This adventure picks up where the first Windon City left off with players choosing new quests and opportunities to earn next month’s rent.
Description:
The second installment in Jimmy Sanders’ Windon City Saga. Players need to earn next month's rent to continue habitating their newly formed Guild headquarters. This adventure picks up where the first one left off with new quests and money-making opportunities in Windon City and the surrounding areas. Players are again let loose to explore and find their own path to adventure. In this sandbox adventure players decide their fate. Choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Previous play of Windon City: Opening Gambit is not required. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
This adventure picks up where the first Windon City left off with players choosing new quests and opportunities to earn next month’s rent.
Description:
The second installment in Jimmy Sanders’ Windon City Saga. Players need to earn next month's rent to continue habitating their newly formed Guild headquarters. This adventure picks up where the first one left off with new quests and money-making opportunities in Windon City and the surrounding areas. Players are again let loose to explore and find their own path to adventure. In this sandbox adventure players decide their fate. Choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Previous play of Windon City: Opening Gambit is not required. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City.
Description:
The first installment in Jimmy Sanders' Windon City Saga. Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City. In this sandbox adventure players decide their fate. Players can choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City.
Description:
The first installment in Jimmy Sanders' Windon City Saga. Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City. In this sandbox adventure players decide their fate. Players can choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
This adventure picks up where the first Windon City left off with players choosing new quests and opportunities to earn next month’s rent.
Description:
The second installment in Jimmy Sanders’ Windon City Saga. Players need to earn next month's rent to continue habitating their newly formed Guild headquarters. This adventure picks up where the first one left off with new quests and money-making opportunities in Windon City and the surrounding areas. Players are again let loose to explore and find their own path to adventure. In this sandbox adventure players decide their fate. Choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Previous play of Windon City: Opening Gambit is not required. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City.
Description:
The first installment in Jimmy Sanders' Windon City Saga. Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City. In this sandbox adventure players decide their fate. Players can choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City.
Description:
The first installment in Jimmy Sanders' Windon City Saga. Players are let loose to explore and find their own path to adventure while winding through the depths of Windon City. In this sandbox adventure players decide their fate. Players can choose to explore in the depths of the city's sewers, or help the local city Guard investigate recent thefts and unexplained larceny. Or maybe procure alchemical substances for the local Wizard's Guild. Pregen characters will be available; all characters will be Level 4. Feel free to bring your own.
Pathfinder - Fun and Competition at its best, by Milton Bradley. Trophy provided to Winner
Description:
The 1954 Pathfinder board game, by Milton Bradley. Trophy provided to winner; 2nd place trophy provided if tournament sold out by July 1st. This is not the Paizo game of the same name. Expect a 45 to 90 minute playtime.
A repeatable adventure for levels 1-2. A group of initiates sets out to save one of their own and prove that they have what it takes to become a new generation of Pathfinders.
Description:
A Pathfinder Society initiate goes missing on their Confirmation mission to become a fully-fledged field agent. With no update on the initiate’s whereabouts, the Society assembles a group of initiates into a rare group Confirmation in order to spreadhead a rescue. It’s up to a new generation of heroes to save one of their own, and potentially make a few big discoveries along the way!
A repeatable adventure for levels 1-2. A group of initiates sets out to save one of their own and prove that they have what it takes to become a new generation of Pathfinders.
Description:
A Pathfinder Society initiate goes missing on their Confirmation mission to become a fully-fledged field agent. With no update on the initiate’s whereabouts, the Society assembles a group of initiates into a rare group Confirmation in order to spreadhead a rescue. It’s up to a new generation of heroes to save one of their own, and potentially make a few big discoveries along the way!
A repeatable adventure for levels 1-2. The leaders of the Pathfinder Society's many factions call for assistance with exploring a recently discovered set of ancient ruins.
Description:
When a group of Pathfinder Society initiates recently completed their Confirmation and rescued a fellow Pathfinder, they also uncovered a host of ruins belonging to an ancient civilization. Now, the Society’s major factions have sent their foremost experts and leaders to begin coordinating a thorough investigation of the ruins. Strong and savvy field agents are needed to begin uncovering the secrets hidden within these ruins.
A repeatable adventure for levels 1-2. The leaders of the Pathfinder Society's many factions call for assistance with exploring a recently discovered set of ancient ruins.
Description:
When a group of Pathfinder Society initiates recently completed their Confirmation and rescued a fellow Pathfinder, they also uncovered a host of ruins belonging to an ancient civilization. Now, the Society’s major factions have sent their foremost experts and leaders to begin coordinating a thorough investigation of the ruins. Strong and savvy field agents are needed to begin uncovering the secrets hidden within these ruins.
A repeatable adventure for levels 1-2. The leaders of the Pathfinder Society's many factions call for assistance with exploring a recently discovered set of ancient ruins.
