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Cover of Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder
Level 1
92 pages
0

The Hell's Vengeance Adventure Path begins with "The Hellfire Compact," an exciting new adventure in which the players take the roles of evil characters in the diabolical empire of Cheliax! A paladin of Iomedae and knight-errant of the Glorious Reclamation comes to the town of Longacre, inspiring the citizens to join the uprising against the Thrice-Damned House of Thrune. First as amoral mercenaries, then as retainers of the wicked archbaron of Longacre, the evil adventurers must move quickly to put down the insurgency and keep the town from falling to the knight's rebellion.

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 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 GameMastery Module D1: Crown of the Kobold King
GameMastery Module D1: Crown of the Kobold King
3.5 Edition
Levels 2–3
36 pages
0

The crown of the kobold king will be anointed in blood. Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.

Cover of The Gauntlet (Pathfinder)
The Gauntlet (Pathfinder)
Pathfinder
Level 8
16 pages
0

While the lives of most Pathfinder Society field agents is brutal and short, some rise to prominence, drawing the attention of the Decemvirate. These lucky agents are invited to a little known siege castle outside Absalom where they are asked to test their mettle. Those who succeed get their choice of prestigious missions, whereas those who fail are rarely heard from again. The players are run through an arena-style dungeon, faced with monsters, traps, and puzzles.

Cover of Entombed with the Pharaohs
Entombed with the Pharaohs
3.5 Edition
Level 6
32 pages
0

Now that the ruined pyramid tombs of the ancient emperor-gods of Osirion are finally open to exploration, the race is on to plumb their depths and rescue their priceless treasures. Entombed with the Pharaohs is a desert adventure written by Michael Kortes that pits players against rival adventurers bent on getting to the treasure first as well as the vicious monsters and lethal traps set to stop them from their plunder. Ancient secrets and wealth beyond imagination await you in the pharaohs' tombs—will you be the first to find them?

Cover of Cry Wolf
Cry Wolf
3.5 Edition
Levels 1–5
11 pages
0

A rare breed of wolf has apparently been staging daring attacks on citizens of Rendrick. A group of hunters seek to claim bounty on the beast, but as the PCs quickly learn, the wolf isn't all it appears. Something sinister lurks in the woods near town, and the PCs must act quickly to save innocent lives. Pgs. 16-26

Cover of The Automatic Hound
The Automatic Hound
3.5 Edition
Level 4
12 pages
0

Deep in the forest, two hunters stumble across the site of a strange and ancient ritual, and one pays the ultimate price. Now a murderous beast stalks the streets of a quiet farm town. Can the PCs unravel the secret of Dramsburg’s dark past and defeat a monster that cannot be killed? Mystery adventure with little fighting in a small town. Can be played in a single session. At the climax a moral quandary is presented. Pgs. 14-25

Cover of Carrion Hill
Carrion Hill
Pathfinder
Level 5
32 pages
0

The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

Cover of Cult of the Ebon Destroyers
Cult of the Ebon Destroyers
Pathfinder
Level 8
32 pages
0

A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…

Cover of Side Quests and Mini Adventures
Side Quests and Mini Adventures
Pathfinder 2e
Levels 1–15
42 pages
0

Exciting Adventure Awaits! Welcome esteemed adventurers! Embark on five thrilling mini adventures, each crafted to captivate players of multiple levels in your roleplaying campaigns! Whether seamlessly integrated into your ongoing saga or enjoyed as a standalone gaming session with friends, these dynamic quests promise excitement and challenge at every turn. From unraveling ancient mysteries to battling fearsome foes, your party of players will journey through diverse landscapes and face varied encounters, ensuring an unforgettable gaming experience every time. Are you ready to dive into the adventure and forge your legend? Side Quests and Mini Adventures is a Pathfinder Second Edition booklet featuring five short adventures that cover various levels, tailored for a party of four characters to be completed within a single gaming session. This collection of mini adventures is ideal for Game Masters who need content for a session where a player is absent or wish to incorporate side quests or new locations into their ongoing campaign. This purchase includes: A 40+ page adventure booklet containing five unique mini adventures. A 20-page Map Pack featuring detailed and visually striking maps for each mini adventure. Featuring nearly 50 creatures found exclusively in the new Pathfinder Second Edition Monster Core! Background information and story hooks to guide GMs and players into each mini adventure. Opportunities for multi-level adventuring, suitable for levels 1 through 15. Exciting monster encounters, hazards, story developments, and discoveries. Each mini adventure is designed to last from 2 to 6 hours, with optional information for adjusting the overall duration of the adventure.

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 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 Pathfinder Society Scenario #6–20: Returned to Sky
Pathfinder Society Scenario #6–20: Returned to Sky
Pathfinder
Levels 7–11
31 pages
0

Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.

Cover of Quoth the Raven
Quoth the Raven
3.5 Edition
Level 8
20 pages
0

Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.

Cover of Doom Comes to Dustpawn
Doom Comes to Dustpawn
Pathfinder
Level 9
32 pages
0

When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk.

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 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 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

Cover of Riding the Rail
Riding the Rail
3.5 Edition
Level 5
10 pages
0

Lightning rail rides in Breland are never as relaxing as they should be, especially when the coach is being used to transport a monolith hauled from the mysterious depths of Xen'drik Can the unsuspecting PC's overcome their surprise in time to repulse the invaders from the inside, or will they finish their journey in chains? Pgs. 18-27