An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously. The locals suspect foul play, and the foulest player they know is a bugbear named Relgore -- the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?
A short adventure for the Midnight campaign setting from Fantasy Flight Games. An important resistance member has been captured by the Shadow, and the adventurers are called upon to ensure--through any means necessary--that the information he knows is not passed on to the enemy.
A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. Casters with access to control water, control weather, or control winds will prove especially valuable, as will characters with strong Swim skills. The adventure is best suited to a predominantly good or neutral aligned party of PC's. Strike on the Rabid Dawn takes place in the port city of Hardby (Dungeon #109). As most of the action takes place within a lighthouse and on a ship at sea, however, any suitable port from your campaign makes an appropriate substitution for Hardby. Pgs. 12-32
Akeni was born a servant to a powerful drow family deep underground, but her personality was anything but servile. When she was caught in an affair with the house matron's mate, she killed the matron and her own paramour and fled, eventually stumbling into the lair of a powerful beholder mage named Ormathulak. Akeni knew immediately that the creature was just the ally she needed to wipe out her hated family. Pgs. 56-60
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.
In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of reestablishing the once prosperous community. But buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls and their bestial allies hold the town in the name of a merciless master known only as the Carrion King. Can the PCs retake the village from its feral conquerors, or is Kelmarane but the first bastion of civilization to fall before the hordes of the mysterious warlord? This volume of Pathfinder begins the Legacy of Fire Adventure Path, and includes: ◆ “Howl of the Carrion King,” an adventure for 1st-level characters, by Erik Mona. ◆ An investigation into the savage gnoll tribes of the Brazen Peaks, their brutal culture, and their merciless members, by Eric Haddock. ◆ Ruins once sacred to the god of magic have become the lair of a living curse in “The Refuge of Nethys,” a Set Piece adventure by James MacKenzie. ◆ The adventures of druid Channa Ti begin: “Dark Tapestry,” a new chronicle in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham. ◆ Five new monsters by Adam Daigle, James Jacobs, and F. Wesley Schneider.
In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king’s army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple — and they’ll fight to the death to defend their dragon-god…
In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in the final stages of construction. But something rings false among the heavenly spheres- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.
Tieflings are raiding a dwarven expedition under a shield of magical darkness, but if the PCs can supply the dwarves with giant scarab beetles capable of generating potent bursts of magical light, they might just survive. Unfortunately, they'll need to escort the herd of giant beetles through the Underdark first. A D&D adventure for 3rd-level characters.
An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers rise as Fell, intent on finishing their final mission.
Korvosa withers in the grip of a mad monarch! Beaten down by riots, disease, and the ironclad enforcers of a cruel despot, the people shudder in their homes and pray for saviors. The time has come to rise up against the crazed Queen Ileosa Arabasti and put an end to her vicious rule. Yet within the walls of Castle Korvosa waits an army of soldiers, bodyguards, and diabolical monstrosities—to say nothing of the seemingly invincible queen herself. Can the PCs put an end to a tyrant’s reign? Or will an ancient evil claim Korvosa once and for all? All is decided in this, the fateful climax of the Curse of the Crimson Throne Adventure Path! This volume of Pathfinder includes: ► “Crown of Fangs,” an adventure for 14th-level characters, by Tito Leati. ► Details on the relics of Kazavon, seven terrifying artifacts possessed by the spirit of one of Golarion’s most notorious dragons, by J.D. Wiker. ► The mysteries of the Harrow deck of many things, an artifact capable of reshuffling fate and changing fortunes, by the Pathfinder staff. ► Eando Kline’s trek to the orc city of Urgir takes a turn for the impossible in the Pathfinder’s Journal, by James L. Sutter. ► Four new monsters by Tito Leati and F. Wesley Schneider.
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?
This module is designed for characters who have made their way through the Freeport Trilogy. Characters new to Freeport are at disadvantadge, however. Hell in Freeport sends the characters to the depths of the Hell as pawns of an undead duke. When they discover the truth of their mission, they must race against a sinister clock to save two cities. Act 1 kicks off with a battle against a cornugon on the Freeport docks. The characters are hailed as heroes for defeating the fiend, and are summoned to the Church of Retribution to help in the battle against Hell. Tee old inquisitor who greets them is actually Jalie Squarefoot, an infernal lich who took this form to search for the perfect cat's-paw. Squarefoot wants to take the souls of Freetown, a city in Hell, but must first get around a contract poin: he can't take the city until the Tyre tower clock-now stopped- strikes midnight. He sends the party to Devil's Cry, an inslan off the coast of Freeport, with instructions to close the gate to Hell hidden inside. In truth, he knows the party will be transported straight to the Third Circle when they try. Inside Devil's Cry the party finds the remnants of a great battle fought between an invading devil's army and the Church of Retribution, and battle their way past undead defenders until they reach the gate itself and unwittingly trigger it. Act 2 begins with the party in a twin of the complex they explored in Devil's Cry, but now they are deep in Hell. They fight their way back to the cavern entrance, only to find that they are not on the Prime anymore. When they voyage back their homeport, they instead find themselves in Freetown, a city of scaped slaves in a dark mirror image of Freeport. Once in Freetown, they make the acquaintance of the city's mayor Wycleffe-a servant of Jalie Squarefoot-who persuades them to go on a quest to Tyre to restart the tower clock. They travel the Styx to the Eight Circle and fight their way into a long-buried vity, and then into the tower clock itself. They restart the clock and begin the trip home, but are waylaid by devils and taken prisioner. Act 3 opens with the party naked and in chains in the infernal prison called the Forge. They learn that Jalie Squarefoot and Wycleffe have duped them, and that the supposed rebels of Freetown are actually its protectors. The characters must escape or win their freedom in the gladiator pits before the tower clock they restarted destroys both Freetown and their home city of Freeport. They battle back to Freetown, taking revenge on their captors in the process, and capture the city from Wycleffe with the help of the rebels. Finally it falls to the PCs to enter the tower clock and stop it and Jalie Squarefoot before the fiend's plan can come to fruition. After being tricked and manipulated throughout the adventure, the party finally has their revenge on the duke and his minions.
It should have been the end. When the bloodthirsty adventurers burst into his throne room and mercilessly cut him down, the tale of Merlokrep, last king of the ill-fated Truescale Tribe, should have ended. But the fates weren’t yet finished with the Kobold King, and now a dark power has brought him back from the dark beyond to wreak his vengeance upon those foolish adventurers who destroyed his tribe.
Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?
A short adventure for the Midnight campaign setting from Fantasy Flight Games. On a mission to retrieve information important to the resistance, the adventures get caught up in struggles between factions of the Shadow.
Dragotha's phylactery lies hidden somewhere in the ruined city of Kongen-Thulnir, a ruin now inhabited by tribes of giants and besieged by an army of dragons desperate to claim the phylactery for their undead master. "Kings of the Rift" is the tenth 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. Issue #342 of Dragon presents several magical items that the PCs can construct using Item Creation feats that fit into the mythos of the Age of Worms Campaign. Pgs. 52-86
When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?
What was supposed to be a simple prisoner transfer grows complicated when the PCs arrive at a prison that’s recently come under new management.
The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50