Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers. But a new threat rises to upset this delicate balance.
Description:
Kaer Maga, City of Strangers, is a haven for outcasts, misfits, rebels, and wayfarers from across the dangerous land of Varisia. Anyone is welcome on its shrouded streets, so long as they don’t ask too many questions or interfere with the freedom of their neighbors.
But a new threat rises to upset this delicate balance. Among the city’s more unusual denizens are zombie servants, kept in check by control amulets that prevent them from rampaging through the streets. A group of Pathfinder agents is on the scene when these amulets begin to fail, creating an undead menace. It falls to these Pathfinders to root out the source of the disruption. Along the way, they’ll meet several representatives of Kaer Maga’s iconic and eclectic factions, delve dangerous caverns, and uncover ancient secrets at nearly every turn!
Scenario will be chosen by players & GM together.
PFS #0-04: Frozen Fingers of Midnight (levels 1-5)
Summary:
Uncover the source of a freezing curse that is slowly killing a Pathfinder. Battle his rivals and seek out a mysterious artifact to save his life.
Description:
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
PFS #0-04: Frozen Fingers of Midnight (levels 1-5)
Summary:
Uncover the source of a freezing curse that is slowly killing a Pathfinder. Battle his rivals and seek out a mysterious artifact to save his life.
Description:
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
A seemingly simple trip to a high-society opera is interrupted by a most unwelcome intermission. Who will survive the show?
Description:
Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.
A seemingly simple trip to a high-society opera is interrupted by a most unwelcome intermission. Who will survive the show?
Description:
Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.