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This rift is known as the Worldwound, and through it, the demon horde has infested an entire region. While the demon armies have been held in check by barbarians and crusaders alike, the region within that was once Sarkoris is now ruled by fiends. Worse, the Worldwound itself is slowly growing -- if something isn't done to halt this blight, it and the demons it spawns may one day swallow all of Golarion! This Pathfinder sourcebook explores the demon-blighted land of the Worldwound (site of the new Wrath of the Righteous Adventure Path) in great detail. Ruined cities (such as the shattered capital city of Iz, the frozen city of Dyinglight, and the river city of Undarin), key historical sites (like the Circle of the Hierophants -- birthplace of the druidic sect known as the Green Faith), and more are presented, along with an exhaustive examination of the strange and otherworldly hazards of the region. The book also includes several adventure sites ready for exploration, along with a few locations like the holdout town of Gundrun, which can serve heroes as (relatively) safe harbor in a deadly land. Finally, an extensive bestiary presents more than a dozen new monsters and demons and enemy NPCs along with two new monster templates, ensuring your PCs will never lack for foes in this devastated realm.
-- The heroes of the Fifth Crusade have risen to undreamed of heights of power and have dealt blow after blow to the demonic armies of the Worldwound. As they return from their last foray into the Abyss, however, they find that their enemies are no longer just sending minions after them-now they've drawn the attention not only of the leaders of the Worldwound, but even of their demonic patron, Deskari, Lord of the Locust Host. Permanently closing the Worldwound is within the heroes' grasp, but in order to achieve their goal, they must venture where no crusader has ever returned from intact: the crumbling City of Locusts. There, they must defeat its powerful demonic ruler-yet even this is just a stepping stone to the final battle against Deskari himself! -- This volume of Pathfinder Adventure Path concludes the Wrath of the Righteous Adventure Path and includes: -"City of Locusts, " a Pathfinder RPG adventure for 18th-level characters with 9 mythic tiers, by Richard Pett. -Suggestions on how to continue your mythic adventures after the campaign concludes, and what happens if the PCs fail, by Adam Daigle. -A look into the cults of Deskari, Lord of the Locust Host, and their desire to bring on the apocalypse, by Sean K Reynolds. -Death and theft in a demonic wasteland in the Pathfinder's Journal, by Robin D. Laws. -Four new monsters, by James Jacobs, Nicolas Logue, Jason Nelson, and Tyler Pomplon.
The heroes have reclaimed the city of Drezen and the lost sacred banner known as the Sword of Valor, and in doing so have established a significant foothold behind enemy lines. With the demon armies still concentrating their attacks to the south, the heroes must now set off into the heart of the Worldwound to seek out powerful new allies and strike a mortal blow against the Templars of the Ivory Labyrinth! Demon's Heresy is a Pathfinder Roleplaying Game adventure for 9th-level characters who have gained three mythic tiers. The adventure utilizes rules from Mythic Adventures to portray a campaign of truly epic potential. An exploration of the eerie powers of the beings known as the worms that walk and an examination of the druidic beliefs of the Green Faith round out this volume. A bestiary of several monsters (including the third of six demon lords that will be presented during the campaign!) and part three of Robin D. Laws's new Pathfinder Journal also await discovery in this new installment of Pathfinder Adventure Path.
The Wrath of the Righteous Adventure Path continues with "Sword of Valor, " by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound c provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade's triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen's defenses and captured both the citadel and the crusaders' symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise? This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes: -"Sword of Valor, " a Pathfinder RPG adventure for 6th-level characters with 1 mythic tier, by Neil Spicer. -An exploration of the ways cultists stitch themselves to demonkind, by Jason Nelson. -A hoard of legendary relics lost to horrors of the Worldwound, by Ron Lundeen. -The search for a rogue demon hunter in the Pathfinder's Journal, by Robin D. Laws. -Four new monsters, by James Jacobs, Jason Klimchok, Jason Nelson, and David Schwartz. The Wrath of the Righteous Adventure Path continues with "Sword of Valor, " by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound c provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade's triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen's defenses and captured both the citadel and the crusaders' symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise? This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes: -"Sword of Valor, " a Pathfinder RPG adventure for 6th-level characters with 1 mythic tier, by Neil Spicer. -An exploration of the ways cultists stitch themselves to demonkind, by Jason Nelson. -A hoard of legendary relics lost to horrors of the Worldwound, by Ron Lundeen. -The search for a rogue demon hunter in the Pathfinder's Journal, by Robin D. Laws. -Four new monsters, by James Jacobs, Jason Klimchok, Jason Nelson, and David Schwartz.
