The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
A careless Pathfinder raided an "ancient ruin" that was actually a Shoanti sacred site. Emissaries must now repair the social and physical damage.
Description:
The truth about a bungled Pathfinder expedition into what was supposedly Thassilonian ruin has come to light. Instead of being a forgotten ruin from an ancient civilization, the site was actually an ancient and sacred Shoanti mausoleum. After reading about this finding in the Pathfinder Chronicles, members of one Shoanti quah that has become an ally to the Pathfinder Society has given the Society a chance to explain its actions before a tribal council. If they can secure the council's approval, the PCs will have a chance to set things right at the sacred site. After being left open by the previous expedition, the tomb is filled with both opportunistic bandits and unquiet spirits. Written by Adrian Ng.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
Pathfinders visit an ancient Tian site to learn the local culture, only to find extraplanar perils and a new religion trying to bury the past.
Description:
Seven years ago, the Pathfinder Society acquired the Hao Jin Tapestry, a powerful artifact and gateway to a wondrous yet slowly disintegrating museum-like demiplane. Despite the sacrifices made to preserve the Hao-Jin Tapestry by one of the Pathfinder Society's most influential members, the realm's collapse seems inevitable. The Society has dispatched teams to high-value sites to salvage what they can of the historical treasures and knowledge, and the PCs are one of these first groups. However, their study of an ancient Tian site becomes far more complex thanks to not one but two burgeoning religions. It's up to the PCs to navigate this landscape riddled with hazards both extraplanar and political. Written by Jessica Redekop.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
The trail of the legendary sorcerer Hao Jin leads to a sequestered library, home to the Scalebreaker kobolds and a mighty spirit they dare not anger.
Description:
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger. Written by Sam Polak.
PFS #10-12: Breath of the Dragonskull (Levels 1-5)
Summary:
Sarkorian refugees are trapped by a forest fire. Can Pathfinders tame the flames, as well as rising tensions among the locals, before tragedy strikes?
Description:
What began as a straightforward mission to escort the displaced Farheaven Clan back to their original homeland in Sarkoris is quickly beset with misfortune. The forest where the Farheavens live is burning, and they need urgent aid. But the Farheavens aren't the only ones in danger, and tensions and blame between the locals have almost risen to open violence. Meanwhile, the inferno's source rages unchecked. Can the Pathfinder Society diffuse this volatile situation and restore peace and safety to the region? Written by Michael Sayre.
PFS #10-98: Siege of Gallowspire (Levels 10-11, Champion)
Summary:
(Harder difficulty - No pregens) The legendary Whispering Tyrant escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 12-13, Champion)
Summary:
(Harder difficulty - No pregens) The legendary Whispering Tyrant escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 15-16, Champion)
Summary:
(Harder difficulty - No pregens) The legendary Whispering Tyrant escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 5-6, Soldier)
Summary:
(Easier difficulty - No pregens) The legendary Whispering Tyrant has escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 7-8, Soldier)
Summary:
(Easier difficulty) The legendary Whispering Tyrant has escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 10-11, Soldier)
Summary:
(Easier difficulty - No pregens) The legendary Whispering Tyrant has escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 12-13, Soldier)
Summary:
(Easier difficulty - No pregens) The legendary Whispering Tyrant has escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 15-16, Soldier)
Summary:
(Easier difficulty - No pregens) The legendary Whispering Tyrant has escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 5-6, Champion)
Summary:
(Harder difficulty - No pregens) The legendary Whispering Tyrant escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-98: Siege of Gallowspire (Levels 7-8, Champion)
Summary:
(Harder difficulty) The legendary Whispering Tyrant escaped his prison, leaving behind a foul ritual poised to grant him godlike power.
Description:
For a millennium, Golarion's most infamous lich, the Whispering Tyrant, was locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more, causing mayhem. Deep beneath the ground, he set in motion a necromantic ritual of extraordinary power. Pathfinders must battle the Tyrant's guardians, break the wards, and stop the ritual. Along the way, they'll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands. This scenario has two difficulty levels: Soldier (easier) and Champion (harder). Aid Characters: Players can bring up to three additional characters of level 5+ as Aid Characters. They can participate in special Aid Missions and generate benefits to help other tables. To use, bring the character sheet and their most recently earned Chronicle sheet. Written by Brian Duckwitz
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.
