A cult has appeared. A ritual has begun to call a forgotten deity. Can you stop the ritual and bring down the followers of Cthulhu? Or will you face the deity? Bring your most hardy 20th level 3.5 PC.
Adventurers from all over Golarion are gathered in a strange place, with portals leading to a million worlds! What will you find when you walk the Fringepaths?
You've been sold as a slave to a ghostly witch in her decrepit mansion. Whatever she wants with you, you know it can't be good. Will you escape, or vanish into the mansion like so many before you?
Description:
You've been having a rough year. Darkspawn, rain, more darkspawn, mud, and then you were captured by slavers. The slavers do an okay job keeping the darkspawn away, but the rain and mud are still your constant companions. Now you're being led into a decrepit mansion at the edge of the Kocari Wilds. You've heard that a ghostly witch haunts the mansion, but her gold is solid enough to buy a yearly allotment of slaves. Every year, the slave caravan stops here, and every year a hooded figure comes out and chooses which slaves will accompany him into the ghost's mansion. The hooded figure pointed at you. And a few others. Will you be able to escape, or will you vanish, never to be seen or heard from again, like so many others before you?
The players find themselves standing in the shadow of giants. This adventure starts in the area of the Great Wall between Burnevitse and Kleaves. This is the first of three adventures.
The players find themselves standing in the shadow of giants. This adventure starts in the area of the Great Wall between Burnevitse and Kleaves. This is the first of three adventures.
Having come through The players move into the desolate area of The Tar Kiln. Soon, they learn this is the domain of the ruthless fire giants. This is the third and final part of three adventures.
The players move into the desolate area of The Tar Kiln. Soon, they learn this is the domain of the ruthless fire giants. This is the third and final part of three adventures.
The players continue into The Wilds. Winter’s rage comes upon the players and they must contend with the children of the frost. This is the second of three adventures.
The players continue into The Wilds. Winter’s rage comes upon the players and they must contend with the children of the frost. This is the second of three adventures.
Deep within the Dymrak forest something evil has awakened. You must investigate and put a stop to it. Return to the days of Red Box D&D and classic dungeon crawling!