(Levels 1-12) The specific adventure is decided by the table - all legally available scenarios will be on hand, so come on over, pick a scenario, and play!
(Level 1) In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps, thieves, and even an unruly devil, all in the pursuit of knowledge.
(Level 1) When your tribe discovers a secret cache of fireworks, you must prove yourself a true goblin hero, risking much pain and peril in icky swamp to snatch them! If you can find the treasure, all will know you are the biggest boom maker in Varisia! (Goblin characters will be provided.)
(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?
#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.
(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 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 5-9) When the Pathfinder Society failed to obtain a valuable artifact from a wealthy Druman noble using diplomatic means, the eccentric collector challenged them to take it through skill from one of his well-guarded manors throughout the world. You are sent to Ghenett Manor in Katapesh with the hopes of surviving long enough to return with the prize - assuming it's there at all.
(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 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 7-11) The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen's greatest heroes, and it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
(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) 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) 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 1-5) 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.
#46: Eyes of the Ten, Part I - Requiem for the Red Raven
Description:
(Level 12) You are sent to revolution-scarred Galt to deliver a priceless relic to a newly commissioned Pathfinder Lodge. When the lodge falls under attack, you must race against time to save the very fabric of the Pathfinder 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.
(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 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 5-9) When the Pathfinder Society failed to obtain a valuable artifact from a wealthy Druman noble using diplomatic means, the eccentric collector challenged them to take it through skill from one of his well-guarded manors throughout the world. You are sent to Ghenett Manor in Katapesh with the hopes of surviving long enough to return with the prize - assuming it's there at all.
(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 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) The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen's greatest heroes, and it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
(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) 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) 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 1-12) The specific adventure is decided by the table - all legally available scenarios will be on hand, so come on over, pick a scenario, and play!
(Level 1) In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps, thieves, and even an unruly devil, all in the pursuit of knowledge.
(Level 1) When your tribe discovers a secret cache of fireworks, you must prove yourself a true goblin hero, risking much pain and peril in icky swamp to snatch them! If you can find the treasure, all will know you are the biggest boom maker in Varisia! (Goblin characters will be provided.)
(Level 1) You venture for the first time into the massive haunted dungeons beneath an abandoned siege tower in the deadly Cairnlands, where you will experience firsthand the true dangers of being a tomb-delving Pathfinder. (Note: It is advised, but not required, that you play Part 1 - In Service to Lore first.)
(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?
#2-24: 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.
(Level 1) When your tribe discovers a secret cache of fireworks, you must prove yourself a true goblin hero, risking much pain and peril in icky swamp to snatch them! If you can find the treasure, all will know you are the biggest boom maker in Varisia! (Goblin characters will be provided.)
(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) 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?
#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.
(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.)
#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 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 5-9) When the Pathfinder Society failed to obtain a valuable artifact from a wealthy Druman noble using diplomatic means, the eccentric collector challenged them to take it through skill from one of his well-guarded manors throughout the world. You are sent to Ghenett Manor in Katapesh with the hopes of surviving long enough to return with the prize - assuming it's there at all.
(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 centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen's greatest heroes, and it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
(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) 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) 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.
(Level 1) You venture for the first time into the massive haunted dungeons beneath an abandoned siege tower in the deadly Cairnlands, where you will experience firsthand the true dangers of being a tomb-delving Pathfinder. (Note: It is advised, but not required, that you play Part 1 - In Service to Lore first.)
(Level 1) Dispatched on an envoy mission overland from Absalom to the port city of Escadar, you must weather the harsh wilderness of the Isle of Kortos before you can hope to meet with the representative of the elusive gillmen, and only then come face to face with the greatest threat to the Pathfinder Society. (Note: It is advised, but not required, that you play Part 1 - In Service to Lore and Part II - To Delve the Dungeon Deep first.)
(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?
#2-24: 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 1-12) The specific adventure is decided by the table - all legally available scenarios will be on hand, so come on over, pick a scenario, and play!