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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 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
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
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
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
For ages, the orcs of Belkzen have been marginalized, subjugated, and vilified, relegated to the rocky northern wastes. Yet in recent battles waged against their undead nemeses, orcs showed the world that they have a common enemy—the evil lich-lord known as the Whispering Tyrant. Now, openminded leaders like Ardax the White-Hair have initiated a grand diplomatic campaign to bury old grudges and forge alliances across the continent. There are few takers.1
Having bested an orc hold and proven they're no mere dignitaries, the PCs are invited to the mighty orc city of Urgir to quell the raging ancestor storms and protect the invaluable aurochs herds that sustain Belkzen's people. Yet many would exploit the ongoing chaos: orc rebels in the vertical mining city of Blisterwell, Shoanti raiders answering old vendettas, and more. The PCs must repel these attacks, turning foes into friends in Belkzen's ongoing fight for survival.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 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 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 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
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
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
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.1
Production has begun on a brand new opera that promises to bring your group's heroic adventures to the stage, but as it turns out, producing an opera can be as complex and even at times as dangerous as adventuring ever is—particularly when a mysterious stalker spreads mayhem. Can you keep your production on schedule and under budget in the face of nefarious sabotage and sinister agendas?1
Some disgruntled citizens in Kintargo, who preferred things under Chelaxian rule, have stolen into some very sensitive information concerning the Pathfinder Society's trade dealings and routes. In the hands of enemies, this could put many agents at risk. Cheliax barely tolerates the Society on a good day, and if these thieves-who-would-be-spies can get the encrypted information into the hands of real Chelaxian intelligence operatives, Cheliax would likely relish its ability to do incalculable harm. It's up to the PCs to infiltrate the thieves' base of operations and steal the info back before these rabble rousers can send it off. Keeping things quiet will be key, though, as the heads of Supplies and Procurement definitely don't want to tip them off to what they really have.1
The Dacilane Academy often calls upon the Pathfinder Society to get them out of trouble, or to aid their students. Considering that many Pathfinders enroll their children in the academy, the relationship is one of mutual benefit. It’s therefore no surprise when the academy calls upon the Pathfinders to help make sure nothing terrible happens during the play that the students will be performing at a nearby theater, the Muse of the Rose. Recently, performances there have seen unfortunate accidents. No one has been seriously injured, but the performances were all ultimately ruined. It's up to the PCs to ensure that the Dacilane Academy's performance doesn't suffer the same fate, even if the have to prevent disasters backstage during the show itself.1
The Magaambya is perhaps the greatest and oldest academy of magic in the world, and its students know they are supported by the strength of thousands of students who’ve come before them. History, magical lore, and much more can be found within the walls of the school, but students of the Magaambya aren’t confined to the campus. They are expected to learn from, and share knowledge with, the wider world—and that wider world has plenty of adventure to offer!1
The Pathfinder Society has heard reports of a ship sighted over and over, apparently following the same path before vanishing each week. This unfortunate ship is stuck in time, repeating the same week over and over. The crew has tried everything to escape this fate, and gave up years of the same week ago. The PCs must find a way to return things to normal and save the crew from an eternity of this single week.1
The Red Mantis assassins are known and feared throughout the world for their relentless devotion to the task of murder. Those slain by these assassins tend to stay dead, but those who have rightfully come to rule need not fear them. In this adventure, the players take on the roles of a group of assassins, favored agents of the ruler of the Red Mantis, sent on a dangerous mission to assassinate an upstart whose warmongering actions have finally attracted the wrong kind of attention!1
The Stolen Lands have long been the domain of bandits and monsters, but no longer! Your party has been granted a charter to explore these wilds, defeat its dangers, and build a brand new nation. Yet not everyone will welcome you as new neighbors, and powerful supernatural forces have their own plans for the region. Can you defeat your kingdom's enemies and become one of the greatest new nations in the world?1
The annual Greenwood Gala—a convention for primal power brokers and a festival associated with the Green Faith—is ruined when saboteurs assassinate several of the region's eminent leaders. To keep tensions from erupting into more bloodshed, the PCs must maintain order long enough for the Wildwood Lodge to choose a new leader.1
The eerie curse that afflicted the town of Willowshore might have been defeated, but the dangers facing the rural settlement are far from over. As the first days of spring arrive, conflicts with bandits and political perils threaten the town even as a greater supernatural peril begins to prey upon its citizens. Can Willowshore's heroes save their hometown from its greatest threat to date?1
