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Cover of The Witchwar Legacy
The Witchwar Legacy
Pathfinder
Level 17
32 pages
0

The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes. Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures.

Cover of Strike on the Rabid Dawn
Strike on the Rabid Dawn
3.5 Edition
Level 15
21 pages
0

A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. Casters with access to control water, control weather, or control winds will prove especially valuable, as will characters with strong Swim skills. The adventure is best suited to a predominantly good or neutral aligned party of PC's. Strike on the Rabid Dawn takes place in the port city of Hardby (Dungeon #109). As most of the action takes place within a lighthouse and on a ship at sea, however, any suitable port from your campaign makes an appropriate substitution for Hardby. Pgs. 12-32

Cover of The Lightless Depths
The Lightless Depths
3.5 Edition
Levels 11–13
39 pages
0

Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth chapter of the Savage Tides 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 #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66

Cover of Dawn of the Scarlet Sun
Dawn of the Scarlet Sun
Pathfinder
Level 5
16 pages
0

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?

Cover of Pathfinder Society Scenario #7: Among the Living
Pathfinder Society Scenario #7: Among the Living
3.5 Edition
Levels 1–7
20 pages
0

Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.

Cover of Crypt of the Everflame
Crypt of the Everflame
Pathfinder
Level 1
32 pages
0

The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.

Cover of Pathfinder Society Scenario #13: The Prince of Augustana
Pathfinder Society Scenario #13: The Prince of Augustana
3.5 Edition
Levels 1–5
17 pages
0

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?

Cover of The Whispering Cairn
The Whispering Cairn
3.5 Edition
Level 1
34 pages
0

A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first 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. Pgs. 14-47

Cover of Gallows of Madness
Gallows of Madness
Pathfinder
Levels 1–2
64 pages
0

The Abyss Approaches! Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations! Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap!

Cover of Home Under The Range
Home Under The Range
3.5 Edition
Levels 1–5
16 pages
0

Tieflings are raiding a dwarven expedition under a shield of magical darkness, but if the PCs can supply the dwarves with giant scarab beetles capable of generating potent bursts of magical light, they might just survive. Unfortunately, they'll need to escort the herd of giant beetles through the Underdark first. A D&D adventure for 3rd-level characters.

Cover of Beyond the Vault of Souls
Beyond the Vault of Souls
3.5 Edition
Level 9
36 pages
0

Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.

Cover of Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder
Levels 1–5
16 pages
0

Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.

Cover of The Twisted Run
The Twisted Run
3.5 Edition
Level 17
19 pages
0

The Beastlord Malar has had enough of the people of the Silver Marches trying to "civilize" the Northlands. Now, with the help of a powerful new weapon, his followers are set to cleanse the stain of Silverymoon from the land. Faerun’s Northlands have always been a dangerous frontier. The frozen woods and treacherous mountains are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, suffused him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. This adventure is a sequel to "Forest of Blood" which originally appeared in Dungeon #103. Pgs. 70-88

Cover of The Three Faces of Evil
The Three Faces of Evil
3.5 Edition
Level 3
32 pages
0

Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hidden below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to the three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? "The Three Faces of Evil" is the second 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 #334 of Dragon provides comprehensive lists of all the things you can find for sale in Diamond Lake's (often) dubious shops. Pgs. 16-47

Cover of Caverns of the Ooze Lord
Caverns of the Ooze Lord
3.5 Edition
Level 8
20 pages
0

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

Cover of Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder
Levels 10–13
96 pages
0

Book 4 in the Iron Gods campaign: A great threat is rising in Silver Mount, but a precious item belonging to a mysterious entity called Casandalee has yet to be found. With the Dominion of the Black still an ever-present danger, players must navigate a dangerous canyon, the Scar of the Spider, in hopes of learning more about their enemies, and to accomplish their mission.

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 Pathfinder Adventure Path #90: The Divinity Drive (Iron Gods 6 of 6)
Pathfinder Adventure Path #90: The Divinity Drive (Iron Gods 6 of 6)
Pathfinder
Levels 15–17
96 pages
0

Book 6, and the conclusion, of the Iron Gods campaign: More than treasure waits within the alien chambers of Silver Mount - here, the greatest of the Iron Gods dwells, preparing for its triumphant emergence after eons of preparation. Having recruited allies from across the land and cowed the brutal rulership of Numeria’s capital city for the time being, the heroes are ready for an expedition into Silver Mount’s mysterious interior. What strange perils from beyond the stars await the PCs within the metal walls of one of Golarion’s most legendary dungeons? In trying to save Numeria, could the heroes be walking right into a trap?

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 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.