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?
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
The PCs are sent to map the Storval Stairs and ensure the stairs provide a safe route to the Storval Rise from Magnimar, but upon their arrival, they find the ancient site claimed and 'ruled' by the self-proclaimed King of the Storval Stairs. Only through guile, diplomacy, or cold steel will the Pathfinders ensure access to iconic Thassilonian location.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society's agents can attempt to sway the political opinions of Absalom's movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?
Un escenario de la Sociedad de Pathfinders para personajes de niveles 1ro a 5to.
Description:
Un Pathfinder conduciendo a un enviado diplomatico de las bodegas de los enanos de las Montanas de Cinco Reyes ha desaparecido, y el equilibrio del poder en tiempos de guerra cuelga sobre su rescate. Adivinaciones de la Sociedad de Pathfinders indican que el agente fue atacado en la nacion teocratica de Razmiran, cuando uno de sus diplomaticos escoltados dejo de pagar un diezmo solicitado. Ahora le corresponde a el grupo entrar a Razmiran, localizar a los Pathfinders desaparecidos y los diplomaticos de los enanos, y escapar con sus vidas.
PFS Francais #5-01: Sauvetage a la riviere de verre
Summary:
Un scenario de la societe des eclaireurs pour des personnages de niveau 1 a 5.
Description:
Un Pathfinder accompagnant un convoi diplomatique en provenance des forteresses naines des montagnes des cinq rois a disparu, et l'equilibre des forces en temps de guerre est en jeu. Les oracles de la societe des eclaireurs indiquent que l'agent a ete apercu dans la nation theocratique de Razmiran, lorsque l'un de ses diplomates sous escorte a omis de payer la dime demandee. Il appartient maintenant au groupe d'eclaireur d'entrer en Razmiran, localiser l'eclaireur, les diplomates nains et de s'echapper.
Un scenario de la societe des eclaireurs pour des personnages de niveau 3 a 7.
Description:
Une guerre a eclate a la frontiere longtemps contestees entre la nation des croises de Mendev et la nation infestee de demon (Worldwound). Maintenant que les defenses magiques, aillant retenus jadis les demons, sont tombees, la defense de la region ne tient que grace aux petites patrouilles de soldats mobiles qui reapprovisionnent, renforcent et permettent la communication entre de nombreuses forteresses et avant-postes de la frontiere. Avec tant de choses en jeu, la societe des eclaireurs a engage plusieurs de ses agents pour contribuer a l'effort de guerre, pour defendre ses propres interets et pour empecher qu'une maree de monstres demoniaques ne plonge toute la region de la mer interieure dans le chaos. Durant l'une de ses patrouilles wardstone, les eclaireurs pourraient se retrouver devant un ennemi d'une tout autre nature.
PFS #2-01: Before the Dawn Part I: The Bloodcove Disguise
Summary:
A Pathfinder Society Scenario designed for characters levels 1-7.
Description:
You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn-Part II: Rescue at Azlant Ridge is the sequel.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.
A Pathfinder Society Scenario designed for characters levels 3-7.
Description:
All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult's last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune's return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord's path to domination over the entire region?
Designed for characters levels 1-5. You may also be interested in #1-35 Voice in the Void, #2-11 The Penumbral Accords, & #3-07 Echoes of the Overwatched which all serve as spiritual sequels.
Description:
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?
PFS #3-12: Wonders in the Weave Part I: The Dog Pharaoh's Tomb
Summary:
Designed for Levels 5-9 characters. This is the 1st scenario in the 2-part Wonders in the Weave campaign arc. The story concludes in Scenario #3-14. Both chapters are intended to be played in order.
Description:
On an isolated demiplane, the Pathfinders explore an Osirian ruin transported from Golarion by a powerful sorcerer centuries ago. And though the Pathfinder Society believes the fruits of their delve to be ripe for the picking, the unnatural landscape surrounding the tomb and a run-in with an unexpected guest make getting out with the treasure a tough task for the PCs.
A Pathfinder Society Scenario designed for characters levels 7-11. After playing this adventure, you may be interested in #2-10: Fury of the Fiend, which serves as a spiritual sequel to this scenario.
Description:
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.
A one-hour intro to the rules is followed by playing four, one-hour adventures that will be run back-to-back.
Description:
Have you wanted to try out the Pathfinder Roleplaying Game but haven't gotten the chance? Do you want to see what the excitement surrounding the Beginner Box is? Here is your chance. Four, one-hour demo adventures will be run back-to back and experienced GMs will answer all of your rules questions and review the provided pre-generated characters.