PFS #10-22: Passing the Torch, Part 1: Who Wears the Mask (Levels 12-15)
Summary:
Work to uncover a plot involving Grandmaster Torch by infiltrating one of the Inner Sea's most deadly cities and neutralize a powerful threat.
Description:
(No pregens available) For over a decade, the infamous information broker, former Pathfinder, and controversial mastermind Grandmaster Torch pursued vengeance against the Decemvirate and the Society. Now, the Society identified his chief accomplice and informant who's hiding out on the home island of the notorious Red Mantis Assassins. Grandmaster Torch's imminent endgame threatens the whole Society, if not Absalom itself, and if the PCs are to uncover the plot and avert disaster, they must infiltrate one of the Inner Sea's most deadly cities and neutralize a powerful threat. "Who Wears the Mask" is the first of two seeker-level adventures in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. These two scenarios are intended to be played in order. Written by Cole Kronewitter.
PFS #10-98: Siege of Gallowspire (Tier 5-6 Soldier)
Summary:
Pathfinders visit an ancient Tian site to learn the local culture, only to find extraplanar perils and a new religion trying to bury the past.
Description:
Seven years ago, the Pathfinder Society acquired the Hao Jin Tapestry, a powerful artifact and gateway to a wondrous yet slowly disintegrating museum-like demiplane. Despite the sacrifices made to preserve the Hao-Jin Tapestry by one of the Pathfinder Society's most influential members, the realm's collapse seems inevitable. The Society has dispatched teams to high-value sites to salvage what they can of the historical treasures and knowledge, and the PCs are one of these first groups. However, their study of an ancient Tian site becomes far more complex thanks to not one but two burgeoning religions. It's up to the PCs to navigate this landscape riddled with hazards both extraplanar and political. Written by Jessica Redekop.
In Kalsgard, an Ulfen city on the verge of a war of succession, a rash of mysterious deaths has struck the gnome population. Can you find the cause?
Description:
The great Linnorm King Sveinn Blood-Eagle prepares for his final voyage to legendary Vallenhall, but all is not right in his kingdom. As Sveinn's unworthy children battle over the soon-to-be-vacant throne, Kalsgard's gnomes find themselves beset by a rash of sudden deaths. While these deaths appear to be caused by the Bleaching, a dread affliction that saps the life and light from gnomes who succumb to ennui, a gnome Pathfinder and priestess of Nivi Rhombodazzle believes that something more is afoot. She's recruited the PCs to uncover the affliction's origins in a city where mighty Ulfen warriors are on the verge of war. Written by Alex Riggs.
In Kalsgard, an Ulfen city on the verge of a war of succession, a rash of mysterious deaths has struck the gnome population. Can you find the cause?
Description:
The great Linnorm King Sveinn Blood-Eagle prepares for his final voyage to legendary Vallenhall, but all is not right in his kingdom. As Sveinn's unworthy children battle over the soon-to-be-vacant throne, Kalsgard's gnomes find themselves beset by a rash of sudden deaths. While these deaths appear to be caused by the Bleaching, a dread affliction that saps the life and light from gnomes who succumb to ennui, a gnome Pathfinder and priestess of Nivi Rhombodazzle believes that something more is afoot. She's recruited the PCs to uncover the affliction's origins in a city where mighty Ulfen warriors are on the verge of war. Written by Alex Riggs.
PFS #10-20: Countdown to Round Mountain (Levels 7-11)
Summary:
The PCs race against time to explore and evacuate a massive cavern before a mountain of rock from another plane appears and crushes everything within.
Description:
(Limited Pregenerated Characters Available - 7th Level Only) As the Hao Jin Tapestry collapses, the Pathfinder Society decides it must evacuate the surviving inhabitants using a powerful ritual that can return one of the demiplane's monumental sites back to the Material Plane. The only candidate large enough is Round Mountain, an immense, tunnel-ridden stone sphere pulled from the Darklands of Tian Xia centuries ago. In the generations since Round Mountain vanished, countless subterranean creatures moved into the vast cavern left behind. If the mountain returns,and it must to save the demiplane's refugees,it would crush all those who have moved into the cavern since. The Society must move quickly. The PCs are one of several teams tasked with exploring the cavern, cataloguing the architecture, and coordinating the occupants' evacuation before the ritual concludes. Written by Jerall Toi
PFS #10-20: Countdown to Round Mountain (Levels 7-11)
Summary:
The PCs race against time to explore and evacuate a massive cavern before a mountain of rock from another plane appears and crushes everything within.
