Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. The core of the adventure is a short thirteen room lair with grimlock guards, a basilisk pet and Malifustal the Night Hag, who guards a portal to Hades. Pgs. 12-33
The hidden masters of the Ebon Triad have something special planned for the culmination of the Champion’s Games: a foul ritual designed to transform the arena into a stage of enormous carnage to honor their dark overgod. To stop them, the PCs must explore the dark complex of the arena’s master, and destroy his pet monster before it’s too late. An Age of Worms Adventure Path Adventure for 9th level characters. "The Champion's Belt" is the fifth 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 #337 of Dragon for guidelines on what they can purchase in the Free City. Pgs. 30-62
The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?
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 ?
When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?
Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh 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. Issue #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89
When the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact?
The vile city of Scuttlecove is the home of murderers, thieves, demon whorshipers, peddlers of vice, and monsters. Here, anyone can find a place to hide, provided they can survive the terrors and dangers that infest the city streets. Scuttlecove is also the home of the Crimson Fleet, a notorious band of pirates who have long held the Vohoun Ocean as their private looting grounds. The time has come to take the fight to these legendary pirates, to confront them in their own depraved lair. "Serpents of Scuttlecove" is the eighth chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon Magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #344 of Dragon magazine features several additional locations the PCs might wish to visit during their stay in the city of Scuttlecove. The characters once again board the Sea Wyvern, this time to sail for Scuttlecove – a hideous city of pirates, slavers, cannibals, and worse – in search of clues to the final Savage Tide and the rescue of their patron. Pgs. 42-75 Also see Pgs. 76-85 for Backdrop: Scuttlecove City of Chaos.
Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?
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.
The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?
When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
The sleepy forest town of Aulbesmil has seen better days. Orcs and monsters lurk in the woods now, but the real menace hides in the town itself. The PCs arrive in town to investigate a mysterious tragedy that has befallen the townsfolk. As they explore the town, they learn of other strange happenings and must assemble the puzzle to figure out who is responsible for the thefts and disappearances. Eventually, they track down the baron's culprit and bring him to justice, as well as liberate the captive nephew of the Baron. Pgs. 16-28
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
Seven Deadly Dungeons! The Rise of the Runelords Adventure Path continues! The evil beneath the town of Sandpoint refuses to sleep quietly, and a killer from the ancient past awakes. Clues found in his lair lead to the den of a legendary dragon and into a vast arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme. Can the PCs hone the sins within themselves into weapons against their true foe, Karzoug, the resurrected Runelord of Greed?
Something's not right in the hamlet of Verdinica. Why do the locals wear such thick clothing, even in the midst of a heart and muggy summer? And what sort of "prisoners" could make the strange, sloshing noises that are heard some nights coming from the gaol? Pgs. 38-57
Within an ancient necropolis a pool of alien slime grasps the minds and bodies of the people of Exag with wispy tendrils of madness. Those transformed by its power invariably seek the crypt, but what fell power draws them there? Part two of the Seeds of Sehan campaign arc.
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?
Decades ago, witnesses reported a fearsome cryptid outside of the quiet River Kingdoms town of Shimmerford. Dubbed the Mosquito Witch, it was rarely seen since and quickly became a beloved local legend that the town celebrates and promotes to attract visitors. But when recent attacks began savaging livestock and townsfolk alike, many have started believing the Mosquito Witch was real all along. The PCs travel to Shimmerford to unravel the cryptid mystery, but might they just become the witch's next victim?