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This property has 122 different values. The following are the 50 most common ones.

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A demonic cult recently performed a ritual to great success, part of its leader's grander schemes. Her work near Nerosyan complete for now, she left a token force to guard the site, no longer needing it, and prepared to travel elsewhere for grander plans. This activity, though, has been noticed. The ritual site was supposed to be completely abandoned, but a group of traveling merchants noticed the strange activity. This was reported to the Nerosyan leadership, who in turn have pressured Venture-Captain Jorsal of Lauterbury to get involved. Jorsal has decided to send the PCs, to investigate the site itself, assuming that a place so near the city likely isn't much of a threat.1
A god has been slain and nothing shall ever be the same again! As war and destruction spread across the world, new heroes must rise to the occasion and take arms to protect its mortal inhabitants. Two brand new classes provide new ways to engage with mythic themes—lay claim to your own spark of divinity and charge into battle as a mighty exemplar, or call upon the power of spiritual allies as a wise animist. Alongside these new classes are rules for running mythic games, archetypes for playing legendary characters, and a wide array of new items, spells, and monsters to tell stories straight out of myth and legend—but which fit perfectly into the remastered Pathfinder rules! Claim the power of the gods and battle the Universe's most fearsome foes with War of Immortals!1
A good Game Master keeps many secrets, only to reveal them to the players when the time is right. Keep your secrets safe behind the Pathfinder Core GM Screen. This sturdy four-panel horizontal screen features a stunning battle scene on one side and handy charts and game tables on the other side to give a busy GM everything they need to run Pathfinder. This screen has been updated with rules from the Pathfinder Remaster and includes a useful chart of new terms, making it simple to run any adventure from Pathfinder Second Edition!1
A good feasthall can be a place for the party to regroup and relax… until something bad happens. This Flip-Mat shows an expansive feasthall, a place where magnates and chiefs can feast, drink, and discuss politics. One side shows the feasthall in working order, and the other side shows the same location after a violent dispute broke out and wrecked the place. Whether you need a good setting for adventurers to rest and celebrate their victories or a scene of brutal disagreement, Pathfinder Flip-Mat: Feasthall has you covered!1
A group of new adventurers traveling through the village of Etran's Folly—also known as Plaguestone—must come together to solve the murder of a friend. What starts as a simple investigation quickly turns sinister with the discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight. It becomes clear that if these heroes don't intervene to stop whatever evil is brewing, the fall of Plaguestone is all but certain!1
A new year comes for the Pathfinder Society, and what better way to start it off than by attending a fancy event? The Pathfinders find themselves invited to a charity dinner to benefit the Knights of Lastwall fighting in far-off lands against the lich king, Tar-Baphon. They're not the only important Absalom-based faction there however, as the event is filled with lords and ladies and socialites of all kinds, including the Peacebuilders, a group dedicated to ensuring the Pathfinder Society pays for any of its mistakes. In the middle of dinner, evidence of a strange ritual is found and the Pathfinders must investigate before dinner becomes a murder mystery!1
A small earthquake and landslide near the mining operations of Marivit Kopje, a Kalistocrat of minor standing, have opened a vault long thought lost. Shimia Renveld was an oddity even among Kalistocrats. She collected oddities that held no real monetary value, or at least that was what she thought. Marivit believes that her recently uncovered collection might hold a key to helping turn around his fortunes, and he's promised the Pathfinders everything else in the vault in order to get it.1
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.1
After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.1
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian-Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger.1
