For generations, the Broken Tusk following has roamed their small patch of the Realm of the Mammoth Lords in relative peace. Now, to avoid annihilation from a maniacal war horde, they must flee into the unknown. If the Broken Tusks are to survive their flight, a team of their best scouts will need to chart a safe path through an unforgiving wilderness. Along the way, they'll uncover the mysteries of a powerful artifact that promises to change the course of history. "Broken Tusk Moon" is a Pathfinder adventure for four 1st-level characters. This adventure begins 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 a catalog of the characters' band, the Broken Tusks; new spells, feats, and items perfect for trappers and foragers; 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.
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.
Following the opening of its necropolis, the city of Wati is overrun by hordes of the unquiet dead. The heroes must once more brave the abandoned streets and dusty tombs of Wati’s necropolis in search of the powerful artifact called the Mask of the Forgotten Pharaoh, as well as the necromancer who is using it to create the undead uprising. But mysterious masked cultists also seek the artifact so they can bring a pharaoh from the ancient past back to life. Can the heroes defeat the evil necromancer and return the deceased to their graves, or will Wati truly become a city of the dead?
The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world? This volume of Pathfinder Adventure Path launches the Council of Thieves Adventure Path, and includes: - "The Bastards of Erebus," a Pathfinder RPG adventure for 1st-level characters, by Sean K Reynolds - A gazetteer of Westcrown, the shadow-haunted City of Twilight, by Steven Schend - An investigation into the lives of tieflings, along with hundreds of fiendish variations, by Amber Scott - A deadly mystery of nobility and intrigue for Pathfinder Varian Jeggare and his tiefling bodyguard Radovan in a new series of the Pathfinder's Jounal, by Dave Gross - Six terrifying new monsters by Mike Ferguson, Sean K Reynolds, and F. Wesley Schneider
Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?
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.
Arcanamirium transmuter Maren Fuln found a magically sealed amulet in the school's library and kept it as a shiny bauble. Little did he know the amulet contained an entity far worse than he imagined, and by unsealing it, he loosed a revenge-obsessed horror into the sewers beneath the school. Can the Pathfinder Society halt the beast’s plan in time, or will he build his army of revenge and sow chaos in Absalom?
A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation.
In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.
When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
It’s a beautiful autumn day. The sun is shining off of leaves that are turning gorgeous shades of red and orange and yellow. What could possibly spoil the Otari Fall Farm Faire and Festival on such a day? That’s exactly what farmer Bum Tuggles thought as his precious pig, Hamilton, won the blue ribbon for finest hog in the show. The answer was simple — goblins! Goblins rushed the faire, their cackles and roars filling the air as they slaughtered without mercy. They sowed chaos and fear while a small group went straight for Hamilton. For some reason, they didn’t kill him; they took him. Now farmer Tuggles is offering a handsome reward for anyone that can track down these goblins, and bring him back his pig. Can you…Save his bacon? Save His Bacon is a short Pathfinder Second Edition adventure designed for four to first-level adventurers. Save His Bacon contains: A custom map of the upper level of an abandoned dwarven mine Custom Hazards Unnumbered and ungridded maps for use in your favorite VTT
The PCs are called on to assist in retrieving the legendary Scrolls of Thoth on behalf of Khemet III, the Ruby Prince of Osirion. Along the way, they discover the ultimate fate of the ancient Song Pharoah -- and potentially assist her in her journey through the Duat, the final series of tests that a Pharaoh must face in the afterlife. It was designed as a one-shot lasting approximately 5-6 hours, but could be run as a side-quest in the Mummy's Mask adventure path. See the site for notes on adjustments to make if you are using it in that way. It includes maps, handouts, stat blocks for all of the NPCs, and Hero Lab files for Hero Lab users. Because the adventure is born digital, the page count is a rough estimate based on print previewing the pages in the site. There is no source of a printed copy other than printing one yourself (which you are welcome to do). This adventure has not been published, and is made available under the terms of the Paizo Community Use License.
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?
As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins! Part 4 of We be Goblins series
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.
The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.
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?
With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.