A phenomenom or a phenomenal game?

 

In August 2007, Wizards of the Coast announced the pending release of the 4th edition of the Dungeons & Dragons roleplaying game system, effectively superseding version 3.5 of the game. The Paizo Publishing company seized this opportunity to release an improved version of the 3.5 edition rules, along with their own setting and adventures. Announced in March 2008, the Pathfinder Roleplaying Game was designed over the course of a year with the help of gamers who could download the playtest versions of the game, try the system and post their feedback on Paizo's website. The PFRPG's playtesting was the largest open roleplaying game playtest in the world at the time.

Click on the title to go the pages dedicated to that Adventure Path

 

 

 

Rise of the Runelords - 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.

Curse of the Crimson Throne - The city of Korvosa is perched on the edge of anarchy—the king is dead, and his young queen, rumors whisper, might be responsible!

 

As they attempt to survive a city plunged into chaos, the heroes must combat plagues, barbarians, riots, and worse! When these terrible dangers and more strike the city, only the player characters can fight against this Curse of the Crimson Throne.

Second Darkness - A strange shadow lurks in the sky above the city of Riddleport, and the doomsayers take it as a sign of the approaching end of the world.

 

The thing is—they’re right. But the source of the menace facing Golarion comes not from the skies above, but the Darklands below. The Second Darkness Adventure Path takes heroes on a sweeping quest that begins in a star-struck city, weaves through ancient elven ruins, and unmasks the terrible secret of the subterranean dark elves!

Legacy of Fire - Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft.

 

Today, the armies are wakening, and one potent efreeti warlord is ready to pick up where he left off unless the PCs can stop him! The Legacy of Fire Adventure Path takes the heroes to all corners of the desert land of Katapesh and beyond, with journeys to strange demi-planes and even the fabled City of Brass, home to genies and beings of living fire.

Council of Thieves - The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy cures

 

 

 

Kingmaker - The wild and dangerous Stolen Lands lie in the northern reaches of the River Kingdoms, realms ripe for the taking! Yet those who would become rulers of these new lands will soon learn that claiming a kingdom and keeping it are two different beasts. Can the heroes protect their lands from jealous and deadly enemies?

 

 

Serpents Skull - A chance shipwreck in pirate-infested waters sets the heroes on a chase to discover a lost city in the jungles of the treacherous Mwangi Expanse! Factions like the Pathfinder Society and the Red Mantis assassin league are also on the hunt to discover the city's forgotten secrets, terrible revelations that could awaken a sleeping god and bring doom to the world of Golarion!

 

 

 

Carrion Crown - Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.

 

 

 

Jade Regent - When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.

 

 

 

Skull and Shackles - There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?

 

 

 

Shattered Star - The seven-pointed star known as the Sihedron is well known to scholars of ancient Thassilon, yet few know that the original Sihedron was itself a powerful artifact once owned by Emperor Xin himself. When the Emperor was betrayed by the Runelords, they shattered his Sihedron and hid the fragments in holdings throughout the land, where they would remain hidden for more than ten thousand years. But today, these fragments are surfacing, and it falls to Varisia's newest crop of heroes to gather the shards of the Shattered Star if they hope to be able to protect Varisia from a dangerous threat from the ancient past!

 

 

Rein of Winter - It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?

 

 

 

Wrath of the Righteous - The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?

 

 

Mummys Mask - The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?

 

 

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