Always living in the shadows is hard when you're a clever and regal creature like a kobold. Now it's time to make a name for yourself and bring honor and prestige to your clan. In Little Trouble in Big Absalom, you take on the role of one of five kobolds from the Hookclaw clan tasked with exploring a treasure-laden vault discovered by a team of Hookclaw diggers. Enticed by the potential wealth, the kobolds brave terrible dangers in what turns out to be a grandmother's basement before being asked by the kind old lady to retrieve her magical hedge trimmer from a neighbor's garden.1
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.1
As political tensions propel the Inner Sea to the edge of continental war, the elf queen of Kyonin has asked you to represent the elven nation in an important diplomatic alliance. When an unexpected act of violence threatens to sabotage the alliance before it begins, you must swiftly learn the truth—a truth that promises terror and devastation and the start of an all-out-war with the demonic armies of Tanglebriar!1
At last, the orc nation of Belkzen is on the offensive! As their ally Ardax gathers his army, the PCs scout ahead to clear the way and infiltrate Wyvernsting, capital of orc traitors. To sneak into the city, they must liberate the Drowning Sands orcs and borrow boats able to cross a quicksand sea. Once inside Wyvernsting, the PCs must sabotage the defenses, motivate rebellious factions to rise up against their enemies, and finally join Ardax's forces in besieging the city. Yet when the dust clears, the PCs identify the root of the undead uprising that’s ravaged the land: a haunted divinity that dwells high in Belkzen's mountains.1
Beneath the heavy forest canopy another kind of forest thrives. This shadow-dark haven for ferns, moss, and large fungus provides a perfect unsettling location for enemies to spring an attack. One side shows trees studded with shelf fungus and other growths, while the second side depicts similar features in a swamp. Danger is just a step away, so don’t waste time drawing your own map when Pathfinder Flip-Mat: Fungal Forest has you covered!1
Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disappeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?1
Deep in the Fangwood Forest in war-torn Nirmathas, sits an isolated leshy village called Compost Watch, surrounded by a sacred leshy graveyard: the Compost Forest. Working in tandem with the Ashfall Lodge, Compost Watch has kept up their vigil and maintenance of the primal space for generations, however after a recent distress signal from the trees of the Fangwood, no one's heard from the little town. It's up to the PCs to enter into the Compost Forest and see what's upsetting the balance of life, death, and nature!1
Delving deeper into the ruined prison, the PCs make their way through cell blocks now inhabited by subterranean monsters and undead echoes of the past, before finding themselves in what appears to be an idyllic village where the sun crosses the clouded sky each day. The clueless villagers are being preyed upon by their vampire masters and the PCs must break the spell and ascend into the Broken Palace to remove the threat of Lady Nalushae once and for all.1
Devotees of the gods, cunning mercenaries, fun-loving performers, crafty engineers, devious villains and more all have roles in your game with the Pathfinder NPC Core! Over 250 stat blocks for NPCs let you drop all kinds of characters into your game, from servants and farmers to masters of magic and martial arts. The NPCs are crafted to be fun and easy to use, with sets of adjustments to quickly change their ancestry, level, and more. You'll also find a trove of NPCs specific to non-human ancestries, like a dwarf general, goblin get-gang, and kobold egg guardian. Each section of NPCs is themed, and includes lore, custom rules, and random tables to spice up your gameplay. Never find yourself making up statistics on the fly again—you can find everything you need in the Pathfinder NPC Core!1
During the Year of Unfettered Exploration, the reappearance of the planes of metal and wood destabilized the Maze of the Open Road, the extradimensional maze the Pathfinder Society uses to transport personel and good across vast distances. In trying to stabilize itself, new entrances and exits appeared, one in a Tanuki village in Minkai. The tanuki had some fun pranking travelers in the maze until some Pathfinder agents defeated them at their own games. Now the village is on good terms with the Society, but the Pathfinders would like to have a lodge in the village to oversee this new exit. The tanuki are amenable, but only if the Pathfinders do some favors for them first. Of course the PCs are the ones tasked with these favors.1
