On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of lobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga's secrets for themselves.
On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29
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
The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.
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?
"Auranorex, the greatest gold dragon in the world, is dead and his kin are looking for answers. To uncover the mystery of his demise, the heroes must travel to the one place forbidden to all mortals: the dragon graveyard. Guardians of Dragonfall is a mid-level adventure written by Anson Caralya that has the players investigating the untimely death of a dragon. Violating the dragon graveyard is a death sentence and the heroes must risk their very life if they are to uncover the secret behind Auranorex’s fate."
Something vile has transformed a sleepy rural village -- the locals have become monsters, and the only survivors are insane. Can the PCs unravel the mystery before a troupe of sinister bards plunges the heart of an unsuspecting city into the Far Realm? A D&D adventure for 9th-level characters.
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61
A Pathfinder Roleplaying Game adventure for 15th-level characters, this volume of Pathfinder Adventure Path is part 6 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 17th level by the end of this adventure. This adventure begins after the War of the River Kings has ended—the PCs, be they the war’s victors or losers, are faced with the task of rebuilding their kingdom or perhaps helping to rebuild Pitax. Yet soon after the war is over, a new peril strikes the region as strange monsters and violent bursts of rapid vegetation growth and bizarre weather plagues the Stolen Lands. At the same time, the PCs learn that one of the treasures discovered in Pitax’s House is a nascent vorpal sword, a weapon of immense power, and as the strange weather and blooms of life and monstrous incursions increase, so does this sword’s intelligence and power. The PCs soon learn that their kingdom faces an invasion, but this time not from the physical world. Some fell force from the legendary First World is attempting to expand into this world, and when the PCs begin to fight back against these verdant blooms, they discover that it’s possible to step from this world into the First World realm of Thousandbreaths. There, the PCs face powerful new threats unlike anything they’ve seen before, and learn that the dangers facing their kingdom are even greater than they feared, for the fey ruler of Thousandbreaths is about to absorb the Stolen Lands into a bauble for her own purposes, an act that would scour clean the region and leave behind nothing but a wasteland.If the PCs hope to save their new kingdom from this threat, they must combat the nymph queen Nyrissa both by stopping the various blooms in their kingdom and by traveling into Thousandbreaths itself to confront the dangerously insane nymph.
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.
Part 1 of the "The Devil We Know" campaign arc. Shipyard Rats is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?
The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?
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.
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.
When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?
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?
Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.
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.
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!
Rumors of an Eberron dragonshard of enormous size and power have reached the city of Sharn. Unfortunately, the shard is concealed winthin a Talenta Plains tomb located below a camp of cruel halfling nomads and their dinosaur pets. For centuries the Crypt of Crimson Stars has lain hidden in the vast expanse of the Talenta Plains. Now it has been found, and its legendary lost treasures draw adventurers from across the continent. Can you navigate deadly traps, fearsome guardians, and vengeful nomadic halflings to claim the prize? "Crypt of the Crimson Stars" is part one of the three-part "Shards of Eberron" Campaign Arc. Pgs. 32-41