(Levels 1-12) Join up to five other players in 5 hours of Pathfinder Society Organized Play fun. This event is entirely chosen by those who attend--all legally available scenarios will be on hand, so come on over, pick a scenario, and play!
(Levels 1-7) A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
(Levels 7-11) One of the Pathfinder Society's most beloved venture-captains, Drandle Dreng, is nearly killed in a failed assassination attempt on the grounds of the Grand Lodge itself. Your mission to catch the assassin is complicated when you learn he is the son of an influential Pathfinder. Can you catch the assassin before his blade strikes again while avoiding the outrage of your peers?
(Levels 7-11) The many concubines of Sothis are stolen from the Pathfinder Lodge in Sothis and it's up to you to find them and return them before their power can be used to destroy Sothis forever.
#46: Eyes of the Ten, P1: Requiem for the Red Raven
Description:
(Level 12 only; no pre-gens) You have been sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to re-open the Woodsedge Pathfinder Lodge. This is a 2-slot event.
Well - now you are in a full scale war. Alpha and Omega look on with some interest to see what you will do next. Character and world histories will be explored. Combat will be the focus. Mature themes will be explored. Playing in previous years or events is not required.
YOU must investigate recent low productivity of the human-run Moazmbi Iron Mine, whose ore is critical to the war effort against Orcus and Baal! An ill omen reveals that the workers of the mine and the inhabitants of the surrounding town will be killed within the next day...
The Duke's nephew, the mayor of a trading hamlet to the north, has not sent word of how they faired the previous winter and magical communication has been lost with the hamlet. You are sent to investigate, to assist and guard the nephew as needed, and bring back word of this troublesome disruption. But a terror lurks in the village. And where are all the townsfolk?
Your party has been pulled together by one common foe... Narthingar. This vicious servant of darkness has wronged each of you in some terrible manner. You now have a common enemy but find he even answers to a darker power yet. At town, familiar people have recently been devastated by Narthengar and his minions require your assistance. Dare to wear your “Vecnian” tees.
Part One. A cold town and rough weather bring you to the Stardust Inn where it all starts with a royal invite to a dinner party. After all a royal invite means good food, fine wines, good company, and possibly some... Knock! Knock! A visitor at this time of night! An offered mission to retrieve a golden Chalice now sits on the table. This is a module with twists per minute. Dare to wear your “Vecnian” tees.
A recent storm sank a boat. A troubled port is on edge. A personal treasure is lost not far from Coral Reef Isle. The merchant’s awaited belongings have been lost with the ship. He is willing to pay any price. Surrounded by rumors and fearful sailors you find the port of Crizmoore in a dark state of affairs. Are all these strange happenings only coincidence? Will you take this seemingly easy mission? Dare to wear your “Vecnian” tees.
(Levels 1-7) You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
(Levels 1-7) With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.
#51: The City of Strangers Part I: The Shadow Gambit
Description:
(Levels 1-7) The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to deliver an item of power to a local Pathfinder. When the local Pathfinder turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the local Pathfinder's murder.
(Levels 1-7) Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge.
(Levels 5-9) The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.
#36: Echoes of the Everwar P1: The Prisoner of Skull Hill
Description:
(Levels 7-11) A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival.
(Levels 1-12) Join up to five other players in 5 hours of Pathfinder Society Organized Play fun. This event is entirely chosen by those who attend--all legally available scenarios will be on hand, so come on over, pick a scenario, and play!
(Levels 1-7) A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
A new RPG setting created through the collaborative efforts of the bySwarm community. Explore this fantasy setting that features decaying magical power and strange creatures while trying to find what treasure troves still exist from the heyday of magic. Crumbling magocracies, monstrous crossbreeds and desolate cities await you.