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Cover of Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder
Level 1
91 pages
0

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?

Cover of 1 on 1 Adventures #8: Blood Brothers
1 on 1 Adventures #8: Blood Brothers
Pathfinder
Levels 7–9
21 pages
0

The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.

Cover of Academy of Secrets
Academy of Secrets
Pathfinder
Level 13
32 pages
0

Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions.

Cover of Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins
Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins
Pathfinder
Levels 1–3
557 pages
0

557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint, and the choking products of its industrial forges sweep from the majestic harbor to the fey rainforests that dot its knife-toothed mountains. The Unseen Court, the Great Hunt, and the many spirits of the land no longer receive tribute, but they cannot enter these new domains of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this bleak urban labyrinth. Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new era is nigh. But what they cannot foresee, hidden beyond the smog of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist. This tome contains Act One of ZEITGEIST: The Gears of Revolution, a cinematic adventure path designed for experienced Game Masters. These five 'steam and spell' adventures will take your party - members of the Royal Homeland Constabulary - from 1st to 8th level as they solve murders, engage in magical spycraft, and unearth villainous conspiracies. Take a step away from traditional fantasy, and play a part in shaping the coming age!

Cover of The Slumbering Tsar Saga
The Slumbering Tsar Saga
Pathfinder
Levels 7–20
951 pages
0

The Sleeper Awakes! At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™. Something Stirs in the City of Evil Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? The Black Gates Await Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

Cover of Pathfinder Adventure Path #29: Mother of Flies (Council of Thieves 5 of 6)
Pathfinder Adventure Path #29: Mother of Flies (Council of Thieves 5 of 6)
Pathfinder
Level 9
92 pages
0

Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin? This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes: ► “Mother of Flies,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan. ► A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds. ► An investigation of the methods and organization of thieves’ guilds, by Kevin Carter. ► Varian and Radovan uncover a diabolical plot in the Pathfinder’s Journal, by Dave Gross. ► Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider.

Cover of The Ruby Phoenix Tournament
The Ruby Phoenix Tournament
Pathfinder
Level 11
32 pages
0

Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!

Cover of Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder Society Scenario #6–02: The Silver Mount Collection
Pathfinder
Levels 3–7
22 pages
0

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.

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.

Cover of Pathfinder Adventure Path #28: The Infernal Syndrome (Council of Thieves 4 of 6)
Pathfinder Adventure Path #28: The Infernal Syndrome (Council of Thieves 4 of 6)
Pathfinder
Level 7
92 pages
0

In the bowels of one of Westcrown’s most esteemed halls of power lies an unfathomable evil, a terror beyond all reason and sanity, shackled and broken by the magic of a lost archmage. For years this menace has laid fuming, endlessly testing the bars of its prison, gathering its hatred and planning its revenge. Now the machinations of a deadly conspiracy have weakened the chains of this nightmare’s bonds, and in their growing cracks rise the flames of the damned and the promise of Westcrown consumed in hellfire. Can the PCs infiltrate the labyrinth of a madman to put an end to an evil beyond even the heroes of legend? And what foulness would seek to ruin all of Westcrown by gambling with its very soul? This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes: ► “The Infernal Syndrome,” a Pathfinder RPG adventure for 7th-level characters, by Clinton Boomer and James Jacobs. ► The citadels and secrets of the Hellknights, Cheliax’s iron-shod inquisitors, by F. Wesley Schneider. ► Insights into the soul-shaking world of fiendish possessions, by Adam Daigle. ► Murder and mystery for Pathfinder Varian Jeggare in the Pathfinder’s Journal, by Dave Gross. ► Five new monsters, by F. Wesley Schneider and Hank Woon.

Cover of Rappan Athuk - The Dungeon of Graves
Rappan Athuk - The Dungeon of Graves
Pathfinder
Levels 1–20
672 pages
1

The Granddaddy of All Dungeons Returns! Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters—many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed. Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!” Also available for S&W and broken into multiple adventures. Also see https://paizo.com/store/byCompany/f/frogGodGames/pathfinderRPG/rappanAthuk for expansions for this product.

Cover of Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats
Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats
Pathfinder
Levels 1–7
23 pages
0

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?