Every alchemist needs a good workshop, and this alchemist lab makes for the perfect place to concoct strange brews and crafty mutagens. One side shows an expansive alchemical lab filled with every piece of equipment and selection of reagents an alchemist could need. The other side shows the same location after a catastrophic mishap. Whether your PCs have a practical home base from which to work or they are tasked with taking down a rogue scientist, Pathfinder Flip-Mat: Alchemical Lab has you covered. This set includes a durable, double-sided Flip-Mat, measuring 24" × 30" unfolded and 8" × 10" folded. Usable by experienced GMs and novices alike, this Pathfinder Flip-Mat fits perfectly into any Game Master’s arsenal!1
Everyone needs an out-of-the-way respite, and this Flip-Mat provides two such locations. One side features a spiraled keep perched high on a precarious mountain cliff, while the other side shows a cozy lodge sitting deep in a wintery valley. Whether your characters are in need of a retreat or they're storming a rival's secure estate, Pathfinder Flip-Mat: Remote Villas has you covered!1
Expand the array of magic at your fingertips with Pathfinder Spell Cards: Advanced Player's Guide! This must-have accessory for spellcasting characters contains more than 150 spell reference cards, containing the spells from every tradition and all focus spells from the Pathfinder Advanced Player's Guide in one place, giving you immediate access to key game details without flipping pages. Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. The possibilities are endless, but Pathfinder Spell Cards let you master the mysteries of magic!1
Explore a region of classical high fantasy with this expansive hardcover guide to six key nations of the Inner Sea. Within the Shining Kingdoms dwell noble knightly orders, proud ancient cultures, and deadly courtly intrigue. Explore Andoran, a bastion of democratic governance and freedom for all; Druma, a trade hub obsessed with material gain; the Five Kings Mountains, home to fractured kingdoms of the dwarves; Galt, a land wracked from violence and revolution; Kyonin, the illusion-cloaked homeland of the elves; and Taldor, the ossified remnants of one of the most powerful empires in the Inner Sea. Each nation features an in-depth history, gazetteer, and a look at a major city to support a grand variety of adventures.

Each region also presents new character options including archetypes, equipment, magic items, spells, animal companions, and more! In addition to these new options, characters can also learn about and join important local factions. These include the virtuous Eagle Knights of Andoran, the stalwart defenders of the Shieldwrought Striders in the Five Kings Mountains, the demon hunters of Kyonin's Wylderhearts, and the Lion Blade spies of Taldor.

The book also includes a bestiary of monsters inhabiting the region and a gorgeous fold-out poster map to serve as a centerpiece to any Shining Kingdoms campaign!
1
Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.1
For nearly 5,000 years, the great city of Absalom has stood at the center of the Inner Sea's culture, commerce, and prophecy. Now, with the death of its founder-god Aroden, the disappearance of its lord mayor, and new attacks from some of its greatest foes, Absalom stands at the crossroads of a new and uncertain destiny! This lore-packed guide presents a fascinating locale suitable for years of Pathfinder adventures! A huge poster map of the city, more than 250 locations, and 400 NPCs set the scene in unprecedented detail, beckoning your characters to walk upon streets paved with centuries of history. Follow in the footsteps of generations of questing heroes to chart a new path for the City at the Center of the World!1
Friends, the time has come to forge a new history for the orcs of Belkzen!

The Holds of Belkzen have tenuously come together thanks to the vision and martial prowess of their leader, Ardax the White-Hair, to stand against Tar-Baphon. However, this peace is fragile as ambitions stir and conspirators whisper against the current leadership. Aware that a nation divided can't stand against its foes, Ardax has invited a group of dignitaries to a special event: Torrentmoot, where old grudges will be soothed, and history will be made!

The PCs are among these dignitaries, working to further their own ambitions and hoping to witness the historic formation of a truly unified Belkzen. But not everyone is interested in peace, and some would prefer to drag the worst parts of the orcs' history out of the past and into the present.
1
Get the most out of your inner magical power with Pathfinder Spell Cards! This must-have accessory for focus spellcasters contains more than 150 spell reference cards, covering every focus spell in the Pathfinder Core Rulebook, giving players immediate access to key game details without the need to slow down play to flip through a giant book. Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. Take your first step toward mastering your inner power with Pathfinder Spell Cards, and always stay focused on your magic!1
Having neutralized the Wildwood Lodge's new weapons, the PCs and their allies assault it directly to oust its murderous despot. Yet after recruiting local allies and besieging living fortresses, they discover their foe has fled to an unfamiliar realm: the Plane of Wood. Can the PCs stop this villain from recruiting a demigod of decay to devastate the Verduran Forest?1
Her identity finally revealed to the Pathfinders, the Waterfall makes a final request: have a group of senior agents travel into the mindscape attached to her and extract whatever it is that ties her to entities unknown. With any hope, this will give her the privacy and security she so desires and deserves after her life. Within her mindscape, strange aberrations lurk, and even stranger are their motivations and how they plan on keeping the Pathfinders away from the center of her cerebral maze.1
In a land built from the flesh and bones of dragons, adventurers band together to seek their fate! Familiar faces take on new guises in the land of Tian Xia, traveling alongside peoples unique to the continent. The Tian Xia Character Guide features new heritages for existing ancestries, such as kijimuna gnomes and chrysanthemum leshies, as well as brand-new ancestries who have lived among the Dragon Empires since time immemorial. Explore an expansive world of options for your character, from the kinetic grace of dance and martial arts, to the subtle skills of cooking and alchemy, to the complex relationships between the elements. Will mastery of these techniques lead you to your goals, or will temptation and rivalry tear you asunder?1
In her latest venture to help fund the Knights of Lastwall and to bring some needed cheer to Absalom, Lady Hesla Embersplitter has announced a carnival within the Foreign Quarter, inviting the children of Absalom to come and spend some time among games and entertainment. As a sign of goodwill, the Pathfinder Society has decided to send along a group of Pathfinders to make a show of being around and keep an eye on some of the visiting students from the Dacilane Academy. However, the mysterious Godsrain doesn't seem to be finished quite yet and a strange storm seems to be brewing over the Puddles...1
In the Spore War Adventure Path, your characters begin as new heroes of the nation of Kyonin and are called upon by Queen Telandia Edasseril to represent Kyonin's interests in an upcoming diplomatic summit with the nations that border Lake Encarthan. The Whispering Tyrant's growing threat cannot be ignored, but as the meeting between diplomats gets underway, it isn't long before everyone realizes there is a much more imminent danger to the elven way of life. Treerazer is poised to strike Kyonin's heart, and the heroes who find themselves standing against him must be stronger than ever before! Inside the Spore War Player's Guide, you'll find player-friendly, spoiler-free information and tips to help you make an exciting new 11th-level character perfect for the Spore War Adventure Path. While this campaign is exceptionally well suited to a party that consists entirely of elven characters, Kyonin is welcoming of all ancestries.1
In the Eye of Abendego, the storm has receded just enough to reveal two particularly interesting new sites: one is a wrecked Pathfinder ship and the other an ancient island associated with prophesiers and demons. With some help from an old pirate friend, the Pathfinders are kitted up in order to investigate these two new occurrences, however it seems like she wasn't the only pirate with her eyes on these strange new prizes. The Society will have the face the dangers of sea and storm as they sail to their goal, hoping to beat their rivals to the hidden secrets!1
In the Lands of the Linnorm Kings, Pathfinders and Ulfen rulers grow concerned about the lack of information coming across the border from Irrisen. A team of Pathfinders is sent to scout a hidden pass into Irrisen and see what they can find out, but they find more than they could have possibly anticipated. With Russian soldiers displaced across worlds and cunning winter witches grasping for power, will the PCs get to raise a frosty mug with new friends, or find themselves in the icy grasp of powerful enemies?1
In the cosmopolitan trading city of Kibwe, at the edge of the Mwangi Expanse, innocent people struck by a terrible curse known as the slithering are melting into malevolent oozes. The heroes are at the epicenter of this slimy curse and might be the only ones capable of recovering the ancient magic required to break it. Tracking the course of the slithering through Kibwe's colorful markets and shrines, the heroes must untangle the curse's origin and discover the role the nefarious Aspis Consortium plays in the unfolding conspiracy. The mysteries the heroes uncover might usher in a new era of plenty and prosperity for Kibwe, if the heroes can survive the slithering to experience it!1
Inside the Curtain Call Player's Guide, you'll find player-friendly, spoiler-free information and tips to help you make an exciting new 11th-level character perfect for the Curtain Call Adventure Path. Welcome to show business!1
Inside the Wardens of Wildwood Player's Guide, you'll find player-friendly, spoiler-free lore and tips to create an exciting character suited for the Wardens of Wildwood Adventure Path.1
Inside the Season of Ghosts Player's Guide, you'll find player-friendly, spoiler-free information and tips to help you make an exciting new character perfect for the Season of Ghosts Adventure Path, which is set just over a hundred years in the past, not long after the onset of the Age of Lost Omens itself!1
It isn't often gods die, but Aroden's enigmatic demise on the eve of his prophesied return, when he was said to usher in an age of glory for humanity, had more ramifications than his simple death. For when Aroden died a century ago, prophecy died with him. Since that day, in what has come to be known as the Age of Lost Omens, foretelling no longer works as it should, and a prophecy is more likely to be completely inaccurate than hold even a sliver of truth.

When Yivali, a nosoi psychopomp in the service of the goddess of death, uncovers a series of foretellings called the Godsrain Prophecies as part of her research into the nature of divinity, she uncovers a vast web of predictions of the forthcoming death of another deity, and the ramifications of such.

Follow along as Yivali digs into the prophecies, noting their contradictions and unsettling suggestions, and learn about the mysterious seer who penned them. Explore the secrets of the Godsrain, an event strangely absent from the prophecies that bear its name, yet which is detailed in such Pathfinder Roleplaying Game releases as War of Immortals, Prey for Death, and the Curtain Call Adventure Path, as well as the Pathfinder: Godsrain novel by Liane Merciel. Dig into the exciting world of Pathfinder and the War of Immortals event today!
1
Join a curious naturalist and his eccentric crew crossing continents in their fantastic airship, cataloging the world’s most fantastic creatures! Along the expedition, players will find new character options to bring their wildest characters to life, from new ancestries like the strong minotaur or magical merfolk, to awesome spells and ferocious archetypes, to new animal companions and gear forged from the scales and fangs of mythical beasts. GMs can look forward to a veritable menagerie to unleash on their players, containing animals, expansions on classic monsters, and never-before-seen creatures from every corner of the Age of Lost Omens campaign setting!1
Journey to a fortress-city in demon-ravaged Sarkoris to learn the ancient magical secrets of the Magaambya's wizards, Lepidstadt's bleeding-edge theories on reanimating flesh with electricity, the extraplanar fey philosophies of the Cobyslarni, and the lore of more than a dozen other academies! With so many prominent scholars in one place, rivalries are sure to abound—whether in the classroom, on the sports fields, or during field trips to dangerous lands.1
Keep the creatures of the Pathfinder Monster Core close at hand with this box-bursting collection of over 550 reference cards featuring every monster from the core Pathfinder monster reference! Each 4" x 6" card is printed on sturdy cardstock and features a beautiful, full color image of a Pathfinder Monster Core monster on one side, while the other side provides that monster's statistics for quick and easy reference. With each encounter, show the players the terrifying visage of the monster their characters are facing while keeping its abilities at the ready, and watch your games come alive!1
Keep the creatures of the Pathfinder Bestiary close at hand with this box-bursting collection of 450 reference cards featuring every monster from the core Pathfinder monster reference! Each 4" x 6" card is printed on sturdy cardstock and features a beautiful, full‑color image of a Bestiary monster on one side, while the other side provides that monster's statistics for quick and easy reference. With each encounter, show the players what their characters are facing while keeping the monster's abilities at the ready, and watch your games come alive!1
Last year, Pathfinders found teleportation circles within Kaer Maga. They've learned the azlanti wizard Lesolethe created these long ago. She had uncovered a structure older than even Kaer Maga, but abruptly left without warning, magically sealing it all.

The up-and-coming agent, self-proclaimed Runelord Zinthyra Tannol, a sprite obsessed with all things Azlanti and Thassilonian, has discovered the key to this lost structure--or at least where to find it.

The Decemvirate will promote her to venture-captain if she can successfully direct this mission. Captain Eras will evaluate her. They sail towards Lesolethe’s main lab, hidden in shattered Azlant. If the PCs can find the key, it will grant access to an incredibly ancient site, and the newest venture-captain will owe them big time.
1
Lured by the tantalizing prospect of new lands of Golarion to explore, a rendezvous with a Geb defector in possession of priceless secrets from that undead nation brings a diverse group of adventurers to the Nexian metropolis of Ecanus. But when they find themselves cornered by the city's remorseless Deathsealers, can this new group of Iconics band together for survival - and escape a city full of hostile wizards alive?1
Many newer agents are often sent to the Three Gates Lodge to make sure that the wildlife on the island isn't out of control, and that the various allies that the Society made when claiming the lodge are rewarded for their continued aid. The tasks are routine, as the greatest threats were dealt with when initially setting up the lodge, and Venture-Captain Kukuha Mukai performed a ritual utilizing the ley-lines. This ritual is a form of powerful defensive magic and almost guarantees safety from all but the direst threats. The PCs are the latest agents dispatched for this duty. Unfortunately for them, shortly after they arrive, so too does the direst of threats: a god dies, and a strange rain falls over the island, just as the PCs are being briefed. Now they have to deal with the literal fallout, as no one else is near, and no help can come for some time.1
Not everyone in Irrisen has been happy with the rule of Queen Anastasia. A group of bandits found it much easy to sate their violent tendencies during the rule of the prior queen. Now they're causing trouble both in Irrisen and in settlements on its western border. It's up to the PCs to put a stop to their banditry.1
On the border of Numeria and Ustalav, there sits an abandoned manor filled with strange technology and shuffling undead named the Crushed Meteor. Once a stronghold of the Technic League, it has fallen into the hands of the Whispering Way and the Pathfinder Society has successfully lobbied with Kevoth-Kul to finally handle the building and exterminate those within. However, a leader of the Whispering Way sits inside the building, considering its many secrets and offers the Pathfinders a choice: let her finish her research and gain information on an enemy, or perish. It's up to the agents within to make a choice that may sacrifice the values of the Society for valuable knowledge!1
On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.1
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In the [[Lands of the Linnorm Kings]], [[Pathfinder]]s and [[Ulfen]] rulers grow concerned about the lack of information coming across the border from [[Irrisen]]. A team of Pathfinders is sent to scout a hidden pass into Irrisen and see what they can find out, but they find more than they could have possibly anticipated. With [[Russia]]n soldiers displaced across [[Earth (planet)|worlds]] and cunning [[winter witch]]es grasping for power, will the PCs get to raise a frosty mug with new friends, or find themselves in the icy grasp of powerful enemies?  +
When [[Gorum]] died, shards of his divine being [[Godsrain (event)|rained down]]. One of these [[warshard]]s landed in an [[ooze]] being transported outside of [[Oenopion]]. The newly-empowered creature escaped its confines and headed south towards the [[Mana Wastes]]. The [[Nex]]ian forces haven't be able to deal with it, and have turned to hiring mercenaries. The [[Pathfinder Society]] learns of this chance to get their hands on another warshard, and has an [[Arclords of Nex|arclord]] ally get them on the short list of candidates. The PCs must prove their mettle over the other candidates before tracking this newly [[deity|divine]] [[war ooze]] along the borders to the waste. What's more, the Mana Wastes themselves aren't going to make this mission any easier, and no one yet understands the full impact that warshards might have on creatures, so there's no telling the capabilities of this warooze.  +
Poorer citizens of [[Kaer Maga]], the City of Strangers, have been going missing, and while many think they've simply left to emigrate to [[New Thassilon]], a purported haven for outcasts, an independent journalist feels that there's something unsavory going on. Kaer Maga doesn't have much in the way of authorities, and those who hold any power aren't taking her seriously, so she's turned to the [[Pathfinder Society]]. The PCs need to figure out what's going on, and if it is unsavory, perhaps put a stop to it.  +
[[Treerazer]]'s plots for a swift win against the [[elf|elven]] nation of [[Kyonin]] have been thwarted by the heroics of a band of [[adventurer]]s. As they seek critical secrets from a mysterious voice calling from an [[extraplanarity|otherplanar]] realm, though, will a desperate acceleration of the [[demon lord]]'s plans spell doom for the elves? Can the heroes stop him in time?  +
