(Level 12) After traveling across Golarion to find a devious assassin, you find yourself on the red planet Akiton, where you will face alien beasts before a cheering crowd and race across the skies in wondrous airships, all to save the Pathfinder Society from a terrible fate. (Note: You must have a Chronicle for Eyes of the 10, Part I and Part II to play in this event.)
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 1-5) While delivering a case of supplies to a Pathfinder Society agent in the cold viking city of Trollheim, you find the welcome less than cordial. With your contact nowhere to be found and someone out to rid the Pathfinders from the city entirely, can you find those responsible before it's too late?
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 7-11) A priceless manuscript has gone missing from the Lodge in Almas, and the Society has traced its current whereabouts to a remote monastery off the coast of Nex. Arriving at the Monastery of the Unremitting Tide, you face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing you the stolen manuscript, could cost you your life.
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
(Levels 1-5) Following leads from Trollheim east to the icy land of Irrisen, you discover the lair of a traitorous sect of Shadow Lodge agents hoping to build an army and overtake the true Pathfinder Society. In a land where ice trolls and winter wolves walk among humans, can you survive to topple the evil Pathfinders and save a trusted ally?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
#2-19: Shades of Ice, Part III - Keep of the Huskarl King
Description:
(Levels 1-5) Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society's destruction; who will find it first?
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
(Levels 7-11) When Pathfinders in and around the Osirian capital of Sothis don't respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society's past.
#2-22: Eyes of the Ten, Part IV - Nothing Ventured, Nothing Gained
Description:
(Level 12) In the secret upper levels of the Pathfinder Society's headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin's blade. (Note: You must have Chronicles for Eyes of the 10, Part I, Part II, and Part III to play in this event.)
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-23: Shadow's Last Stand, Part I - At Shadow's Door
Description:
(Levels 1-7) The Shadow Lodge's assault on the Pathfinder Society has come to a head in the Andoren city of Almas, where renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
#2-24: Shadow's Last Stand, Part II - Web of Corruption
Description:
(Levels 1-7) The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed - a mysterious figure known only as The Spider. Your journey to discover the traitor's whereabouts and identities will take you throughout the streets and underground of Almas, even to the floor of the People's Council itself.
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 5-9) The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb's bones?
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 7-11) The Red Mantis have a contract to assassinate GrandMaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-7) The fate of an elderly Pathfinder in mist-shrouded Ustalav rests in your hands, as a terrible curse turns him into an unstoppable murderer. As the city of Ardis bolts its doors against a brutal serial killer, it falls to you to find the former Master of Blades before he kills again. (Note: This special scenario is run by 4-star GMs, Venture Captains, or Paizo staff.)
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 1-5) Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
(Levels 3-7) Absalom is Golarion's busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.
(Levels 3-7) Absalom is Golarion's busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.
(Levels 3-7) Absalom is Golarion's busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.