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 Stolen Lands consume many wanderers—the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations-old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land?
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?
A mad plot to unleash the greatest necromancer the world has ever known draws to its sinister end. As the murderous cultists of the Whispering Way retreat to their profane sanctuary, the powers of death align to resurrect their fallen champion. Bold adventurers pursue these villains, but can their bravery survive the haunted wasteland of Virlych, the accursed cathedral of Renchurch, and ultimately the towering crypt of Gallowspire? And will their boldness be enough to stop the Whispering Tyrant, the infamous lich-king locked away beneath Ustalav’s deadliest ruin, from being reborn upon a defenseless world? The heroes must test their courage against the servants of death itself in this, the climactic final chapter of the Carrion Crown Adventure Path. This volume of Pathfinder Adventure Path includes: “Shadows of Gallowspire,” a Pathfinder RPG adventure for 13th-level characters, by Brandon Hodge Nefarious plots and macabre menaces to prolong the terrors of your Carrion Crown campaign, by F. Wesley Schneider An investigation into the most infamous liches plotting dooms across the Inner Sea region, by Adam Daigle Laurel Cylphra’s attempt to save a soul in the Pathfinder’s Journal, by F. Wesley Schneider Five new monsters by Adam Daigle, Crystal Frasier, 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.
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?
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?
When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?
On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of lobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga's secrets for themselves.
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?
The second installment of the Skull and Shackles Pathfinder adventure path. Bound for adventure upon the pirate vessel they've taken as their own, the heroes face a sea of dangers as they chart a course to become true Free Captains of the Shackles. But life as a pirate doesn't prove any easier now that they're in command, as deadly sea monsters, the corpses of drowned scalawags, and raiders from the deep rise to oppose them. When a most unusual map falls into the adventurers' hands, they have the chance to change their fate in a shingle daring raid. Is it the heroes' destiny to be the next victims of the merciless waves, or will fortune smile upon them and spur their rise as the newest and most infamous pirates of the Shackles
Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!
Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and crude decadence, he hosts a tournament ostensibly meant to foster friendship and peace, but fraught with dangers all its own. Is the King of Pitax’s good will sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an opponent who commands not only a nation, but allies from a deadly other realm?
"A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows." This adventure is different from many others in that it progress according to 1 hour increments, rather than according to the player's exploration. The party is trapped in an old courtroom, trying to solve a decade old murder. Though one of the villains is listed as a "revenant," this is primarily due to the thematic similarity. The actual undead antagonist is a unique type called a "croaker," which bears a similarity in that it is driven by vengeance.
For years, the knights of Mendev have held back the evil locked inside the Worldwound, a vast, demon-tainted landscape. Every few years, they anoint a new protector, a sacred guardian charged with pitting his will against the teeming hordes bent on devouring the very souls of the living. This year, something has gone horribly wrong, and now a bloodthirsty demonic army has overrun the ancient fortress, and threatens to pour into the surrounding countryside.
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!
From a ruined theater in the run-down Puddles district of Absalom, a goblin hero and self-styled king rules over the nearby goblins. Shifting foundations beneath the playhouse have revealed ruins from Absalom's early history, and the goblin king has put out a call for explorers to search the area and clear out its dangers. The Pathfinder Society has answered the call. They aren't the only group that is interested, however, and they must prove themselves to earn the right to enter these lost chambers.
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.
For decades, the tiny village of Ravenmoor has existed quietly on the upper reaches of the Lampblack River. Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn’t paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders’ Feast celebration to investigate his disappearance.