Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. A band of mercenaries is called to the town of Sandpoint to help an ailing business contact and relieve him of his family's relic. In order to retrieve the item, the mercenaries must first survive dangerous traps guarding the depths of the family vaults. But danger is always around the corner - the Bloody Knuckles gang is well aware of the riches and will stop at nothing to claim the loot for their own profiting.
Guardian must attend. In the 1st hour, the GM will teach the art of leveling a character from 1st to 3rd level. Play an adventure in 2nd hour. Play all five advanced track to earn a certificate.
Description:
This adventure is for children ages 6-10, with some roleplaying experience. This is one of the new adventures that builds off of the four Kid's Track sessions that were run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Beginner Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. A dungeon encounter in an ice cave in the mountains.
We Be Goblins! is an adventure for 1st-level, pre-generated characters, in which the PCs play a horde of malicious and murderous goblins. Pathfinder Society credit will be awarded.
Description:
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure-fireworks! Unfortunately, the goblin responsible for the discovery has been exiled for the abhorrent crime of writing. To remedy this situation, the Licktoads' leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads' bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they've proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....
We Be Goblins Too! is an adventure for 3rd-level, pre-generated characters. Can the four heroes of the now-dead Licktoad tribe save the Birdcrunchers and become their new leaders?
Description:
The Licktoads, once a great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin 'heroes.' Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans-they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own.
The greatest low-level nobodies have come from around the known lands to eat, drink, and be merry. Debauchery -- likely. Mayhem and death -- certain. Characters provided, role-playing mandatory.
Sir Flux returned home from a demon/devil turf war via Lord Nazar's teleporter. Apparently a new BBQ joint opened in Oxford. Roleplaying encouraged, combat inevitable. 10th-12th level chars provided.
Description:
Sir Flux and friends recently returned from a disturbing plane where demons and devils fought a turf war. Good News: Prince Harry was returned alive. Bad News: Lord Nazar has a teleporter from his library directly to Albion, and Killian got stoned. While the party cured Killian, a new tavern serving BBQ opened in Oxford. Everyone is raving about their chicken wings. Roleplaying encouraged, combat inevitable. 10th to 12th level characters provided.
A group of heroes have been called before the great King of these lands to complete an all important task. This is the first chapter of a continuing game that is run each year.
Description:
A group of heroes have been called before the great King of these lands to complete an all important task. This is the first chapter of a continuing game that is run each year. Custom character levels 1-3 accepted with pre-generated characters available. Role-playing encouraged.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
A Pathfinder Society Scenario designed for characters levels 3-7. This is an exclusive adventure run only by 4- & 5-star PFS GMs, campaign regional coordinators, and Paizo staff for its first year.
Description:
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
A Pathfinder Society Scenario designed for characters levels 3-7.
Description:
The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget-presuming they survive.
A Pathfinder Society Scenario designed for characters levels 3-7.
Description:
Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it, and what they find may signal the resurgence of an enemy thought long defeated.
A Pathfinder Society Scenario designed for characters levels 3-7.
Description:
The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
The Pathfinder Society sends a team of agents into a Hellknight citadel to free a wrongfully imprisoned ally. Among the law-bound knights, however, they may find that getting out of the prison isn't as easy as getting in.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
On the edge of Varisia's Mierani Forest stand the ruins of an ancient guardtower that once served as the native elves' first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore-a task that could prove more dangerous than anyone anticipates.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
The dwarven sky citadel of Janderhoff in eastern Varisia is one of the least visited settlements in the land, at least by non-dwarves. Nevertheless, the Pathfinder Society has been invited to assist in the excavation of a forgotten ruin within the large underground complex. What the fearless adventurers stand to find within could be the greatest discovery of the Age of Lost Omens, something sure to immortalize all involved in the pages of the Pathfinder Chronicles for ever more. But the ruins under Janderhoff aren't the end of the Pathfinders' journey; rather they illuminate a treacherous path ahead, from the familiar land of Varisia into much more dangerous territory.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead, or will the orcs' Second Home be the site of their final mission?
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
Deep beneath the orc city of Urgir in the Hold of Belkzen lie the ruins of the ancient dwarven Sky Citadel of Koldukar, where awaits what could be the greatest discovery of the Age of Lost Omens: confirmation of the location of one of the lost Sky Citadels, built by the dwarves in their earliest days on the surface of Golarion. But reaching their destination won't be easy for the Pathfinders, and only the most skilled will survive Urgir and the terrors guarding the dwarves' long-abandoned secrets. Can they uncover the location of the lost Sky Citadel, or will the Pathfinders suffer the same fate as Koldukar-defeat at the hands of ruthless orcs and centuries of decay under the earth?