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Cover of Chaos Rising
Chaos Rising
Pathfinder
Level 10
64 pages
0

The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.

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 Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6)
Pathfinder
Level 1
92 pages
0

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.

Cover of Saving Sujeira's Soul
Saving Sujeira's Soul
Pathfinder
Levels 1–2
20 pages
0

In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press

Cover of Dark Waters Rising
Dark Waters Rising
Pathfinder
Level 5
38 pages
0

Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.

Cover of Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder
Levels 1–5
15 pages
0

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.

Cover of Pathfinder Society Scenario #6–20: Returned to Sky
Pathfinder Society Scenario #6–20: Returned to Sky
Pathfinder
Levels 7–11
31 pages
0

Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.

Cover of Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6)
Pathfinder
Level 1
91 pages
0

The Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

Cover of The Bleeding Hollow Deluxe Adventure
The Bleeding Hollow Deluxe Adventure
Pathfinder
Levels 4–6
133 pages
0

The Bleeding Hollow was written as a tribute to the golden era of adventures. Danger lurks around every turn, and a great over-arching storyline ties everything together. There is much to discover and learn, and solving the woes of the adventure is entirely up to the players. They will choose how to deal with the myriad challenges put forth, and will probably run down a red herring or two. They might choose a very dangerous path unknowingly and pay the consequences fortheir actions. That is intended. Let the story lead your party, and your players lead the game. You won’t regret it. Published by Total Party Kill Games

Cover of Bloodmoon Goblins
Bloodmoon Goblins
Pathfinder
Level 1
53 pages
0

Abridged description from DriveThruRPG.com: From award-winning RPG podcaster John Grana comes a new supplement for the Pathfinder RPG: a sprawling goblin warren and the tribe that inhabits it, fleshed out in full detail and turned into a campaign setting for goblin player characters. Within Bloodmoon Goblins is all the information a gamemaster needs to bring a goblin campaign, full of action and intrigue, to life.

Cover of Pathfinder Adventure Path #47: Ashes at Dawn (Carrion Crown 5 of 6)
Pathfinder Adventure Path #47: Ashes at Dawn (Carrion Crown 5 of 6)
Pathfinder
Level 11
96 pages
0

Part 5 of the Carrion Crown Adventure Path takes place in Ustalav's capital Caliphas. The heroes are in the city to follow the trail of evidence left by the neromantic cult The Whispering Way and strengthen their bonds with the mysterious Order of the Palantine Eye. Whilst in the city, they uncover a string of murders. When they discover that all the victims were vampires, they descend into the underground vampire city and have the possibility to form a tentative alliance with the vampire clans. If they help solve the murders, the vampire lord promises to help them on their quest. What role do the deadly necromancers have in the undead murders plaguing Caliphas? What secret grudge exists between the cult and the rulers of the night? And will the heroes be able to save the capital without sacrificing their very souls? This book includes: - “Ashes at Dawn,” a Pathfinder RPG adventure for 11th-level characters, by Neil Spicer - A gazetteer of fog-haunted Caliphas, the mysterious and deadly capital of Ustalav, by F. Wesley Schneider - A terrifying look into the blasphemous church of Urgathoa, goddess of gluttony, disease, and the undead, by Sean K Reynolds - Laurel Cylphra’s attempt to steal a soul stealer in the Pathfinder’s Journal, by F. Wesley Schneider - Six new monsters by Crystal Frasier, Patrick Renie, and Sean K Reynolds

Cover of Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder
Level 4
92 pages
0

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

Cover of Celestian's Compass
Celestian's Compass
Pathfinder
Levels 5–7
7 pages
0

Doomguard factioneers steal an ancient relic from the church of Fharlanghan as part of an apocalyptic plot involving the Harbinger House, and a group of Clueless adventurers chase them into Sigil on their quest to recover it. Celestian's Compass is a free one-shot adventure that was released for Free RPG Day 2017.

Cover of Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder
Levels 1–4
100 pages
0

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.

Cover of Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder
Level 1
96 pages
0

Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?

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 No Response from Deepmar
No Response from Deepmar
Pathfinder
Level 8
32 pages
0

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.

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 Dawn of the Scarlet Sun
Dawn of the Scarlet Sun
Pathfinder
Level 5
16 pages
0

The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?

Cover of Pathfinder Adventure Path #89: Palace of Fallen Stars (Iron Gods 5 of 6)
Pathfinder Adventure Path #89: Palace of Fallen Stars (Iron Gods 5 of 6)
Pathfinder
Levels 13–15
96 pages
0

Book 5 in the Iron Gods campaign: Somewhere deep within Silver Mount, the greatest of the Iron Gods is rising to power. But before the heroes of Numeria can oppose it, they must f irst defeat the Technic League and the Black Sovereign, for the corrupt cabal controls access to the legendary site. Will the clues harvested from an ancient android orac­le and the technological wonders gathered from strange ruins across Numeria be enough for the heroes to prevail? Or will they simply become the latest upstarts to be crushed under the Technic League’s metal boot?