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.
A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.
Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?
Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.
Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric whose weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.
After being singled out by a mad prophet as the ones who must defeat the Brine Witch, the PCs are hired to uncover the secret of the plague of curses. This is the first of a series of connected adventures contained within Return to Freeport. All six adventures together should take characters from 1st to 12th level. Adds a new creature template: Sand-blighted
On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of lobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga's secrets for themselves.
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?
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?
The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
The Pathfinders descend deeper into the ruins of Bonekeep, a centuries-old siege fortress. The deeper dungeons hold even deadlier threats, yet even they cannot compare to the terrible revelations of the tower's true purpose.
Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!
Up here in the mountains, the sun sets fast. The path has narrowed yet again as it diverts into this small slot valley. A gentle stream parallels the path; it’s pretty, but the smell of rotting vegetation dissuades from lingering long. In the lengthening shadows, birdsong seems oddly muted. As the forest clears a bit up ahead, a small manor upon a little pond comes into view. The birds have gone completely still. K1: Night at Fausen’s Manor is an investigative adventure designed for player characters around 3rd level. The players have been invited by the reclusive Lord Fausen to dine with him and discuss a job; Fausen is troubled by odd bumps and sounds in the night, something has been interfering with his mail, and recently his butler, Grimly, has disappeared. The players investigate during a night at the manor, where dark secrets lurk around every corner. Published by Coldlight Press
A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation.
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
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?
From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings. When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected.