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The Ruby Phoenix Tournament begins! The sorcerer HaoJin has returned to Tian Xia to host her decennial international fightingtournament, and contestants from all over the world have arrived to try theirchance at winning a prize from her vault of incredible treasures. Before theycan compete in the tournament, however, fighters must first complete a series ofqualifying challenges on the uninhabited tropical island of Bonmu, where wilddinosaurs roam amid the ancient ruins of a lost civilization. Can the heroesdefend their island stronghold, outlast their many ruthless rivals, and survivethe perils of so-called Danger Island? Let the competitorsdecide!"Despair on Danger Island" is aPathfinder adventure for four 11th-level characters. This adventure begins theRuby Phoenix Tournament Adventure Path, a three-part monthly campaign in whichthe players compete in Golarion''s most amazing fighting tournament. Thisadventure also includes new rules to help the Game Master create an entireroster of rival fighting teams, maps and lore of the dangerous tropical islandof Bonmu, and a boatload of new islandmonsters.Each monthly full-color softcoverPathfinder Adventure Path volume contains an in-depth adventure scenario, statsfor several new monsters, and support articles meant to give Game Mastersadditional material to expand their campaign. Pathfinder Adventure Path volumesuse the Open Game License and work with both the Pathfinder RPG and the world''soldest fantasy RPG.
The final cards of a powerful artifact based on the legendary Harrow deck finally lie within the grasp of the heroes who seek to defend the very future of reality from being set in stone, but fate itself has its own plans. Will the heroes of Stolen Fate make their own way into an unknown future and clash against the very creators of this potent magical artifact, or is destiny truly a force that cannot be withstood? "The Worst of All Possible Worlds" is a Pathfinder adventure for four 18th-level characters. This adventure concludes the Stolen Fate Adventure Path, a three-part monthly campaign in which a band of adventurers are thrust into the role of the defenders of destiny itself. This adventure also includes new magical items and treasures to be discovered, including the final 18 powerful cards from the Deck of Destiny, and several brand new monsters to test even the mightiest of heroes. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
The Age of Ashes Adventure Path concludes! The heroes have defeated the Scarlet Triad, but in doing so have learned a shocking truth--the Scarlet Triad has been financed all these years by the enigmatic ruler of the island nation of Hermea, the gold dragon Mengkare! After a devastating manifestation of a violent dragon god erupts from the portals the heroes have been using the entire campaign, they must travel to Hermea to confront Mengkare about the Scarlet Triad and find out what the gold dragon's plans actually are. Does he seek to save the world... or to end it in a devastating Age of Ashes? Age of Ashes is the first Adventure Path using the brand new rules for the Pathfinder RPG. This sixth and final adventure is for 18th-level characters, and also includes a gazetteer of the utopian city of Promise, advice for GMs on how the events of this campaign can change the world, a wealth of new options for player characters to discover, and more than half a dozen new monsters! Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
Sent to a Distant Land Mighty magic has hurled the heroes across the world to the continent of Arcadia, but their remarkable travel is no accident. In the land of Xopatl, the heroes find ancient legacies that unlock the secrets they have carried ever since they awoke in the realm of the dead. But this land of magic and wonder is no safe haven-agents of the Whispering Tyrant terrorize even this distant nation. If the heroes can overcome followers of wicked new gods and defend a city desperate to revitalize its lost magic, they might learn how to turn the tide against the Whispering Tyrant and put an end to his fearsome weapon forever. From lively festivals and masked brawlers to undead terrors and arcane botany gone horribly wrong, the heroes are sure to find more than they bargained for in a land unlike any other they've seen. This volume of Pathfinder Adventure Path continues the Tyrant's Grasp Adventure Path and includes: - "Borne by the Sun's Grace," a Pathfinder RPG adventure for 14th-level characters, by Luis Loza. - An extensive gazetteer of the nation of Xopatl, Lands of Promise, including its legacy of wonders and its modern disasters, by Luis Loza. - An examination of the enigmatic and powerful psychopomp usher called Barzahk the Passage, warden of the Dead Roads, by Crystal Frasier.>
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