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  • Book cover of The Worldwound Incursion

    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? This volume of Pathfinder Adventure Path launches the Wrath of the Righteous Adventure Path and includes: -"The Worldwound Incursion, " a Pathfinder RPG adventure for 1st-level characters, by Amber E. Scott. -A gazetteer of the crusader city of Kenabres on the border of the Worldwound, by Amber E. Scott. -The search for an infamous demon hunter in the Pathfinder's Journal, by Robin D. Laws. -A complete outline of the Wrath of the Righteous campaign. -Four new monsters, by James Jacobs, Jason Nelson, David Schwartz, and Jerome Virnich.

  • Book cover of Breaking the Bones of Hell
    Amber E Scott

     · 2016

    With the recovery of the Kintargo Contract and numerous alliances in place, the so-called Silver City of Kintargo and its surrounding region of Ravounel is now protected from invasion by Cheliax. The heroes of Kintargo are ready to sign formal treaties and accords with Cheliax to secure Kintargo's independence, yet enemies made during the region's liberation remain active and bear grudges. Worse, the one-time despotic ruler of Kintargo, Barzillai Thrune lives on in the depths of Hell, and his plans for the region have only been slowed. Strange manifestations of ghostly spirits and infernal hauntings spread through Kintargo, and before long, the truth cannot be ignored--the high-inquisitor's death has only made him more powerful, and the secret to stopping him forever lies hidden in the roots of Hell itself! Can Kintargo's heroes brave the depths of the pit to ensure the city is finally and forever safe from Barzillai Thrune? "Breaking the Bones of Hell" is a Pathfinder Roleplaying Game adventure for 15th-level characters. The adventure concludes the Hell's Rebels Adventure Path, an urban- and political-themed campaign that focuses on a rebellion against one of the Pathfinder Campaign Setting's most infamous nations--devil-haunted Cheliax. Several new monsters, an exploration of the faith and secrets of the archdevil Mephistopheles, suggestions for how to continue your Hell's Rebels campaign beyond the events of this Adventure Path, and a brand new Pathfinder Journal round out this volume of the Pathfinder Adventure Path!

  • Book cover of Pirates of the Inner Sea

    Details on pirate strongholds, from the tropical isles of the Shackles to the Varisian city of Riddleport and beyond, present a wide range of options for freebooters, corsairs, scallywags, and even government-sponsored privateers throughout the Inner Sea region. Pirate-themed archetypes, new spells and magic, feats, piratical character traits, a pirate slang primer, and more await plunder in this player-friendly book!

  • Book cover of Lands of Conflict

    War rages between the expansionist nation of Molthune and their fiercely independent neighbor Nirmathas. To one, it is a civil war to preserve their nation; to the other, it's a war to throw off tyrannical occupation. Both lands are rife with ancient ruins, stubborn leaders, and longstanding feuds, and both are brimming with opportunities for adventure and wealth. Plus, Nirmathas and its conflict with Molthune are the setting for the Ironfang Invasion Adventure Path, making this comprehensive sourcebook a perfect supplement for that campaign. Explore the nuances of cosmopolitan Molthune and rugged Nirmathas, including adventure locations and a detailed militia system that allows players to command their own mercenary legions!

  • Book cover of Blood of Angels

    Idolized and adored, but also regarded with jealousy and envy, the aasimars of Golarion count among their ancestors the greatest forces of good throughout the Great Beyond. They are the descendants of majestic angels, beatific celestials, and mysterious but kindly outsiders who have long sought to guide and protect the mortal realm. Yet merely having the blood of angels in your veins does not guarantee security in life, nor does it ensure a kindly soul -- few villains are more despised than those who have wandered so far from grace as the fallen aasimar. A companion volume to Blood of Fiends, Blood of Angels explores all that it is to be an aasimar, including an extensive discussion of aasimar culture and society, but also presenting numerous variations on the standard aasimar character. Rules for aasimars of specific celestial heritiages (angels, archons, agathions, azatas, garudas, and peris), new feats and magic, variant aasimar abilities and features, new options for bards, clerics, inquisitors, oracles, sorcerers, summoners, and more await revelation in this Pathfinder Player Companion

  • Book cover of Chronicle of the Righteous

    Stem the tide of the multiverse's foulest denizens with Pathfinder Campaign Setting: Chronicle of the Righteous! Just as the Book of the Damned series documented the blasphemous denizens of Hell, Abaddon, and the Abyss, Chronicle of the Righteous reveals the inhabitants of the goodly realms of Heaven, Elysium, and Nirvana, along with their demigod leaders, the Empyreal Lords. Discover the powers and agendas of some of the greatest forces of good in existence and join them in their endless struggle against evil. Familiar Empyreal Lords like fiery Ragathiel and mysterious Pulura are joined by allies like frigid Tolc, placid Ghenshau, noble Seramaydiel, and dozens more. Additionally, mortal champions might join these paragons of goodness as members of their diverse mystery cults, wielders of their divine magic, conjurers of divine legions, or bearers of holy stigmata. The battle for mortal souls is not one sided -- join the eternal battle on the side of good with Pathfinder Campaign Setting: Chronicle of the Righteous!

