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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 #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 Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats
Pathfinder Society Scenario #29: The Devil We Know—Part I: Shipyard Rats
Pathfinder
Levels 1–7
23 pages
0

Part 1 of the "The Devil We Know" campaign arc. Shipyard Rats is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?

Cover of The Song Pharaoh's Coda
The Song Pharaoh's Coda
Pathfinder
Levels 9–10
37 pages
0

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.

Cover of Pathfinder Society Scenario #23: Tide of Morning
Pathfinder Society Scenario #23: Tide of Morning
3.5 Edition
Levels 1–5
17 pages
0

Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel's murderers from using it against the druids of Andoran.

Cover of Pathfinder Adventure Path #60: From Hell's Heart (Skull & Shackles 6 of 6)
Pathfinder Adventure Path #60: From Hell's Heart (Skull & Shackles 6 of 6)
Pathfinder
Level 13
? pages
0

With an enemy fleet intent on conquering the Shackles looming on the horizon, the adventurers must launch their own fleet of pirates and buccaneers to defend against the invaders, culminating in an epic naval battle at the edge of the Eye of Abendego. Will the adventurers defeat the invading navy and save the Shackles? Or will the independence of the Free Captains be eradicated forever? This volume of Pathfinder Adventure Path includes: • “From Hell’s Heart,” a Pathfinder RPG adventure for 13th-level characters, by Jason Nelson. • Pirate plots and sinister situations to expand the horizon of your Skull & Shackles campaign, by Adam Daigle. • More menacing sea monsters and terrors from the deep plaguing the Shackles, by Adam Daigle. • A pirate showdown in the Pathfinder’s Journal, by Robin D. Laws. • Seven new monsters, by Adam Daigle, Amanda Hamon, Mark Moreland, Eric Morton, and William Thrasher.

Cover of Save His Bacon
Save His Bacon
Pathfinder 2e
Level 1
9 pages
0

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

Cover of Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder
Levels 10–13
96 pages
0

Book 4 in the Iron Gods campaign: A great threat is rising in Silver Mount, but a precious item belonging to a mysterious entity called Casandalee has yet to be found. With the Dominion of the Black still an ever-present danger, players must navigate a dangerous canyon, the Scar of the Spider, in hopes of learning more about their enemies, and to accomplish their mission.

Cover of Pathfinder Adventure Path #80: Empty Graves (Mummy’s Mask 2 of 6)
Pathfinder Adventure Path #80: Empty Graves (Mummy’s Mask 2 of 6)
Pathfinder
Level 4
91 pages
0

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?

Cover of Daughters of Fury
Daughters of Fury
Pathfinder
Level 3
63 pages
0

When devils slay the knightly leader of Arwyll Stead and orcs from the Hell's Fury tribe attack the town, all hope seems lost for the brave people living on Lastwall's border. The coincidental arrival of the mysterious half-orc Vegazi also raises unsettling questions, and it's up to the heroes to make sense of these events and end the Hell's Fury tribe's threat to Arwyll Stead once and for all. What does Vegazi have to do with the raiders' diabolical plot? Who will rally Arwyll Stead now that the town's icon has been cut down? And who is the mastermind orchestrating the orc tribe's alliance with devils from beyond?

Cover of Pathfinder Adventure Path #67: The Snows of Summer (Reign of Winter 1 of 6)
Pathfinder Adventure Path #67: The Snows of Summer (Reign of Winter 1 of 6)
Pathfinder
Level 1
96 pages
0

The Reign of Winter Adventure Path begins with an exciting new adventure from RPG Superstar winner Neil Spicer! Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldy witch Baba Yaga- a quest that will take them through snowbound Irrisen to even stranger lands beyond. Reign of Winter part one of six.

Cover of Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder
Level 1
91 pages
0

The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?

Cover of Risen from the Sands
Risen from the Sands
Pathfinder
Level 3
16 pages
0

The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.

