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Cover of Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder Adventure Path #107: Scourge of the Godclaw (Hell's Vengeance 5 of 6)
Pathfinder
Level 13
96 pages
0

Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.

Cover of Lords of Oblivion
Lords of Oblivion
3.5 Edition
Level 13
32 pages
0

The Shackled City Adventure Path enters the home stretch as the forces of evil take direct action against the heroes of the Cauldron. Dangerous secrets are revealed, important NPCs bit the dust, and your heroes will never know who to trust again! This adventure is seventh part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97). Pgs. 36-67

Cover of Racing the Snake
Racing the Snake
3.5 Edition
Level 6
25 pages
0

A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own.

Cover of Temple of the Scorpion God
Temple of the Scorpion God
3.5 Edition
Level 7
10 pages
0

An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen'drik. "Temple of the Scorpion God" is part two of the three-part Shards of Eberron Campaign Arc. Pgs. 66-75

Cover of Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder
Level 7
96 pages
0

Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie

Cover of The Aundairian Job
The Aundairian Job
3.5 Edition
Level 5
14 pages
0

A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? "You'd be mad to even try it. Assuming you could get inside the compound, somehow avoid the guards and traps, and open one of the best vaults in Khorvaire, you'd still need to get back out. And then, even if you succeeded, the dwarves would still hun you down!" Tergil, commissioned salesman of exotic pre-owned goods. Bank heist adventure with lots of guards. Pgs. 16-29

Cover of Pathfinder Society Scenario #20: King Xeros of Old Azlant
Pathfinder Society Scenario #20: King Xeros of Old Azlant
3.5 Edition
Levels 7–11
21 pages
0

Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent. Difficult and unforgiving scenario, typical of Greg A. Vaughan. Contains lots of monsters from the Ethereal Plane and a mysterious setting. If playing under Pathfinder Society rules, a six-player party is recommended, rather than the standard four for early PFS seasons. Using Pathfinder RPG versions of monsters reduces the lethality, as the constructs are no longer immune to critical hits and sneak attack damage, and the Xill no longer automatically bite for paralysis on a maintained grapple.

Cover of Pathfinder Society Scenario #19: Skeleton Moon
Pathfinder Society Scenario #19: Skeleton Moon
3.5 Edition
Levels 1–7
18 pages
0

When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?

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 Encounter at Blackwall Keep
Encounter at Blackwall Keep
3.5 Edition
Level 5
25 pages
0

The wizard Allustan requests the party's company on a trip to Blackwall Keep, a militia outpost on the border of a treacherous swamp. But what of the green worms and unkillable zombies plaguing the region, and what fell secret is locked in the keep's forlorn basement? "Encounter at Blackwall Keep" is the third installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #335 of Dragon for three sample cohorts that they might want to take on. Pgs. 16-40

Cover of Pit of the Fire Lord
Pit of the Fire Lord
3.5 Edition
Level 8
12 pages
0

A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59

Cover of The Fiddler's Lament
The Fiddler's Lament
Pathfinder
Levels 1–3
13 pages
0

Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.

Cover of The Stink
The Stink
3.5 Edition
Level 4
24 pages
0

Folks have been vanishing from the Stink, a disease-filled rubbish quarter of Sunhill. City officials recruit the heroes to investigate the disappearances, putting the PCs on the trail of fiendish Locathahs, followers of Incabulos, with ill plans for the surface world. Dungeon adventure in a sewer.

Cover of Pathfinder Society Scenario #1: Silent Tide
Pathfinder Society Scenario #1: Silent Tide
Pathfinder
Levels 1–5
16 pages
0

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.

Cover of Pathfinder Society Scenario #22: Fingerprints of the Fiend
Pathfinder Society Scenario #22: Fingerprints of the Fiend
3.5 Edition
Levels 7–11
21 pages
0

When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.

Cover of Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder
Levels 1–5
15 pages
0

After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

Cover of Pathfinder Adventure Path #108: Hell Comes to Westcrown (Hell's Vengeance 6 of 6)
Pathfinder Adventure Path #108: Hell Comes to Westcrown (Hell's Vengeance 6 of 6)
Pathfinder
Level 15
96 pages
0

Cheliax's largest city, Westcrown, has fallen to the Glorious Reclamation, and the evil adventurers are sent to reclaim the metropolis in the name of House Thrune. Armed with the legendary weapon they created from a gold dragon's head, the nefarious characters confront the Glorious Reclamation's forces and break its siege of a nearby Hellknight citadel. Once the army is defeated, the villains enter Westcrown, where they must undermine the chivalrous knights' rule of the city. Finally, they face the founder and Lord Marshal of the Glorious Reclamation to end the rebellion and restore the Thrice-Damned House of Thrune's rule over the empire of Cheliax.

Cover of Pathfinder Society Quest #4: Port Peril Pub Crawl
Pathfinder Society Quest #4: Port Peril Pub Crawl
Pathfinder 2e
Levels 1–4
23 pages
0

Venture-Captain Calisro Benarry has arranged for the PC's transport to the pirate haven of Port Peril to make contact with Free Captain Stella Fane and negotiate a contract with her, facilitating Society movements through the pirate blockades in the area. The job seems simple: track down the the pirate captain, secure the agreement, and then return to Absalom. But few things are simple when a den of villainous pirates is involved, and it's unlikely the PCs will be able to leave Port Peril without throwing a few punches in a proper pub brawl!

Cover of We Be Goblins Too!
We Be Goblins Too!
Pathfinder
Level 3
16 pages
0

The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.

Cover of Dread Pagoda of the Inscrutable Ones
Dread Pagoda of the Inscrutable Ones
3.5 Edition
Level 10
18 pages
0

Atop a distant mountain peak, a monstrous entity plots dark deeds. The final chapter of the Seeds of Sehan campaign arc. "To a mind that is still, the whole universe surrenders." Chuang-Tzu. Pgs. 30-47