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?
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.
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.
For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?
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.
Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions.
The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.
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.
After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes". But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else! Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans! Part 3 of the We Be Goblins series.
A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.
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.
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. The PCs play as a group of freaking goblins! What more do you need to know? Part 1 of the We Be Goblins series.
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked to find their lord at the root of the incident. And now Lord Kent is holding a competition for “all walks of life with a propensity for the gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the mysterious Lord Kent? Or will the PC take this opportunity to line her own pockets? Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.
The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions
The Goblins of Kaelnor Forest – Adventure This first level adventure takes the adventurers into the Kaelnor Forest. While the eastern side of the forest has long been the home of the forest elves, the western side is infested with goblins, boggarts, spiders, and more. The adventure takes players through the forest, investigating a rumor of raiding creatures. They begin in South Hollow, a farming community south of Ferryport proper, and will travel deep within the dark, enchanted woods. Are there supernatural creatures in the woods taking the farmers’ stores? Will they survive the strange fey forest? The adventure comes with 5 pre-made Uteria player characters, so players can jump right into the adventure.
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.
Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.