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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 The Devil Box
The Devil Box
3.5 Edition
Level 2
19 pages
0

"The Devil Box" is a D&D adventure suitable for four 2nd-level PCs, although it can be modified for parties of 1st or 4th-5th levels as noted int the "Scaling the Adventure" sidebar. Characters completing the adventure are likely to advance to 3rd level. Much of the action takes place in a small town during a festival; this town can easily be dropped into an existing campaign. Since "The Devil Box" expects the PCs to deal with kobolds as temporary allies, it throws in some ethical dilemmas for good-aligned characters. Paladins and good-aligned clerics my have difficulties with such an alliance, but kobolds are definitely the lesser of the two evils involved in this adventure. If the party spurns the assistance of potential kobold allies, you may wish to modify the adventure to make it a bit easier on the player characters, as encounters have been written with the assumption that the heroes have a little help. Uploader's note: A hilariously creepy adventure involving a circus (freakshow), with in style illustrations! (Grid maps included, but not separate maps.)

Cover of Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder Adventure Path #4: Fortress of the Stone Giants (Rise of the Runelords 4 of 6)
Pathfinder
Level 11
52 pages
0

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?

Cover of Ruins of Bonekeep - Level 3: The Wakening Tomb
Ruins of Bonekeep - Level 3: The Wakening Tomb
Pathfinder
Levels 5–9
28 pages
0

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.

Cover of Enemies of my Enemy
Enemies of my Enemy
3.5 Edition
Levels 19–20
46 pages
0

Iggwilv. Orcus. Maleanthet. Obox-Ob. Charon. These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerful creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in most cases, these heroes have perished to their soul-blasting, life-ending might. Their lairs are notorious as they are: the River Styx, beautiful but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn. Simply entering one of these scions of evil is akin to suicide. Yet now, as the Prince of Demons begins the final rituals to bring the savage tide to the Material Plane, heroes must approach these immortal villains not as enemies, but as allies. "Enemies of My Enemy" is the eleventh 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 on the campaign. Issue #358 of Dragon magazine features a map of the River Styx and advice for those who would use this notorious river as a route in exploring the lower planes. The time draws near for the final assault on Gaping Maw, but first the PCs must recruit allies from the depths of the Abyss to the eladrin Court of Stars. yet will this unlikely alliance of demons and eladrins be enough to stop the Prince of Demons? Pgs. 40-85

Cover of Asylum
Asylum
3.5 Edition
Levels 19–20
26 pages
0

The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65

Cover of Siege of the Spider Eaters
Siege of the Spider Eaters
3.5 Edition
Level 1
17 pages
0

The village of Haven-Fara has a problem - it's been overrun with spiders that have been forced out of their nearby lair. Yet could this spider problem be merely a symptom of something worse to come? When the backwater town of Haven-Fara wakens under a thick blanket of webs to find half its populace missing, its up to the PCs to descend into a silk-chambered nest of the arachnid abductors. In a vertical maze of web-lined tunnels, they discover a dying queen, a legendary treasure, and a secret that could change Haven-Fara forever. Pgs. 14-20 & 22-28 & 30, 32 and 34

Cover of Pathfinder Society Scenario #1-02: The Mosquito Witch
Pathfinder Society Scenario #1-02: The Mosquito Witch
Pathfinder 2e
Levels 1–4
19 pages
0

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?

Cover of Lost Mammoth Valley
Lost Mammoth Valley
Pathfinder 2e
Level 4
100 pages
0

With danger close behind, the Broken Tusks journey through the bountiful but treacherous Lost Mammoth Valley in search of the Primordial Flame. The Tusks' scouts solve the riddles of the primordial valley and recruit a motley league of unlikely followers, all while evading the watchful gaze of the vale's villainous overlords. In order to fulfill their quest, the scouts must ultimately go toe to toe with these vile masters: a vicious white dragon, a sadistic necromancer, and a boarish beast-god. "Lost Mammoth Valley" is a Pathfinder adventure for four 4th-level characters by Jessica Catalan. This adventure continues the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes an examination of megafauna, including advice and rules for creating your own new giant animals; a glossary of Mammoth Lords' depictions of Golarion's most popular deities; and new prehistoric creatures to befriend or bedevil your players. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

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 Raiders of the Black Ice
Raiders of the Black Ice
3.5 Edition
Level 3
20 pages
0

Bracing for a terrible winter, the adventurers find themselves snow-locked in the desolate Archbarony of Blackmoor. Will they venture into the treacherous Land of Black Ice to rescue an enslaved people? Be sure to check out the sequel "The Clockwork Fortress" in Dungeon magazine #126. Pgs. 16-35

Cover of Tomb of Aknar Ratalla
Tomb of Aknar Ratalla
3.5 Edition
Level 14
23 pages
0