Description:
(Limited Pregenerated Characters Available - 7th Level Only) As the Hao Jin Tapestry collapses, the Pathfinder Society decides it must evacuate the surviving inhabitants using a powerful ritual that can return one of the demiplane's monumental sites back to the Material Plane. The only candidate large enough is Round Mountain, an immense, tunnel-ridden stone sphere pulled from the Darklands of Tian Xia centuries ago. In the generations since Round Mountain vanished, countless subterranean creatures moved into the vast cavern left behind. If the mountain returns,and it must to save the demiplane's refugees,it would crush all those who have moved into the cavern since. The Society must move quickly. The PCs are one of several teams tasked with exploring the cavern, cataloguing the architecture, and coordinating the occupants' evacuation before the ritual concludes. Written by Jerall Toi
PFS #10-22: Passing the Torch, Part 1: Who Wears the Mask (Levels 12-15)
Summary:
PCs work to uncover a plot involving Grandmaster Torch by infiltrating one of the Inner Sea's most deadly cities and neutralize a powerful threat.
Description:
(No pregens available) For over a decade, the infamous information broker, former Pathfinder, and controversial mastermind Grandmaster Torch pursued vengeance against the Decemvirate and the Society. Now, the Society identified his chief accomplice and informant who's hiding out on the home island of the notorious Red Mantis Assassins. Grandmaster Torch's imminent endgame threatens the whole Society, if not Absalom itself, and if the PCs are to uncover the plot and avert disaster, they must infiltrate one of the Inner Sea's most deadly cities and neutralize a powerful threat. "Who Wears the Mask" is the first of two seeker-level adventures in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. These two scenarios are intended to be played in order. Written by Cole Kronewitter.
PFS #10-22: Passing the Torch, Part 1: Who Wears the Mask (Levels 12-15)
Summary:
PCs work to uncover a plot involving Grandmaster Torch by infiltrating one of the Inner Sea's most deadly cities and neutralize a powerful threat.
Description:
(No pregens available) For over a decade, the infamous information broker, former Pathfinder, and controversial mastermind Grandmaster Torch pursued vengeance against the Decemvirate and the Society. Now, the Society identified his chief accomplice and informant who's hiding out on the home island of the notorious Red Mantis Assassins. Grandmaster Torch's imminent endgame threatens the whole Society, if not Absalom itself, and if the PCs are to uncover the plot and avert disaster, they must infiltrate one of the Inner Sea's most deadly cities and neutralize a powerful threat. "Who Wears the Mask" is the first of two seeker-level adventures in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. These two scenarios are intended to be played in order. Written by Cole Kronewitter.
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.
PFS #10-23: Passing the Torch, Part 2: Who Speaks for the Ten (Levels 12-15)
Summary:
With most Pathfinders focused on the Whispering Tyrant, the Grand Lodge is vulnerable. Those left must take steps to avert disaster, in the process change the face of the Pathfinder Society forever.
Description:
(No pregens available) The Whispering Tyrant has arisen, and war once again looms at Absalom's doorstep. Yet with most Pathfinders far to the north neutralizing the Tyrant's secret weapon, the Grand Lodge is understaffed and vulnerable. Now that the PCs have identified the threat Grandmaster Torch poses, they are among the few capable of entering the Grand Lodge's most restricted reaches, averting disaster, and changing the face of the Pathfinder Society forever. "Who Wears the Mask" is the second and final seeker-level adventure in the "Passing the Torch" series. These adventures take place in parallel with the events of Pathfinder Society Special #10-98: Siege of Gallowspire. This adventure is preceded by Pathfinder Society Scenario #10-22: Passing the Torch, Part 1: Who Wears the Mask. These two scenarios are intended to be played in order. Written by Paizo Staff.