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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
1  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 The Demon Within
The Demon Within
Pathfinder
Level 11
34 pages
0  0

For years, the knights of Mendev have held back the evil locked inside the Worldwound, a vast, demon-tainted landscape. Every few years, they anoint a new protector, a sacred guardian charged with pitting his will against the teeming hordes bent on devouring the very souls of the living. This year, something has gone horribly wrong, and now a bloodthirsty demonic army has overrun the ancient fortress, and threatens to pour into the surrounding countryside.

Cover of No Response from Deepmar
No Response from Deepmar
Pathfinder
Level 8
32 pages
0  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 #81: Shifting Sands (Mummy’s Mask 3 of 6)
Pathfinder Adventure Path #81: Shifting Sands (Mummy’s Mask 3 of 6)
Pathfinder
Level 7
96 pages
0  0

To learn more about the ancient Pharaoh Hakotep I and the secretive cult that wants to revive him, the heroes travel to the city of Tephu to explore the vast archives in its Great Library. This is no small task, as they must contend with those who wish such knowledge to remain forgotten. With the clues they discover, the heroes venture deep into Osirion’s uncharted deserts in search of the tomb of Hakotep’s master pyramid-builder. There they face not only dangerous denizens of the desert, but the cult of the Forgotten Pharaoh—cultists who will stop at nothing to ensure their god-king remains undisturbed. This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes: - “Shifting Sands,” a Pathfinder RPG adventure for 7th-level characters, by Richard Pett. - A gazetteer of the city of Tephu, the City of the Reed People, by Richard Pett. - A study of the rituals of mummification, by Russ Taylor. - Ancient secrets and deadly kidnappers in the Pathfinder’s Journal, by Amber E. Scott. - Five new monsters, by Benjamin Bruck, Adam Daigle, Thurston Hillman, Michael McCarthy, and Patrick Renie.

Cover of Masks of the Living God
Masks of the Living God
Pathfinder
Level 3
32 pages
0  0

Razmir the Living God used his power to conquer an entire country; now he and his mask-wearing priests enforce peace and generosity—though some say their tools are intimidation and fear. His worshipers preach charity and self-worth, blaming rival faiths for crafting lies about the glories of the Living God. Now the cult has come to the city of Tamran, feeding the poor and promising happiness to those who serve Razmir. Yet ugly rumors persist of bribery, extortion, and strange disappearances associated with the new temple. Are these stories just gossip and lies spread by rival faiths? Or is the church of the Living God more than it seems? Part Two of the Price of Immortality trilogy.

Cover of Pathfinder Society Scenario #5: Mists of Mwangi
Pathfinder Society Scenario #5: Mists of Mwangi
Pathfinder
Levels 1–5
22 pages
0  0

Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?

Cover of Doom Comes to Dustpawn
Doom Comes to Dustpawn
Pathfinder
Level 9
32 pages
0  0

When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk.

Cover of 1 on 1 Adventures #10: Vengeance of Olindor
1 on 1 Adventures #10: Vengeance of Olindor
Pathfinder
Levels 8–10
22 pages
0  0

Thail Donnodol, an eleven scholar, has been imprisoned for crimes he did not commit. The law is no refuge. Only by breaking into the fortress prison of Granite’s End can the player character save Thail from a lifetime of misery. There’s only one problem: Thail Donnodol does not want to be saved. At least not until he finds the Vengeance of Olindor. Part 3 of the Olindor Trilogy.

Cover of Ice Tower of the Salka
Ice Tower of the Salka
Pathfinder
Levels 8–12
24 pages
0  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 Curse of the Brine Witch
Curse of the Brine Witch
Pathfinder
Levels 1–3
28 pages
0  0

After being singled out by a mad prophet as the ones who must defeat the Brine Witch, the PCs are hired to uncover the secret of the plague of curses. This is the first of a series of connected adventures contained within Return to Freeport. All six adventures together should take characters from 1st to 12th level. Adds a new creature template: Sand-blighted

Cover of 1 on 1 Adventures #9: Legacy of Darkness
1 on 1 Adventures #9: Legacy of Darkness
Pathfinder
Levels 8–10
20 pages
0  0

Sehvain Malual is renowned for his work in necromancy, using the dark art to destroy the undead pestilence polluting the world. However every warrior must hang his proverbial sword and retiring from adventuring life, the wizened elf settled down in a nearby town purchasing a small townhouse. Here, he would finally find the peace he so craved, or such he hoped before he found The Black Lexicon. What dark intent consumes Sehvain’s time is anyone’s guess, but only the PC can uncover the Legacy of Darkness.