  • Book cover of Pathfinder Adventure Path

    With the validity of the Stavian royal line confirmed, the heroes return to Taldor to discover horrible machinations transpired in their absence, and they must now face the cunning secret society, the Immaculate Circle, to recover the soul of their departed benefactor. But as they return triumphant, they find themselves not celebrated but hated, hunted, and accused of regicide. To set the world right and end the War for the Crown, the heroes must confront not one but six of Taldor's greatest emperors, resurrected from the past by equal parts malice and hubris! "The Six Legend Soul" is a Pathfinder Roleplaying Game adventure for 16th-level characters written by Amber Scott. The adventure concludes the War for the Crown Adventure Path, as players drag a once-grand nation kicking and screaming into the modern day, becoming legendary politicians, spymasters, and nobles in their own right. A selection of new monsters, a review of the legendary emperors of Taldor's glory, a look at the Ulfen Guard, and advice for continuing the campaign all round out this volume of the Pathfinder Adventure Path. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

  • Book cover of Mystery Monsters Revisited

    Know the unknown as you explore the lore and inner workings of the Inner Sea's most elusive creatures in Pathfinder Campaign Setting: Mystery Monsters Revisited! Unravel the myths behind legendary creatures inspired by real-world monsters, like the blood-sucking chupacabra, the larger-than-life sasquatch, and the mountain-dwelling yeti -- and discover how they fit into the award-winning Pathfinder campaign setting alongside such infamous favorites as the equine Sandpoint Devil and disaster-heralding mothman. Each mystery monster includes examples of its misdeeds, evidence the fiend leaves in its wake, and a sample stat block of an especially nefarious version of the beast. In a world where little is as it seems and the monsters are always one step ahead of their pursuers, get the upper hand with Pathfinder Campaign Setting: Mystery Monsters Revisited!

  • Book cover of Secrets of the Sphinx

    The heroes track down the cult of the Forgotten Pharaoh to its secret headquarters inside a giant sphinx statue in the Osirian desert, facing scorpion-men mercenaries and Areshkagal-worshiping maftets before a final confrontation with masked cultists and their leader, the Forgotten Pharaoh, who has been possessed by a fragment of Hakotep I's soul! Continuing the Mummy's Mask Adventure Path, Secrets of the Sphinx is a Pathfinder Roleplaying Game adventure for 10th-level characters. A selection of new monsters, two additional desert locales to expand the Mummy's Mask campaign, details on the ancient curses of Osirion, and the next installment of the Pathfinder's Journal written by Amber E. Scott round out this volume of the Pathfinder Adventure Path.

  • Book cover of Ruins of Azlant

    Death in the Depths On the trail of an ancient enemy, the heroes seek more information in a merfolk city teeming with intrigue just beneath the waves. They arrive to find a group of deep merfolk claiming that the city is in the path of a destructive sea monster. But this warning is nothing more than a ruse for the campaign's villain to uncover the location to a secret Azlanti military laboratory. The adventurers must carefully maneuver the social currents of the underwater city and unravel dangerous intrigue to get to the bottom of the merfolk's plot and discover where the ancient enemy is headed so they can stop it. This volume of Pathfinder Adventure Path continues the Ruins of Azlant Adventure Path and includes: -"City in the Deep," a Pathfinder RPG adventure for 10th-level characters, by Amber E. Scott. -A gazetteer of Talasantri, an underwater city populated by aquatic elves, merfolk, and other aquatic humanoids on the floor of the Arcadian Ocean, by Amber E. Scott. -An ecology of the graceful and mysterious merfolk, by Amber E. Scott. -An investigation into the reclusive elves of the Mordant Spire and a look at some of the tools they use when patrolling lost Azlant, by Mikko Kallio. -A collection of dangerous monsters, by Alex Greenshields, Mark Moreland, Tim Nightengale, and Amber E. Scott. the world's oldest fantasy RPG.