Cover of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

Cover of Pathfinder Adventure Path #31: Stolen Land (Kingmaker 1 of 6)
Pathfinder Adventure Path #31: Stolen Land (Kingmaker 1 of 6)
Pathfinder
Level 1
100 pages
0

A Pathfinder Roleplaying Game adventure for 1st-level characters, this volume of Pathfinder Adventure Path kicks off the highly anticipated Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 4th level by the end of this adventure. This volume also includes a gazetteer of Brevoy and extensive rules for exploring, taming, and holding wildlands in preparation for founding a new nation. The Pathfinder Bestiary section introduces five all-new monsters perfect for Kingmaker adventuring. James L. Sutter brings a lighter side to the Pathfinder Adventure Path with the first installment of a new fiction arc for the Pathfinder's Journal. The adventure begins with the PCs, each bearing a charter from the Lord Mayor of Restov granting license to explore and map the section of the Stolen Lands known as the Greenbelt, arriving at a small, remote trading post at the southern edge of rural Rostland. There, the PCs help defend the post from bandits before setting out to survey the wilderness.The rate at which the PCs explore the Greenbelt, and the paths they take, are up to them—many wonders and dangers await discovery, and as their explorations take them deeper into the Narlmarches and the Kamelands, the PCs begin to learn that the bandits in the region are far more organized than anyone thought—and find that they even have a leader, a mysterious figure called the “Stag Lord.” If allowed to continue building his army of bandits, the Stag Lord could well become a great danger to Rostland—that, and the reward on his head for his capture or death, should be all the new adventurers need to spur them onward.

Cover of TC1: Into the Haunted Forest
TC1: Into the Haunted Forest
Pathfinder
Level 1
20 pages
0

A barroom brawl at a country inn causes the destruction of a priceless relic and the heroes are responsible. Now they must chase down a host of ancient artifacts, lost in a haunted wood, to repay their debt. While the heroes search for the items to clear their name, another group of scoundrels plots their downfall from the depths of the mysterious forest. Only one group will emerge victorious. The Forest King is long dead and no one has seen his priceless regalia in many years, lost as it is to the depths of his haunted domain. Now the objects must be found if justice is to be served, but an eternal guardian stands watch, ready to deal with all intruders.

Cover of Extended ZEITGEIST Campaign Guide (Pathfinder)
Extended ZEITGEIST Campaign Guide (Pathfinder)
Pathfinder
60 pages
0

The all-new Player's Guide for ZEITGEIST: The Gears of Revolution! This Player's Guide is a whopping 60 pages of FREE material for players planning on delving into the ZEITGEIST adventure path for 5th Edition. The free Player’s Guide is designed for players of the ZEITGEIST adventure path, and contains background information and character options. This Player's Guide is divided into five separate sections for easy printing and disssemination at the gaming table. 1. Characters. Deva and Eladrin races; Docker, Eschatologist, Gunsmith, Martial Scientist, Skyseer, Spirit Medium, Technologist, Vekeshi Mystic, Yerasol Veteran character themes; salary and requisitions. 2. Equipment. Explosive alchemicals, firearms, ship of the RPHC, prestige rules, and stats for allied officers. 3. The City of Flint. City districts, the military, the Royal Homeland Constabulary. 4. Setting Overview. Languages and accents, details of the countries Risur, and Ber; fey and the mortal realms. 5. Setting Overview (contd). Details of the countries Crysillyir, Danor, Drakr, Elfaivar; plus the border states and Malice Lands, planets and planes, key religions. ZEITGEIST is a critically acclaimed adventure path from EN Publishing, brought to you by the same people who created the War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline. In the ZEITGEIST campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur's borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland's own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age. This FREE 60-page guide introduces players to the ZEITGEIST adventure path, with background information, character options, maps, and more. This Player's Guide is completely free. You are welcome to distribute it amongst your friends.

Cover of Tomb of the Iron Medusa
Tomb of the Iron Medusa
Pathfinder
Level 14
32 pages
0

Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.

Cover of The Demoncall Pit
The Demoncall Pit
Pathfinder
Level 7
34 pages
0

It’s finally happened! The Demoncall Ritual has begun, and creatures from the Abyss are streaming out through the Cellend family crypt. Heroes are needed, not only to slay the demons and stop the ritual, but to accept the risk of reversing the ritual to seal the Demoncall Pit forever.

Cover of The Moonscar
The Moonscar
Pathfinder
Level 16
32 pages
0

For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity.

Cover of 1 on 1 Adventures #6: The Shroud of Olindor
1 on 1 Adventures #6: The Shroud of Olindor
Pathfinder
Levels 7–9
24 pages
0

Lord Dragle was set to auction off his most recent discovery, the Shroud of Olindor. The elven relic was certain to make Dragle a wealthy man. Such a pity he had to die. But the plot surrounding Dragle’s death is far more layered than it appears. It is up to the player character to discover the hidden motives and ultimately recover the Shroud of Olindor. Part 2 of the Olindor Trilogy.