Cover of Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder
Level 4
100 pages
0

Evil Stitched to Evil The rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to Lepidstadt, the adventurers find themselves caught up in the anger and investigations surrounding the Beast’s judgment. Soon it’s up to them to discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive. This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes: • “Trial of the Beast,” a Pathfinder RPG adventure for 4th-level characters, by Richard Pett. • An investigation into the secret society called the Esoteric Order of the Palatine Eye, by Brandon Hodge. • Revelations on the faith of Pharasma, goddess of birth, death, and fate, by Sean K Reynolds. • Terror upon terror for Laurel Cylphra in the Pathfinder’s Journal, by F. Wesley Schneider. • Four exciting and deadly new monsters, by Rob McCreary, Patrick Renie, and Sean K Reynolds.

Cover of Pathfinder Adventure Path #28: The Infernal Syndrome (Council of Thieves 4 of 6)
Pathfinder Adventure Path #28: The Infernal Syndrome (Council of Thieves 4 of 6)
Pathfinder
Level 7
92 pages
0

In the bowels of one of Westcrown’s most esteemed halls of power lies an unfathomable evil, a terror beyond all reason and sanity, shackled and broken by the magic of a lost archmage. For years this menace has laid fuming, endlessly testing the bars of its prison, gathering its hatred and planning its revenge. Now the machinations of a deadly conspiracy have weakened the chains of this nightmare’s bonds, and in their growing cracks rise the flames of the damned and the promise of Westcrown consumed in hellfire. Can the PCs infiltrate the labyrinth of a madman to put an end to an evil beyond even the heroes of legend? And what foulness would seek to ruin all of Westcrown by gambling with its very soul? This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes: ► “The Infernal Syndrome,” a Pathfinder RPG adventure for 7th-level characters, by Clinton Boomer and James Jacobs. ► The citadels and secrets of the Hellknights, Cheliax’s iron-shod inquisitors, by F. Wesley Schneider. ► Insights into the soul-shaking world of fiendish possessions, by Adam Daigle. ► Murder and mystery for Pathfinder Varian Jeggare in the Pathfinder’s Journal, by Dave Gross. ► Five new monsters, by F. Wesley Schneider and Hank Woon.

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 Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder
Level 1
96 pages
0

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?

Cover of Pathfinder Adventure Path #2: The Skinsaw Murders (Rise of the Runelords 2 of 6)
Pathfinder Adventure Path #2: The Skinsaw Murders (Rise of the Runelords 2 of 6)
Pathfinder
Level 4
60 pages
0

The Rise of the Runelords Adventure Path continues! A sudden string of brutal killings terrorizes the town of Sandpoint, and the killer's mark bears a familiar shape. Investigation leads to the Lost Coast's most notorious haunted mansion, a dilapidated ruin that has become the lair of a monstrous murderer. Yet this killer is but one of many, a member of a group of fanatic cutthroats calling themselves the Skinsaw Men. To defeat the cult, the PCs must travel to the bustling city of Magnimar to unravel the sinister source of these murders before they become the Skinsaw Men's next victims!

Cover of Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6)
Pathfinder Adventure Path #26: The Sixfold Trial (Council of Thieves 2 of 6)
Pathfinder
Levels 3–5
93 pages
0

To banish the monstrous shadows that stalk Westcrown by night, the PCs go undercover, joining the city’s chaotic theatrical community in an elaborate plot to infiltrate the estate of the decadent lord-mayor. Yet theater life turns deadly when they become players in a spectacle no actor has ever survived. Can the PCs endure their debut performance in a city where an actor’s first big hit is often his last? This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes: "The Sixfold Trial," a Pathfinder RPG adventure for 3rd-level characters, by Richard Pett The Six Trials of Larazod, the complete and unabridged text of that infamously deadly play, by Nicolas Logue An exploration of the faith of Iomedae the Inheritor, goddess of valor, by Sean K Reynolds Pathfinder Varian Jeggare investigating death among the aristocracy in the Pathfinder’s Journal, by Dave Gross Six new monsters by Darrin Drader, David Eitelbach, Sean K Reynolds, and F. Wesley Schneider

Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

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.