When the mysterious [[Gauntlight]], an eerie landlocked lighthouse, glows with baleful light, the people of [[Otari]] know something terrible is beginning. The town's newest heroes must venture into the ruins around the lighthouse and delve the dungeon levels far beneath it to discover the evil the Gauntlight heralds. Hideous monsters, deadly [[trap]]s, and mysterious [[ghost]]s all await the heroes who dare to enter the sprawling megadungeon called the [[Abomination Vaults]]! Pathfinder Second Edition's most popular campaign yet bursts from the pages of this massive hardcover compilation, containing all three adventures in the fan-favorite Abomination Vaults Adventure Path, a dungeon-delving campaign like no other, along with support articles, rules, monsters, and more!  +
For nearly 5,000 years, the great city of Absalom has stood at the center of the [[Inner Sea region|Inner Sea's]] culture, commerce, and [[prophecy]]. Now, with the death of its founder-god [[Aroden]], the disappearance of its [[Gyr of House Gixx|lord mayor]], and new attacks from some of its greatest foes, Absalom stands at the crossroads of a new and uncertain destiny! This lore-packed guide presents a fascinating locale suitable for years of [[Pathfinder Roleplaying Game|Pathfinder]] adventures! A huge poster map of the city, more than 250 locations, and 400 NPCs set the scene in unprecedented detail, beckoning your characters to walk upon streets paved with centuries of history. Follow in the footsteps of generations of questing heroes to chart a new path for the City at the Center of the World!  +
Expand the array of [[magic]] at your fingertips with ''Pathfinder Spell Cards: Advanced Player's Guide''! This must-have accessory for [[spellcaster|spellcasting characters]] contains more than 150 [[spell]] reference cards, containing the spells from every tradition and all [[focus]] spells from the ''[[Pathfinder Advanced Player's Guide]]'' in one place, giving you immediate access to key game details without flipping pages. Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. The possibilities are endless, but Pathfinder Spell Cards let you master the mysteries of magic!  +
Every [[alchemist]] needs a good [[laboratory|workshop]], and this alchemist lab makes for the perfect place to concoct strange brews and crafty [[mutagen]]s. One side shows an expansive alchemical lab filled with every piece of equipment and selection of [[alchemical reagent|reagents]] an alchemist could need. The other side shows the same location after a catastrophic mishap. Whether your PCs have a practical home base from which to work or they are tasked with taking down a rogue [[science|scientist]], ''Pathfinder Flip-Mat: Alchemical Lab'' has you covered. This set includes a durable, double-sided Flip-Mat, measuring 24" × 30" unfolded and 8" × 10" folded. Usable by experienced GMs and novices alike, this Pathfinder Flip-Mat fits perfectly into any Game Master’s arsenal!  +
A small [[earthquake]] and landslide near the mining operations of [[Marivit Kopje]], a [[Kalistocrat]] of minor standing, have opened a vault long thought lost. [[Shimia Renveld]] was an oddity even among Kalistocrats. She collected oddities that held no real monetary value, or at least that was what she thought. Marivit believes that her recently uncovered collection might hold a key to helping turn around his fortunes, and he's promised the [[Pathfinder]]s everything else in the vault in order to get it.  +
[[4708 AR|Several years ago]], a [[Taldor|Taldan]] [[Zyphus]] cult took over a famous [[Oppara]] opera house, murdered a [[Pathfinder]], and turned dozens of Taldor's wealthiest citizens into the walking dead. The [[Pathfinder Society]] has finally tracked down their hideout and sends you to Oppara for one purpose: revenge. Can you face the servants of [[Golarion|Golarion's]] god of accidents unharmed or will you find yourself among Zyphus's cursed souls?  +
The [[Pathfinder Society]] sends the PCs to the mountaintop mausoleum and monument known as [[Mount Antios|Antios's Crown]] in search of a long-lost relic believed to be contained there, but all is not as it seems. Can the [[Pathfinder]]s survive the denizens of the remote mountain complex and the sinister plot of a powerful cultists who plans revenge on the Society that has foiled his plans one too many times?  +
Famed [[Pathfinder]] [[Bodriggan Wuthers]] disappeared from his dig site beneath the [[House of the Immortal Son]] in [[Taldor|Taldor's]] gilded capital of [[Oppara]]. Once a grand temple to [[Aroden]], the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.  +
