A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.
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.
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?
In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?
More than a hundred years ago, Delbera Axebringer—a mighty warrior and dwarven leader—slew the necromancer Audalot Karexin, but spared his young apprentice Zohir. In the ensuing decades, the bitter survivor brooded and plotted her revenge. Now, descendants of the Axebringer clan are vanishing, dragged screaming into the darkness by the animated bodies of their fallen kin. The Axebringers and their hometown of Davarn need heroes to break this family curse. What mysteries lie sealed within Delbera Axebringer’s ancient abandoned fortress? And what challenges lurk along the Blighted Path winding through the Darklands beneath Golarion’s surface? Down the Blighted Path is a deluxe adventure for 5th-level characters, and includes 64 action-packed pages of exciting battles, supernatural mysteries, and monstrous foes, plus a gorgeous double-sided poster map featuring an overview of the dwarven trading post of Davarn and a miniatures-scale battlemap! The author of this adventure, Monica Marlowe, was the winner of the 2015 RPG Superstar contest, in which hundreds of unpublished authors competed or the chance to write a Pathfinder Module. In addition to her adventure, this book contains a host of new monsters and magic items designed by the contest’s runners-up. Players can expect to reach 7th level upon completion of this adventure—if they can survive its deadly haunts, Darklands horrors, and furious villains both living and undead!
The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!
The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries. Content in “The Silver Mount Collection” contains faction missions for the Dark Archive.
The adventurer awakens buried in a coffin only to be inadvertently rescued by a goblin grave-robber. With no recollection of how they came to be buried alive, the adventurer is thrust into an encounter with the goblin and his party who have stolen a precious heirloom off their unconscious body. Before starting this adventure the GM and player should discuss what heirloom item the adventurer possesses. Though having immense sentimental value, the heirloom shouldn’t be magical, and it should be of minor monetary value. It should be a worn item that can easily be removed such as a ring, bracer or necklace.
In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?
A desperate refugee emerges from the earth's depths in shadow-cloaked Nidal with an urgent pleas. A new faction in the subterranean dark folk city of Lyrudrada -- a wicked cult called the Reborn -- seeks a fabled artifact called the Cradle of Night. Vanished demigods of the Shadow Plane once used this artifact to craft the elusive caligni race, and the Reborn want to use it to shroud the world in darkness once more. Cursed with the stain of shadow, the heroes must battle their way through the tomb of an ancient horselord chieftain before descending to Lyrudrada. Plots and schemes run rampant in this city riven with political upheavals and back-alley bloodshed, and the heroes must collect allies and information to confront the Reborn in their fortified fane. With the mysterious masters of the caligni race arrayed against them, can the heroes hope to shed their shadowy curse and claim the Cradle of Night?
The Stolen Lands consume many wanderers—the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations-old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land?
Abridged description from DriveThruRPG.com: From award-winning RPG podcaster John Grana comes a new supplement for the Pathfinder RPG: a sprawling goblin warren and the tribe that inhabits it, fleshed out in full detail and turned into a campaign setting for goblin player characters. Within Bloodmoon Goblins is all the information a gamemaster needs to bring a goblin campaign, full of action and intrigue, to life.
Lurking in the watery depths of a fallen orc tribe's sacred burial cairn amid the bleached, broken bones of savage warriors, honored champions and mighty warlords the forest drakes Arduthal and Ingeirmaugh have made themselves a comfortable, safe home. Periodically emerging to ravage the surrounding countryside their depredations have reached such a level that Baron Liofa Othen begs the PC's to slay the foul beasts. The cairn's remote location, inundated, bone‐choked passageways and the vengeful, possessive ghost of the orc champion Gork Shattershield, not to mention the drakes' mistaken identity as green dragons, all stand in the way of the PCs' victory. A short Pathfinder Roleplaying Game adventure for four 5th‐level characters by Creighton Broadhurst.
The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their options—is closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hell—or might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?
This collection of eleven 1 on 1 Adventures is now available in 1 tome-now powered by Pathfinder Roleplaying Game! 1 on 1 Adventures #1: Gambler's Quest 1 on 1 Adventures #2: The Star of Olindor 1 on 1 Adventures #3: The Forbidden Hills 1 on 1 Adventures #4: The Sixth Cavalier 1 on 1 Adventures #5: Vale of the Sepulcher 1 on 1 Adventures #6: The Shroud of Olindor 1 on 1 Adventures #6.66: The Pleasure Prison of the B'thuvian Demon Whore 1 on 1 Adventures #7: Eyes of the Dragon 1 on 1 Adventures #8: Blood Brothers 1 on 1 Adventures #9: Legacy of Darkness 1 on 1 Adventures #10: Vengeance of Olindor
The Legend of the Black Monastery Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story-tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins. The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation. The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms. Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms. With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery. From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery. Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more… People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals…people without influential families…but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields. Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God. These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members. The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers. The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war. The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and magical energy. The Black Monastery was never actually taken. The king’s forces drove the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire. Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed. But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first. There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery.
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?
Part 1 of the "The Devil We Know" campaign arc. Shipyard Rats is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?