The enigmatic being known simply as the Thane, one of the more powerful denizens of the First World, on rare occasions grows weary of solitude and holds a grand party. Invitations are scattered throughout the planes, and simply interacting with one in any manner will suddenly see a "guest" whisked away to the feast. Further, the Thane warps time in their realm, making each day last a decade. The celebration continues for a week of these decades. Mortals taken find themselves seventy years older with only a week having passed outside, if they even survive decades of partying. Recently, the Thane has again become bored and sent out invitations. Some citizens of Jol unfortunate enough to have stumbled upon these were whisked away. It's up to the PCs to free them—and likely the PCs themselves—before even more years pass in the twisted time of the Thane's realm.1
The ghost king of Geb rules a 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!1
The powerful sorcerer Hao Jin has returned to the Material Plane to preside as grand judge over her world-famous fighting competition, the Ruby Phoenix Tournament. Contenders from around Golarion flock to the tournament to compete for a prize from Hao Jin's legendary treasure vault. Does your team have what it takes to become this year's Ruby Phoenix Champions?1
The time has come for your opera's premiere, but when an unexpected disaster strikes, the adventuring producers are forced to become adventuring heroes once again, as they scramble to untangle and then stand against a nefarious plot. Can you ensure all your hard work in producing an opera pays off while simultaneously opposing the plans of a malevolent god?1
The town of Willowshore is cursed! As fall begins, the town's newest heroes find themselves in the position of leading preparations for the lean times to come. Yet the curse itself must be investigated as well, and when it becomes apparent that the answers might lie in a ruined monastery, the heroes must find a way to pass beyond the eerie Wall of Ghosts that blocks the only path!1
There’s always someone up to no good in the Chelaxian capital of Egorian, and this time it hits a little too close to home! A corrupt banker discovered there was something magical about The Terrific Toyshop beyond just the magnificent creations within. Greedy and unprincipled, this wealthy noble found a loophole in the diabolically complicated laws of the city and exploited it to seize the deed to the toyshop and threaten to boot the toy maker and his lovely creations out on the streets. What are sentient toys to do in the face of such reprehensible actions? Break in and steal the deed back, of course!1
Under surprising new leadership, the Wildwood Lodge begins a campaign of violence. The PCs and their shocked allies must deny the lodge a powerful relic and investigate the strange, primal magic their enemies have uncovered. To prevail, the PCs need to track down one of the Verduran Forest's most dangerous inhabitants and convince her to aid their cause.1
When Gorum died, shards of his divine being rained down. One of these warshards landed in an ooze being transported outside of Oenopion. The newly-empowered creature escaped its confines and headed south towards the Mana Wastes. The Nexian 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 arclord ally get them on the short list of candidates. The PCs must prove their mettle over the other candidates before tracking this newly 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.1
With knowledge gained from a haunted monastery, the heroes of Willowshore are finally ready to take steps toward lifting the curse that's afflicted their hometown since the first day of summer, but now that winter has arrived, attempts to battle the supernatural forces that stand against them are complicated by the cruel realities of the year's most deadly season of all.1
Your group has faced many foes and dangers during your adventuring career, but one enemy in particular has gone on to inspire stories. Now, a famous director wants to transform your previous adventures into an extravagant new opera, and you’ll be there to help! First, though, you’ll have to address rumors that your old foe has returned to plot revenge against you!1
Your hometown of Willowshore has always observed the final days of spring with a festival known as the Season of Ghosts—a celebration of life that honors and placates the region's many spirits. Yet this year something goes horribly wrong, and when you awake in the woods alone after a night of festivities, you find that your hometown is in dire need of heroes!1
Rahadoum is a land that abhors the gods, and while the death of Gorum was cause for celebration there, the Godsrain that followed brought only uncertainty. Kassi Azaril, one of the most outspoken opponents of divine magic and renowned medical researcher, found several of her apprentices empowered after the Godsrain, and they now face growing prejudice from other citizens, stoked by a radical element within the city guards of Manaket. Kassi does not want to abandon these students. She knows the Pathfinder Society would love to get their hands on some of her finest trainees, and so has called upon them to get her students out of Manaket and to safety. But some higher ups in the Manaket guard have decided to take matters into their own hands.1
Silvertree Village is a small settlement within the Forest of Spirits, not far off the Spirit Road, the trade route tracing the southern coast of the forest. It's a smaller river crossing, but often used when the larger Ohira's inns are full, and some travelers even prefer using it. Or they did, until the found access to it cut off by a mysterious fog. Word has reached the Pathfinder Society of this strange phenomenon, and they have resolved to investigate and resolve the issue, as the Society has also had cause to use Silvertree when transporting relics between Hongal and Minkai. The PCs are tasked with finding out the cause, and before they'll done they'll face challenges put for by a kami themselves, and must learn what has upset this being, and in so doing uncover something much more dangerous.1