Cover of Pathfinder Adventure Path #58: Island of Empty Eyes (Skull & Shackles 4 of 6)
Pathfinder Adventure Path #58: Island of Empty Eyes (Skull & Shackles 4 of 6)
Pathfinder
Level 9
92 pages
0  0

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity? This volume of Pathfinder Adventure Path includes: • “Island of Empty Eyes,” a Pathfinder RPG adventure for 9th level characters, by Neil Spicer. • Pirate legends and mysteries of the Shackles, by Jack Graham. • Details on the cyclopes who once ruled the Shackles, by Gareth Hanrahan. • Island harpies in the Pathfinder’s Journal, by Robin D. Laws. • Five new monsters, by Alex Greenshields, Michael Kenway, Mark Moreland, and Tork Shaw.

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  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 The Demoncall Pit
The Demoncall Pit
Pathfinder
Level 7
34 pages
0  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 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  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 Pathfinder Adventure Path #83: The Slave Trenches of Hakotep (Mummy’s Mask 5 of 6)
Pathfinder Adventure Path #83: The Slave Trenches of Hakotep (Mummy’s Mask 5 of 6)
Pathfinder
Level 13
96 pages
0  0

The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! The heroes return to Wati to defend it against this menace, only to discover that the attack is just the preface to a larger invasion of Osirion, controlled from Hakotep’s own flying tomb. Journeying to the Slave Trenches of Hakotep, the heroes must learn how to activate an ancient weapon to pull Hakotep’s tomb back to earth. Will the heroes bring down the flying pyramid of the Sky Pharaoh, or will their bones join the thousands of skeletons that lie crumbling within the Slave Trenches of Hakotep? This volume of Pathfinder Adventure Path continues the Mummy’s Mask Adventure Path and includes: “The Slave Trenches of Hakotep,” a Pathfinder adventure for 13th-level characters, by Michael Kortes. A look into the ancient Shory people and their amazing flying cities, by Neil Spicer. A collection of powerful artifacts and strange relics recovered from Osirion’s First Age, by Tim Hitchcock. A thrilling urban pursuit in the Pathfinder’s Journal, by Amber E. Scott. Four exciting new monsters, by Robert Brookes, Adam Daigle, Michael Kortes, and David N. Ross.

Cover of Chaos Rising
Chaos Rising
Pathfinder
Level 10
64 pages
0  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 1 on 1 Adventures #2: The Star of Olindor
1 on 1 Adventures #2: The Star of Olindor
Pathfinder
Levels 6–8
22 pages
0  0

A terrible plague has swept through the city of Cairdus, and despite the local clergy’s best efforts, they have been unable to control the spread of the disease. Even those who seem cured often contract the disease again. The only thing that is making any headway are the special blessings given by the powerful Baron Velstaf, but he only grants these blessings for a price that few can afford. The Star of Olindor is an adventure designed for 7th-level rogue, or other character of similar abilities. The obstacles in the adventure are set up to encourage the use of stealth and trickery, and many rely on classic rogue skills. The adventure takes place in the city of Cairdus, the details of which have been intentionally left imprecise, so that it can be easily slipped into an existing campaign, or better yet the adventure can be altered to take place in any existing city. Part 1 of the Olindor Trilogy.

Cover of Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6)
Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6)
Pathfinder
Level 7
92 pages
0  0

The time has come for the heroes to take their places as true pirate lords. But doing so will require more than a ship, a scallywag crew, and a hold full of plunder—they’ll need to win the esteem of the Hurricane King himself. If they succeed, they’ll earn the right to claim even greater glory by participating in the Free Captains’ Regatta, a grueling race along the fringes of the mighty hurricane called the Eye of Abendego. The winners receive a fat prize purse, their own private island, and a seat on the Pirate Council of the Shackles. Will the adventurers triumph against fierce competitors, old rivals, and the treacherous winds and currents of the Eye? Or will their ship be claimed by the storm, a doom that’s befallen so many before them? This volume of Pathfinder Adventure Path includes: • “Tempest Rising,” a Pathfinder RPG adventure for 7th-level characters, by Matthew Goodall. • Details on the infamous pirate lords of the Shackles and new rules for storms at sea, by Tork Shaw. • A gazetteer of the infamous pirate city of Port Peril, by Liz Courts. • Ghosts and cylcopes in the Pathfinder’s Journal, by Robin D. Laws. • Five new monsters, by Jesse Benner, Ryan Costello, Philip Minchin, and Tork Shaw.

Cover of Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker
Pathfinder Society Scenario #30: The Devil We Know—Part II: Cassomir's Locker
Pathfinder
Levels 1–7
20 pages
0  0

Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?