An introduction to the Beginner Box Player Pack and Transitions, as well as leveling up your character. This will be followed by playing up to 5, 45-60 minute adventures that will be run back-to-back.
Description:
You didn't get enough from the 4 adventures in Beginner Box Intro Part 1? Well here is your chance to play up to 5 more adventures. The players will also be given the opportunity to advance their characters to 3rd level.
The GM will give an overview of the Beginner Box Player Pack. This provides new character creation options for players, including a complete new character class: the barbarian! Enhance your character with tons of new adventure gear, dominate combat with new feats and spells, and spruce up your character with new class options for the original four classes! The GM will provide a free handout of the Beginner Box Transitions. It discusses new facets of the Pathfinder RPG rules, including advancing characters to 6th level and beyond. New guidelines also allow you to adapt dozens of Pathfinder RPG adventures for use with the Beginner Box.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.
A Pathfinder Society Scenario designed for characters levels 1-7.
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 Pathfinder Society Scenario designed for characters levels 7-11.
Description:
An active cell of the cult of Lissala-ancient goddess of runes and obedience-has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.
PFS #46: Eyes of the Ten Part I: Requiem for the Red Raven
Summary:
Pre-Gens will not be allowed for this event!
A Pathfinder Society Scenario designed for characters of level 12 only. It is the first part of the four-part campaign arc. It is a two-slot scenario
Description:
You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword, the Pale Maiden, to the newly re-opened Woodsedge Lodge. All is not as it seems, however, when the lodge is attacked during a ceremony and a famous Pathfinder is murdered. The Lady of the Lodge, Venture-Captain Eliza Petulengro, puts you on the mission to solving the murder and catching those responsible.
Un scenario de la societe des eclaireurs pour des personnages de niveau 5 a 9.
Description:
La guerre entre les demons et les peuples civilises de la region de la mer interieure a eclate dans la region de Worldwound, au nord d'Absalom, mais malgre les consequences regionales d'une eventuelle victoire abyssale, beaucoup de nations sont incertaines sur ce sujet. La Pathfinder Society, a l'instigation du chef de la croisade d'argent Ollysta Zadrian, organise un banquet officiel qui sera tenu par les jeunes maries Michellia et Damian Blakros, au cours duquel les agents de la societe pourront tenter d'influencer les opinions politiques des belligerants et des decideurs d'Absalom. Les eclaireurs reussiront ils a obtenir le soutien militaire indispensable d'Absalom et d'autres pays riverains de la mer interieure, ou seront ils les seuls croises et eclaireurs a se battre sur le front en Mendev devant les hordes demoniaques ?
Shooting stars are many things to many people - luck, wishes, signs, and omens. Most are here and gone, but this one keeps coming back to the same place in the sky every night.
Description:
Something tells you this one falls squarely into the “ill omen” category. A one-round adventure for character levels 1-17.
Arriving with a menagerie ship full of exotic beasts and behtu bound for Barsella, the PCs stop upon The Burning Shores to resupply at the Brass Market and need to stop a war. All in a day's work!
Description:
While in the city the PCs are invited to speak with the nobles of the Forge of the Last Embers and an elderly salamander. They ask the PCs to go into the Boiling Bay and retrieve the newly made mystic tome in order to avert an inter-tribal war. In this 7th level adventure, the PCs explore the azer city Forge of the Last Embers, visit the Onyx Temple before venturing below the Boiling Bay and returning to navigate a political firestorm. Pregenerated characters available, Pathfinder Society characters welcome.
Join the campaign at the beginning! Amthydor. The Jewel of the Realm. A city recovering from crisis, with the near civil war and the plague of undead that have swept the city.
Description:
Amthydor's manpower is at an all time low. A series of bandit raids have raised concern among the merchants of Amthydor. Is it just a coincidence, or are more sinister forces involved? Only the bravest adventurers will find out! A one-round Pathfinder compliant module for heroes of levels 1-3.
What can possibly go wrong with a gnome experimenting with magic and alchemy? From past experience, everyone should be worried. A 1-round adventure for levels 1-6 by Nancy Clark. New players welcome!
A missing relative leads you on a search and rescue mission in the mountains near Amthydor. Is this just a missing person case, or is a greater threat waiting to be found? Levels 1-6.
The Party is sent to bring a special child in. But to whom do they bring the child and is the party less special?
Description:
Child of Prophecy, an ongoing campaign. The setting is epic fantasy, with an Evil King, a Prophecy of a new good king, children who fit the prophetic description and heroes that thwart the Evil King's plans to eliminate those children.