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Having steeped their weapons in the ancient magic of Thassilon, Ezren, Merisiel, Harsk and Valeros prepare to confront the newly risen Runelord Karzoug at the seat of his power. To do so, they must travel high into the mountains, to the fabled city of Xin-Shalast, where they are confronted by enormous giants and dragons before they can finally confront the mad wizard of greed in his mountaintop palace. Yet can defeating Runelord Karzoug stop the rise of the Runelords? Or are there more terrors yet to come?
A sudden assault on the town of Sandpoint by stone giants and a dragon brings the looming threat home. Ezren, Merisiel, Harsk and Valeros learn that attack was just a scouting party, that the stone giants are massing for war. The only way to disrupt their advance is to strike at the Jorgenfist, the fortress of Warlord Mokmurian, the sinister giant responsible for gathering his people for war.
Ezren, Merisiel, Harsk and Valeros answer a desperate call for aid from Hook Mountain. A tribe of ogres has slaughtered the garrison of a small keep, including the famous retired war hero stationed there. The few surviving rangers need the heroes to help them retake the key fortification. And in the surrounding wilderness, a sinister force is growing.
Sandpoint used to be such a safe place to live - until the scarecrows started to walk. A series of grisly murders points to an undead killer. With Merisiel missing, Valeros, Harsk and Ezren must track the mysterious Skinsaw Man back to his haunted lair. Can they survive vengeful spirits, necrotic guardians and assassin cults to discover the secrets of the ancient rune carved into each of the corpses? Or will death find them as they explore the dangerous streets of Magnimar?
Sandpoint. An ordinary town on the Lost Coast of Varisia. When Ezren, Merisiel, Valeros and Harsk arrive, seeking rest from their adventures, it seems the town’s annual Swallowtail Festival will give them what they need - until goblins attack during a ceremony to consecrate the town’s rebuilt church. After defending Sandpoint, the adventurers discover a sinister plot to return an ancient evil to Varisia.
The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! Valeros, Ezren, Merisiel and Harsk return to Wati to defend it against this menace, only to discover that the attack is just the preface to a larger invasion of Osirion, controlled from Hakotep's own flying tomb. Journeying to the Slave Trenches of Hakotep, the four adventurers must learn how to activate an ancient weapon to pull Hakotep's tomb back to earth.
Having steeped their weapons in the ancient magic of Thassilon, Ezren, Merisiel, Harsk and Valeros prepare to confront the newly risen Runelord Karzoug at the seat of his power. To do so, they must travel high into the mountains, to the fabled city of Xin-Shalast, where they are confronted by enormous giants and dragons before they can finally confront the mad wizard of greed in his mountaintop palace. Yet can defeating Runelord Karzoug stop the rise of the Runelords? Or are there more terrors yet to come?
A sudden assault on the town of Sandpoint by stone giants and a dragon brings the looming threat home. Ezren, Merisiel, Harsk and Valeros learn that attack was just a scouting party, that the stone giants are massing for war. The only way to disrupt their advance is to strike at the Jorgenfist, the fortress of Warlord Mokmurian, the sinister giant responsible for gathering his people for war.
Ezren, Merisiel, Harsk and Valeros answer a desperate call for aid from Hook Mountain. A tribe of ogres has slaughtered the garrison of a small keep, including the famous retired war hero stationed there. The few surviving rangers need the heroes to help them retake the key fortification. And in the surrounding wilderness, a sinister force is growing.
Sandpoint used to be such a safe place to live - until the scarecrows started to walk. A series of grisly murders points to an undead killer. With Merisiel missing, Valeros, Harsk and Ezren must track the mysterious Skinsaw Man back to his haunted lair. Can they survive vengeful spirits, necrotic guardians and assassin cults to discover the secrets of the ancient rune carved into each of the corpses? Or will death find them as they explore the dangerous streets of Magnimar?
Sandpoint. An ordinary town on the Lost Coast of Varisia. When Ezren, Merisiel, Valeros and Harsk arrive, seeking rest from their adventures, it seems the town’s annual Swallowtail Festival will give them what they need - until goblins attack during a ceremony to consecrate the town’s rebuilt church. After defending Sandpoint, the adventurers discover a sinister plot to return an ancient evil to Varisia.
The Sky Pharaoh Hakotep I has risen and launched an attack against the city of Wati! Valeros, Ezren, Merisiel and Harsk return to Wati to defend it against this menace, only to discover that the attack is just the preface to a larger invasion of Osirion, controlled from Hakotep's own flying tomb. Journeying to the Slave Trenches of Hakotep, the four adventurers must learn how to activate an ancient weapon to pull Hakotep's tomb back to earth.
For almost 2,000 years, the tombs of the Necropolis of Wati have remained sealed - until now. Adventurers from all over Golarion have travelled to the ancient city to find lost treasure and uncover the secrets of the past. But some things are best left buried. As Valeros, Ezren, Harsk and Merisiel face traps, ghosts and undead spirits, sinister forces descend on Wati. The Mask of the Forgotten Pharaoh is about to be discovered - and an ancient evil unleashed. Directed by John Ainsworth.
