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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 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 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
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
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
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
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
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.
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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 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 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 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
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!
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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
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
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
Rivers are lifelines for communities throughout the world and make for exciting and dynamic encounters. Whether your PCs are defending a bridge, fording an icy flow, navigating a deep canyon, or assaulting a mill that an evil wizard has holed up in, Pathfinder Flip-Mat: Rivers Multi-Pack has you covered for a variety of river-based encounters.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
Sometimes adventurers 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!1
The Triumph of the Tusk Adventure Path begins with an eclectic band of dignitaries becoming battle-hardened survivalists fighting for the orcs' homeland and independence. This volume includes an overview of orc culture, an exploration of the Flood Truce tradition, new magical items, and fearsome creatures that wander the wilds!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 Godsrain has caused chaos throughout Golarion, but it has also caused opportunity. The rain of pieces of Gorum's Armor, the Warshards, has lead to a race of various groups to collect these artifacts, either for study or more nefarious purposes. The Pathfinder Society has collected several themselves, and learned of a way to find more. When they employed this ritual, though, it pointed to the Netherworld within the Gravelands. A piece of surpassing size and power lies within the reach of Tar Baphon, the Whispering Tyrant. Fortunately the Society has a plane-hopping airship gained in its defeat of the hag Aslynn, as well as some strange fruit empowered by the silver rain that can grant the power of mythic heroes. But will that be enough to retrieve this item of power before the Whispering Tyrant claims it?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 Pathfinder Society is running low on a critical alchemical catalyst, and all their usual suppliers have run dry. The Supplies and Procurement Division is desperate, and has put a call out directly to agents. They know of one alchemist skilled and knowledgeable enough to make the catalyst—Tragshi the Herbalist, master of the Daggermark Poisoner's Guild. The Society has used what contacts they have remaining in Daggermark to arrange a meeting, but the chief poisoner isn't one to give things away for free. The PCs will need to do several errands for her, proving the Society's worth to the guild and to Tragshi herself.1
The Pathfinder Society secured friendly relations with the dragon Valashinaz over a year ago, and now seek to call upon that connection. They've recovered several warshards large and small, and their powers seem varied and unpredictable. The latest warshard recovered, the largest yet, seems even stranger. The Society has brokered another agreement with Valashinaz to use her not-inconsiderable skill honed over centuries of appraising fantastic items to appraise these shards. Among the tribute required, though, is a task. An upstart dragon set up his lair near Valashinaz's territory. He has avoided her wrath mainly because she's been preoccupied with the literal fallout from the god slaying. This is the perfect opportunity for her to get someone else to take care of him, though, and so she has tasked the Pathfinders with getting this upstart out of her territory "by any means necessary."1