaster. Players will form a party, find an adventure, travel to the dungeon (which will be generated for them as they explore) and fight the monsters they find there.

Cover of Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder
Level 1
91 pages
0

The Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

Cover of From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path (Pathfinder)
From the Ashes - Adventure 3: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 5–6
69 pages
0

What makes Heroes into Villains? Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria? Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home. Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day

Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of Realm of the Fellnight Queen
Realm of the Fellnight Queen
Pathfinder
Level 7
32 pages
0

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Cover of Feast of Ravenmoor
Feast of Ravenmoor
Pathfinder
Level 3
32 pages
0

For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn’t paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders’ Feast celebration to investigate his disappearance.

Cover of Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder
Level 4
92 pages
0

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

Cover of Wrath of the Orc God
Wrath of the Orc God
Pathfinder
Levels 3–4
53 pages
0

In the town of Gafolweed, the market is in disarray: toppled barrows and collapsed tents spill their contents onto the muddy ground. Merchants and locals flee the scene as you arrive. In the midst of the destruction stands a muscular, green-skinned humanoid—an orc! Three bodies lie near his feet, the victims of his bloody axe. He turns to you, a vivid red tattoo of a bleeding eye prominent on his brow. The orcs are gathering in numbers unseen in many generations and make war upon the people of the Borderlands. The cause of this deadly conflict is entwined with the history of the unholy mark that all the orcs now bear. Will your fellowship of budding heroes be able to quell the Wrath of the Orc God?

Cover of The Dragon's Demand
The Dragon's Demand
Pathfinder
Level 1
64 pages
0

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Cover of The Abyssinial Chain
The Abyssinial Chain
Pathfinder
Levels 3–5
31 pages
0

A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.