In her latest venture to help fund the [[Knights of Lastwall]] and to bring some needed cheer to [[Absalom]], [[Hesla Embersplitter|Lady Hesla Embersplitter]] has announced a carnival within the [[Foreign Quarter]], inviting the children of Absalom to come and spend some time among games and entertainment. As a sign of goodwill, the [[Pathfinder Society]] has decided to send along a group of [[Pathfinder]]s to make a show of being around and keep an eye on some of the visiting students from the [[Dacilane Academy]]. However, the mysterious [[Godsrain]] doesn't seem to be finished quite yet and a strange storm seems to be brewing over the [[Puddles]]...  +
This essential accessory for arcane spellcasters collects all of the arcane spells from ''Pathfinder [[Player Core]]'' and ''Pathfinder [[Player Core 2]]''. More than '''250''' spell reference cards put unrivaled understanding of the arcane directly into your hands! Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. The possibilities are endless, but ''Pathfinder Arcane Spell Cards'' let you master the mysteries of magic!  +
[[Magic]] explodes from your fingertips when you hold Pathfinder Spell Cards in hand! This must-have accessory for [[arcane]] [[spellcaster]]s contains more than 200 [[spell]] reference cards, covering every arcane spell in the ''[[Pathfinder Core Rulebook]]'', giving players immediate access to key game details without the need to slow down play to flip through a giant book. Players can easily arrange and plan their spells within moments, and a quick scan of the cards presents a caster's tactical options at a glance. Take your first step toward arcane mastery with Pathfinder Spell Cards, and never go into a fight unprepared again!  +
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Sometimes [[adventurer]]s need to relax with a nice party. Of course, that's when things go askew. Don't fret, ''Pathfinder Flip-Mat: Ballroom'' has you covered to stage the scene! One side features an elegant ballroom perfect for a large dance or high-society party. The other side includes a more utilitarian ballroom, complete with a stage for musicians and tables and chairs for guests to witness the festivities. Don't waste time drawing these scenes when you can unfold ''Pathfinder Flip-Mat: Ballroom'' on your table and get straight to the action!  +
[[Pathfinder Roleplaying Game|Pathfinder's]] beloved [[iconic]] heroes make their fiction debut in ''[[Godsrain (novel)|Pathfinder: Godsrain]]'', set to release in November 2024. But the characters have existed since 2007 and have many existing adventures documented in [[flash fiction]] on the Paizo Blog and other promotional locations. Now, for the first time, readers can find these stories collected into a single volume, a perfect primer before diving into ''Godsrain'' or to further explore their history after meeting them for the first time.  +
Keep the creatures of the ''[[Bestiary (Second Edition)|Pathfinder Bestiary]]'' close at hand with this box-bursting collection of 450 reference cards featuring every monster from the core [[Pathfinder Second Edition|Pathfinder]] monster reference! Each 4" x 6" card is printed on sturdy cardstock and features a beautiful, full‑color image of a ''Bestiary'' monster on one side, while the other side provides that monster's statistics for quick and easy reference. With each encounter, show the players what their characters are facing while keeping the monster's abilities at the ready, and watch your games come alive!  +
The [[Pathfinder Society]] seeks the ancient ruby ring of the salamander and it falls to a team of [[Pathfinder]]s to find it. Last seen in the [[Tri-Towers Yard]], a once elite academy for the youth of [[Absalom]], the ruby ring is now lost in the [[Drownyard]], all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?  +
The ghost king of [[Geb (person)|Geb]] rules a [[Geb|nation]] where the living and undead work uneasily side-by-side. The power behind the throne, and the true rulers of Geb, are the [[Blood Lords]]: a scheming group of undying necromancers whose whims affect millions. Joining the Blood Lords isn’t easy, but your band of less-than-good-hearted troubleshooters is destined to ascend their ranks for exposing a dangerous plot to the nation. The danger increases once your characters become Blood Lords, as the intrigues of the undead rulers are fiercest against each other. Powerful factions and ancient secrets are all playthings in the deadly trickery. Your Blood Lords must fight from the borders of the nation to the sepulchral halls of power to claim their authority over the land of the dead!  +