For hundreds of years, Aknar Ratalla's tomb remained undisturbed, the Black Blade safely hidden within its vaults. Can a band of adventurers use the tomb's guardians and traps to keep it that way? Long ago, Aknar Ratella brought pain and desolation down upon the land. His reign of ruin was finally ended by an unlikely alliance of the forces of law: a band of devils and devas slew the warlord but were unable to destroy his dangerous weapons and relics. They chose instead to hide these potent artifacts of evil in a remote tomb, selecting a devil and a deva to stand guard over the tomb for the rest of time. For many centuries, the tomb stood unspoiled... but now, a new player has entered the scene. After infiltrating the tomb themselves, a band of adventurers must become its guardians and use its denizens and traps to prevent a monstrous gnoll chieftain from claiming the deadly artifacts hidden within for his own nefarious glory. Pgs. 58-80

Cover of Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder Adventure Path #74: Sword of Valor (Wrath of the Righteous 2 of 6)
Pathfinder
Level 6
92 pages
0

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?

Cover of The Hateful Legacy
The Hateful Legacy
3.5 Edition
Level 12
17 pages
0

At the end of the Hateful Wars, Lord Sandor led his army into the Barrier Peaks in pursuit of a host of goblins and orcs. He and his army vanished, and now a group of adventurers follows his footsteps to discover what doom fell upon him and his men. Pgs. 30-46

Cover of Zenith Trajectory
Zenith Trajectory
3.5 Edition
Levels 6–10
34 pages
0

Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61

Cover of Little Trouble in Big Absalom
Little Trouble in Big Absalom
Pathfinder 2e
Level 1
15 pages
0

Always living in the shadows is hard when you're a clever and regal creature like a kobold. Now it's time to make a name for yourself and bring honor and prestige to your clan. In Little Trouble in Big Absalom, you take on the role of one of five kobolds from the Hookclaw clan tasked with exploring a treasure-laden vault discovered by a team of Hookclaw diggers. Enticed by the potential wealth, the kobolds brave terrible dangers in what turns out to be a grandmother's basement before being asked by the kind old lady to retrieve her magical hedge trimmer from a neighbor's garden. Little Trouble in Big Absalom includes two mini adventures that can be played back to back or alone—filling as much or as little time as you have for madcap adventure. In addition, the five pregenerated kobold characters provide a preview of the upcoming Pathfinder Advanced Player's Guide in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of determined kobolds!

Cover of Seekers of the Silver Forge
Seekers of the Silver Forge
3.5 Edition
Level 15
23 pages
0

Strange catches have long plagued fishermen's nets -- but none so strange as rotting fish that twitch and gasp for days after they are taken from the water, or a gilled githyanki's severed head found in a shark's belly. Do these briny omens lend credence to rumors of a sunken githyanki city caught in a necromantic civil war? This is a sequel to "The Death of Lashimire" (Dungeon Magazine #116). This adventure makes use of rules and options from "Stormwrack" and the "Expanded Psionics Handbook". Pgs. 60-82

Cover of A Few Flowers More
A Few Flowers More
Pathfinder 2e
Level 4
15 pages
0

A hero's work is never done! Especially when strange new plants start appearing in the woods—plants whose presence draws all manner of trespassers eager to take advantage of the sudden, mysterious bounty. But where are these plants coming from, and what sinister development in the heart of the forest does their arrival signify? Could it be the beginning of an invasion from another dimension... or something worse? In A Few Flowers More, you take on the role of one of four unique leshys—mobile plants who have been granted wills of their own. When word of strange supernatural developments in the depths of the forest comes to light, it falls to you and your friends to take care of things! A Few Flowers More is a short adventure for 4th-level characters that serves as a sequel to A Fistful of Flowers, yet it can be played on its own. This adventure takes a band of leshy heroes into the very depths of a primeval forest and pits them against a supernatural threat that's literally out of this world. The four pregenerated characters also provide a quick way to jump into this exciting Free RPG Day offering right away! Grab your friends, grab some dice, and play the role of the forest's newest heroes!

Cover of Pathfinder Society Scenario #26: Lost at Bitter End
Pathfinder Society Scenario #26: Lost at Bitter End
3.5 Edition
Levels 7–11
18 pages
0

When a Pathfinder Society Priest of Nethys disappears in northern Geb while studying the Mana Wastes, the Society sends you to uncover her whereabouts and find her journals. Arriving in the town of Bitter End, you find it deserted but for a few mysterious creatures never before seen on Golarion. Those creatures quickly lead to more and soon you're embroiled in a mystery that could effect the very fabric of reality. Will you solve the mystery of Bitter End or find yourself lost forever in the Mana Wastes?

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.