An audience with the Crusader Queen leads the heroes through a mysterious portal to an otherworldly fortress that lies betwixt Golarion and the demonic Abyss. Bringing the fight for the Worldwound to its demonic source means dealing with the cultists of Deskari, demon prince of locusts, who infest the castle like a swarm of insects. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula, wherein lies the final secret of the powerful crystals empowering the Worldwound's demonic armies with mythic power. Can the heroes navigate the intrigues of three demon lords to strike a critical blow for the forces of good without losing their souls to darkness? The Midnight Isles is a Pathfinder Roleplaying Game adventure for 12th-level characters who have gained five mythic tiers. This volume also includes an extensive gazetteer of the Abyss, and an overview of the cult of Nocticula, along with a bestiary of several monsters and demon lords and part four of Robin D. Laws's Pathfinder Journal novella.
The leprous tongues of the boggards whisper of a lost tomb hidden at the heart of the Stolen Lands, and of the insatiable barbarian lust of the western humans who would unearth the potent artifact hidden there for their own occluded ends. Can the heroes protect their hard-fought holdings while facing the growing dangers of the west? A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume continues the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. The Pathfinder Bestiary section introduces five all-new monsters perfect for Kingmaker adventuring, and includes an extensive exploration of the ecology and society of the frog-men known as boggards and several new swamp monsters for your game.
The Beast of Lepidstadt, a savagely cunning flesh golem, has long terrorized the simple folk of the land. Once captured though, rather than destroy the monster, the enlightened council of the city of Lepidstadt insists the obviously thinking creature face a lawful trial. While on the trail of the Whispering Way the heroes are enlisted to guard it against infuriated townsfolk, scholars of the macabre, and the slaves of its mad creator. When a violent attack releases the berserker, its trail leads to the laboratory lair of a mad scientist and his blasphemous creations, crazed conspirators in the maniacal plot of the Whispering Way. A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume continues the Carrion Crown Adventure Path, drawing on themes of classic horror stories. This advanture also includes an in-depth look at Pharasma, mysterious goddess of fate, along with details on the Eternal Order of the Palatine Eye, one of Ustalav's most manipulative and mysterious secret societies, plus five terrifying new monsters in the Pathfinder Bestiary, new fiction in the Pathfinder's Journal, and much more!
The Wrath of the Righteous Adventure Path continues with Herald of the Ivory Labyrinth, by Wolfgang Baur The cult of Baphomet has been delivered a critical blow, yet the Horned Lord remains, and now he's taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most dangerous and audacious mission yet -- they must travel to Baphomet's Abyssal Realm, the Ivory Labyrinth, and navigate its trackless mazes in order to discover the ancient prison in which he's keeping the abducted herald A Pathfinder Roleplaying Game adventure for 15th-level characters who have gained seven mythic tiers, Herald of the Ivory Labyrinth utilizes rules from Mythic Adventures to portray a campaign of truly epic potential. An article exploring the debased cult of Baphomet and a survey of the deformed spawn of the titans known as the demodands round out this volume. A bestiary of several monsters and part five of Robin D. Laws's new Pathfinder Journal await discovery.
Magic has suffused the Inner Sea region for thousands of years. This Pathfinder sourcebook takes a detailed look at the magical traditions of the Inner Sea, including rules for magic variants (from hideous fleshwarping rituals to the wild and unpredictable surges of primal magic), examinations of how magic is taught (be it in schools, temples, guilds, or secret societies), and how the spellcasters of the region have chosen to specialize in various forms of magic. Additionally, this book presents two, new oracle mysteries, 18 new archetypes for spellcasting classes, a pair of prestige classes (the cypher mage and the divine scion), and a wide selection of unique, unusual, and exciting new spells for all who would seek to master the art of magic.