![]() #3-13: Defenders of Nesting - Paizo (Pathfinder Society Scenario)As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge. | |
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![]() Zobeck City Map - 2 page - Open Design (Open Design)The Free City of Zobeck, destination of caravans from a dozen lands, from the deep dwarven halls of the Ironcrags to the black forests of vampire-haunted Morgau and Doresh. The city of adventure whose streets and alleyways echo with the endless ticking of clockwork wonders, and whose shadows breed endless plots. | |
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![]() Horizon 3 - Colombian Subterfuge - Catalyst Game Labs (Shadowrun) | |
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![]() #3-–07: Echoes of the Overwatched - Paizo (Pathfinder Society Scenario)When a Pathfinder agent working in the famed Blakros Museum in Absalom falls victim to a terrible, ancient evil, if falls to the PCs to hunt down the released terror before it can retrieve a relic of the mad astronomer Ralzeros the Overwatched. | |
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![]() #3-–08: Among the Gods - Paizo (Pathfinder Society Scenario)The Pathfinder Society sends the PCs to the mountaintop mausoleum and monument known as Antios's Crown in search of a long-lost relic believed to be contained there, but all is not as it seems. Can the Pathfinders 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 their plans one too many times? | |
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![]() #3-10: The Immortal Conundrum - Paizo (Pathfinder Society Scenario)When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea? | |
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![]() Scarred for Life - Dungeon Magazine 192 - Wizards of the Coast (Dungeon Magazine)Centuries ago, a comet fell from the sky and carved a nasty scar across the face of the Nentir Vale. It also ruined the life of a promising young man. Now, four hundred years later, he's decided enough is enough. | |
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![]() #3-–05: Tide of Twilight - Paizo (Pathfinder Society Scenario)In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it. | |
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![]() #3-–06: Song of the Sea Witch - Paizo (Pathfinder Society Scenario)When an unlucky historian in Absalom uncovers an infernal book from distant Tian Xia, he unwittingly unleashes a terrible evil into the city—the legions of devils imprisoned within its dusty pages. Only the book's holy counterpart can end the threat, and the Pathfinder Society has been called in to assist. Can the PCs locate and retrieve the key to ending the diabolical invasion of the City at the Center of the World, or will Absalom be drowned in the sea of destruction wrought by the Infernal Incantation? | |
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![]() Cradle & Crescent - Atlas Games (Ars Magica)Travelers tell of lands to the east, beyond the shattered Byzantine Empire and the Crusader kingdoms of Outremer, where sorcerers ride carpets and whirlwinds, where jinn worship and trade openly in the great cities, and where fire is the sign of God. Those travelers speak the truth. Take your saga to the east, with details of the Islamic lands of the Mythic Middle East: Arabia, Persia, and the lands beyond. Zoroastrian priests still call on Divine power, although their days of glory are long over, and scholars rejoice in libraries and schools that dwarf the young universities of Europe. Jinn haunt the deserts and mountains, and live and trade in the cities. But this is not a land ready for Hermetic magi to seize, for the Order of Suleiman is no myth, and its sahirs are everywhere. Were you to tell of these lands for a thousand nights, still you would not exhaust their wonders! | |
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