Hakotep's flying pyramid has been grounded, but Ezren, Valeros, Merisiel and Harsk must enter the ancient tomb to deactivate the fleet of smaller flying pyramids poised to attack cities across Osirion. Deep inside the Pyramid of the Sky Pharaoh, an untouched tomb from the heights of Ancient Osirion, the heroes face undying guardians woken from ageless sleep, culminating in a final battle with the reborn Sky Pharaoh Hakotep himself.
The Great Library of Tephu holds many secrets - and ways to die. As Valeros, Ezren, Harsk and Merisiel search for the truth about the Forgotten Pharaoh, a mysterious and deadly cult closes in. From chariot races to lost tombs, no-one is safe. Sphinxes circle in the sky, assassins lurk in the shadows and traitors hide in plain sight. Directed by John Ainsworth.
The dead are walking. The dead are screaming. The dead are killing. Opening the Necropolis of Wati was a mistake. Undead hordes are streaming from the tombs, causing terror in the streets. Zombies. Ghouls. Mummies. Soon the dead will outnumber the living. Valeros, Ezren, Harsk and Merisiel must find the Mask of the Forgotten Pharaoh. But can they trust anyone - including themselves?
The aristocratic Pathfinder Varian Jeggare and his hellspawn bodyguard, Radovan (Pathfinder's answer to Sherlock Holmes and Watson), return for their fifth standalone novel. When Varian is bequeathed a dangerous magical book by an old colleague, he and Radovan are pulled into a mystery that will set them on the path of a powerful necromancer seeking to become the new avatar of an ancient and sinister demigod - one of the legendary Runelords. But in saving the world, will Varian and Radovan lose their souls?
Deep in the Osirian desert stands the blank-faced monument known as the Sightless Sphinx. In search of the stolen mummy of Chisisek - the architect of the flying tomb of the Sky Pharaoh Hakotep I - Ezren, Harsk, Merisiel and Valeros track the cult of the Forgotten Pharaoh to its secret headquarters inside the sphinx. There they confront monstrous mercenaries and servants of the demon lord Areshkagal before finally confronting the masked cultists and their leader, the Forgotten Pharaoh.
The Hellknights are a brutal organization of warriors dedicated to maintaining law and order at any cost. For devil-blooded Jheraal, even the harshest methods are justified if it means building a better world for her daughter. Yet when a serial killer starts targeting hellspawn like Jheraal and her child, Jheraal has no choice but to use all her cunning and ruthlessness in order to defeat an ancient enemy to whom even death is no deterrent.
This is the story of Ellasif, a barbarian shield maiden who will stop at nothing to recover her sister from a nation of witches, and Decclan, a ne'er-do-well young spellcaster-turned-forger who wants only to prove himself a hero. Together, they'll face monsters, magic, and the fury of Ellasif's own cold-hearted warriors in their quest to rescue the lost child. Yet when they finally reach the ice-walled city of Whitethrone, where trolls hold court and wolves roam the streets as people, will it be too late to save the girl from the forces of darkness?
For charming con man Rodrick and his talking sword, Hrym, life is all about taking what you can and getting away clean. But when the pair are arrested in the crusader nation of Lastwall, Rodrick faces immediate execution, with Hrym spending the rest of eternity trapped in an enchanted scabbard. Their only hope lies in a secret government program in which captured career criminals are teamed up and sent on suicide missions too sensitive for ordinary soldiers.
Larsa is a dhampir - half vampire, half human. In the gritty streets and haunted moors of gothic Ustalav, she's an agent for the royal spymaster, keeping peace between the capital's secret vampire population and its huddled human masses. Yet when a noblewoman's entire house is massacred by vampiric invaders, Larsa is drawn into a deadly game of cat and mouse that will reveal far more about her own heritage than she ever wanted to know.
As a young woman, Jendara left the cold northern isles of the Ironbound Archipelago to find her fortune. Now, many years later, she's forsaken her buccaneer ways and returned home in search of a simpler life, where she can raise her young son, Kran, in peace. When a strange clan of shapeshifting raiders pillages her home, however, there's no choice for Jendara but to take up her axes once again to help the islanders defend all that they hold dear.
For elven pathfinder Varian Jeggare and his devil-blooded assistant Radovan, things are rarely as they seem. Yet not even the notorious crime-solving duo is prepared for what they find when a search for a missing pathfinder takes them into the mist-shrouded mountains of gothic Ustalav.
Ezren, Merisiel, Harsk and Valeros discover that Karzoug, an ancient wizard from the long-dead empire of Thassilon, has returned to life. From his city fortress of Xin-Shalast high in the mountains, he has been using the giants to harvest souls to reclaim his lost power. The secret to defeating him before he can reclaim his realm and enslave the region lies hidden in a deadly dungeon called Runeforge.
A pulpy mix of old D&D tropes, high adventure, and fun characters. Quite an enjoyable diversion.