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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 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 Pathfinder Society Scenario #27: Our Lady of Silver
Pathfinder Society Scenario #27: Our Lady of Silver
3.5 Edition
Levels 5–9
20 pages
0

You and your fellow Pathfinders are sent to Katheer, the shining capital of Qadira, to witness the wedding of Pathfinder Faireven to the wealthy and beautiful Lady of Silver and bring back a trove of relics given to the Society as part of the wedding dowry. When the wedding is disrupted by unscrupulous thieves, you soon find yourself dodging double-crosses, accusations of grave robbery, and worse. You must find the relics soon, or risk facing the eternal expulsion of the Society from the treasure-filled deserts of Qadira.

Cover of Pathfinder Adventure Path #105: The Inferno Gate (Hell's Vengeance 3 of 6)
Pathfinder Adventure Path #105: The Inferno Gate (Hell's Vengeance 3 of 6)
Pathfinder
Level 7
92 pages
0

The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their options—is closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hell—or might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?

Cover of Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder
Level 1
58 pages
0

The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

Cover of Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

Cover of Pathfinder Society Quest #2: Unforgiving Fire
Pathfinder Society Quest #2: Unforgiving Fire
Pathfinder 2e
Levels 1–4
20 pages
0

Venture-Captain Rashmivati Melipdra has called for a group of Pathfinders to travel to Jalmeray and assist her in retrieving a stolen relic. A former member of the Monastery of Unblinking Flame, Melipdra was in the process of negotiating with the monastery for custody of some of their most ancient and historically significant training devices. Before the deal could be completed, a rogue monk stole one of the relics and fled the monastery for the island of Veedesha. There, the monk seeks to use her training and the stolen devices to create a new competing monastery. As the PCs travel to a lawless island controlled by bandits and martial artists, they must find a way to retrieve the stolen goods from the new master of the Monastery of Unforgiving Fire.

Cover of Pathfinder Society Scenario #10: Blood at Dralkard Manor
Pathfinder Society Scenario #10: Blood at Dralkard Manor
3.5 Edition
Levels 1–7
18 pages
0

Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?

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 The Moonscar
The Moonscar
Pathfinder
Level 16
32 pages
0

For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity.

Cover of Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6)
Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6)
Pathfinder
Levels 7–10
96 pages
0

Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?

Cover of Murder's Mark
Murder's Mark
Pathfinder
Level 1
32 pages
0

Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?

Cover of Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6)
Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6)
Pathfinder
Level 4
92 pages
0

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

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 Adventure Path #48: Shadows of Gallowspire (Carrion Crown 6 of 6)
Pathfinder Adventure Path #48: Shadows of Gallowspire (Carrion Crown 6 of 6)
Pathfinder
Level 13
96 pages
0

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

Cover of Pathfinder Society Quest #1: The Sandstone Secret
Pathfinder Society Quest #1: The Sandstone Secret
Pathfinder 2e
Levels 1–4
23 pages
0

When the Pathfinder Society receives word of a promising, unexplored ruin in Osirion, the PCs set out to uncover the site's secrets. Yet upon arriving, the PCs learn that a different group of Pathfinders has already entered the ruins. Has there been some mistake, is the site's magic playing tricks on everyone, or is there something more nefarious afoot? Tags: Repeatable

Cover of Curse of the Riven Sky
Curse of the Riven Sky
Pathfinder
Level 10
32 pages
0

The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives.

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 Pathfinder Society Scenario #17: Perils of the Pirate Pact
Pathfinder Society Scenario #17: Perils of the Pirate Pact
3.5 Edition
Levels 1–7
20 pages
0

When the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact?

Cover of The Godsmouth Heresy
The Godsmouth Heresy
Pathfinder
Level 1
32 pages
1

Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric whose weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.