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Cover of Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6)
Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6)
Pathfinder
Level 4
96 pages
0

The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!

Cover of A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 2–3
61 pages
0

It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

Cover of Ice Tower of the Salka
Ice Tower of the Salka
Pathfinder
Levels 8–12
24 pages
1

60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.

Cover of We Be 5uper Goblins!
We Be 5uper Goblins!
Pathfinder
Level 6
16 pages
0

We Got it in the Bag! The Birdcruncher goblin tribe has risen to remarkable heights under the leadership of its four goblin "hero-chiefs"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But these legendary goblins have outgrown their tiny fiefdom, and they want to explore beyond the same, boring corner of Varisia they've known all their lives. Luckily for them, their minions have brought them something new and interesting to help cure their relentless boredom. A mysterious magic bag offers more adventure than even the goblin chieftains originally realized! After an evening of drunken revelry, the goblins awaken to discover the most precious member of the tribe, the pig Squealy Nord, has gone missing! Both Nord and a trio of precocious goblin warriors vanished during the night, and the only clue to their whereabouts is a trail of footprints leading into the magic bag. The Birdcruncher chieftains must venture inside the mysterious bag, from which few things have returned, if they're to have any hope of seeing their beloved pig again! We Be 5uper Goblins! is an adventure for four 6th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game. The adventure takes place in both the land of Varisia and a bizarre demiplane within the Pathfinder campaign setting, and it serves as a sequel to the modules We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, and We B4 Goblins!, Paizo's popular series of Free RPG Day adventures!

Cover of Cradle of Night
Cradle of Night
Pathfinder
Levels 8–10
64 pages
0

A desperate refugee emerges from the earth's depths in shadow-cloaked Nidal with an urgent pleas. A new faction in the subterranean dark folk city of Lyrudrada -- a wicked cult called the Reborn -- seeks a fabled artifact called the Cradle of Night. Vanished demigods of the Shadow Plane once used this artifact to craft the elusive caligni race, and the Reborn want to use it to shroud the world in darkness once more. Cursed with the stain of shadow, the heroes must battle their way through the tomb of an ancient horselord chieftain before descending to Lyrudrada. Plots and schemes run rampant in this city riven with political upheavals and back-alley bloodshed, and the heroes must collect allies and information to confront the Reborn in their fortified fane. With the mysterious masters of the caligni race arrayed against them, can the heroes hope to shed their shadowy curse and claim the Cradle of Night?

Cover of 1 on 1 Adventures #5: Vale of the Sepulcher
1 on 1 Adventures #5: Vale of the Sepulcher
Pathfinder
Levels 9–11
20 pages
0

Something is amiss in the remote mountain town of Zuria. The head priest has not filed a report in months, and traders following the winding road into the high-altitude valley do not find their way back home. The Church of Palnor, benefactor and watchers of the Tomb of Kings, are greatly concerned. Can the PC discover what has happened in this isolated mountain town before events turn disastrous?

Cover of The Demoncall Pit
The Demoncall Pit
Pathfinder
Level 7
34 pages
0

It’s finally happened! The Demoncall Ritual has begun, and creatures from the Abyss are streaming out through the Cellend family crypt. Heroes are needed, not only to slay the demons and stop the ritual, but to accept the risk of reversing the ritual to seal the Demoncall Pit forever.

Cover of The Gauntlet (Pathfinder)
The Gauntlet (Pathfinder)
Pathfinder
Level 8
16 pages
0

While the lives of most Pathfinder Society field agents is brutal and short, some rise to prominence, drawing the attention of the Decemvirate. These lucky agents are invited to a little known siege castle outside Absalom where they are asked to test their mettle. Those who succeed get their choice of prestigious missions, whereas those who fail are rarely heard from again. The players are run through an arena-style dungeon, faced with monsters, traps, and puzzles.

Cover of Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6)
Pathfinder Adventure Path #55: The Wormwood Mutiny (Skull & Shackles 1 of 6)
Pathfinder
Level 1
92 pages
0

The Wormwood Mutiny is the first in the Skull and Shackles Adventure Path by Paizo. The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They'll have to learn how to survive as pirates if they're to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it's up to the new crew to decide whether they'll remain the pirate's swabs or seize control and set sail for adventures all their own.

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 Wrath of the Orc God
Wrath of the Orc God
Pathfinder
Levels 3–4
53 pages
0

In the town of Gafolweed, the market is in disarray: toppled barrows and collapsed tents spill their contents onto the muddy ground. Merchants and locals flee the scene as you arrive. In the midst of the destruction stands a muscular, green-skinned humanoid—an orc! Three bodies lie near his feet, the victims of his bloody axe. He turns to you, a vivid red tattoo of a bleeding eye prominent on his brow. The orcs are gathering in numbers unseen in many generations and make war upon the people of the Borderlands. The cause of this deadly conflict is entwined with the history of the unholy mark that all the orcs now bear. Will your fellowship of budding heroes be able to quell the Wrath of the Orc God?

Cover of Pathfinder Adventure Path #33: The Varnhold Vanishing (Kingmaker 3 of 6)
Pathfinder Adventure Path #33: The Varnhold Vanishing (Kingmaker 3 of 6)
Pathfinder
Levels 6–7
100 pages
0

The Stolen Lands consume many wanderers—the perils of its rugged wildernesses and hidden mysteries prey upon even the wariest of travelers. Founded upon one of the most savage frontiers, the colony of Varnhold defied the many dangers of this harsh region. At least, it did until all the residents of the fledgling community completely disappeared. Now it falls to the PCs to discover what became of their eastern neighbor, a secret steeped in generations-old hatreds and the mysteries of an empire long crumbled to dust. Can they uncover the terrible secret behind this shocking disappearance before the same calamity befalls their own land?

Cover of Fallen Dawn
Fallen Dawn
Pathfinder
Level 5
41 pages
0

The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?

Rise of the Runelords
Pathfinder
Levels 1–2
400 pages
0

From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings 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 One on One Adventures Compendium
One on One Adventures Compendium
Pathfinder
244 pages
0

This collection of eleven 1 on 1 Adventures is now available in 1 tome-now powered by Pathfinder Roleplaying Game! 1 on 1 Adventures #1: Gambler's Quest 1 on 1 Adventures #2: The Star of Olindor 1 on 1 Adventures #3: The Forbidden Hills 1 on 1 Adventures #4: The Sixth Cavalier 1 on 1 Adventures #5: Vale of the Sepulcher 1 on 1 Adventures #6: The Shroud of Olindor 1 on 1 Adventures #6.66: The Pleasure Prison of the B'thuvian Demon Whore 1 on 1 Adventures #7: Eyes of the Dragon 1 on 1 Adventures #8: Blood Brothers 1 on 1 Adventures #9: Legacy of Darkness 1 on 1 Adventures #10: Vengeance of Olindor

Cover of Against Tsathogga
Against Tsathogga
Pathfinder
Level 16
15 pages
0

Deep in the heart of a forsaken and filthy mire, a great amphibious foe awaits. Led by an ancient evil from the world's history, can you stop thesummoning of the Demon Frog- God? If not, you may face the Devourer of Life! Also available as 5E and Swords & Wizardry.

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 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 Shunned Valley of the Three Tombs
Shunned Valley of the Three Tombs
Pathfinder
Level 1
36 pages
0

Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?

Cover of Shadowed Keep on the Borderlands
Shadowed Keep on the Borderlands
Pathfinder
Levels 1–2
97 pages
0

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.