Description:
When a group of Pathfinder Society initiates recently completed their Confirmation and rescued a fellow Pathfinder, they also uncovered a host of ruins belonging to an ancient civilization. Now, the Society’s major factions have sent their foremost experts and leaders to begin coordinating a thorough investigation of the ruins. Strong and savvy field agents are needed to begin uncovering the secrets hidden within these ruins.
A repeatable adventure for levels 1-2. The leaders of the Pathfinder Society's many factions call for assistance with exploring a recently discovered set of ancient ruins.
Description:
When a group of Pathfinder Society initiates recently completed their Confirmation and rescued a fellow Pathfinder, they also uncovered a host of ruins belonging to an ancient civilization. Now, the Society’s major factions have sent their foremost experts and leaders to begin coordinating a thorough investigation of the ruins. Strong and savvy field agents are needed to begin uncovering the secrets hidden within these ruins.
A repeatable adventure for levels 1-2. The leaders of the Pathfinder Society's many factions call for assistance with exploring a recently discovered set of ancient ruins.
Description:
When a group of Pathfinder Society initiates recently completed their Confirmation and rescued a fellow Pathfinder, they also uncovered a host of ruins belonging to an ancient civilization. Now, the Society’s major factions have sent their foremost experts and leaders to begin coordinating a thorough investigation of the ruins. Strong and savvy field agents are needed to begin uncovering the secrets hidden within these ruins.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch. With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain. No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch. With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain. No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.
With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.
No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.
With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.
No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 1-4. An outraged foe of the Society aims to ruin the grand opening celebration of the Society's new lodge! The PCs must thwart the villain's devious plan.
Description:
It is now time to prepare the new Sedeq lodge for a grand opening celebration. Important figures from all across Qadira have been invited to attend, and the Society is counting on its agents to ensure the event goes off without a hitch. The Society's future in Qadira may depend on the success, or failure, of this event!
Fury's Toll is part of the ongoing story of the Year of Shattered Sanctuaries. It is the second scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Qadira. The first part of this arc is Pathfinder Society Scenario #3-08: Foundation's Price. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 1-4. An outraged foe of the Society aims to ruin the grand opening celebration of the Society's new lodge! The PCs must thwart the villain's devious plan.
Description:
It is now time to prepare the new Sedeq lodge for a grand opening celebration. Important figures from all across Qadira have been invited to attend, and the Society is counting on its agents to ensure the event goes off without a hitch. The Society's future in Qadira may depend on the success, or failure, of this event!
Fury's Toll is part of the ongoing story of the Year of Shattered Sanctuaries. It is the second scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Qadira. The first part of this arc is Pathfinder Society Scenario #3-08: Foundation's Price. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 1-4. An outraged foe of the Society aims to ruin the grand opening celebration of the Society's new lodge! The PCs must thwart the villain's devious plan.
Description:
It is now time to prepare the new Sedeq lodge for a grand opening celebration. Important figures from all across Qadira have been invited to attend, and the Society is counting on its agents to ensure the event goes off without a hitch. The Society's future in Qadira may depend on the success, or failure, of this event!
Fury's Toll is part of the ongoing story of the Year of Shattered Sanctuaries. It is the second scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Qadira. The first part of this arc is Pathfinder Society Scenario #3-08: Foundation's Price. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
For levels 5-8. The PCs must travel through a shadowy portal in the vaults of the Sandswept Hall of Osirion to eliminate the source of an unrelenting undead horde.
Description:
Venture-Captain Norden Balentiir called for an elite team of Pathfinder agents to strike back against the undead incursion and find the source of the unrelenting horde. Thanks to this team's successful efforts, the Society knows how the undead are entering the lodge. Now, the venture-captain has called on another elite team to venture into unknown territory, rescue their lost companions, and put a stop to the attacks.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.
With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.
No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.
With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.
No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
For levels 3-6. Clues found at a string of recent crime scenes implicate one of the Society's own venture-captains in a nefarious plot! The PCs must investigate.
Description:
Gloriana Morilla reports that Venture-Captain Muesello has gone into hiding following a strange series of crimes during which the perpetrators used the Pathfinders’ iconic wayfinders. All of the crimes have targeted the assets and allies of Grand Princess Eutropia Stavian, the nation's new monarch.
With the crime spree escalating and Muesello evading her agents at every turn, Gloriana Morilla needs a group of skilled Pathfinders to investigate the recent crimes and track down the wayward venture-captain.
No Time for Treason is part of the ongoing story of the Year of Shattered Sanctuaries. It is the first scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Taldor. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 3-6. Heed the call for heroes! The PCs must perform heroic deeds in the Forest of Trials to secure a fey guardian's continued allegiance.
Description:
The Society earned the approval of Port Valen's leaders to establish a new Pathfinder lodge in a former feasting hall. Venture-Captains requested permission for the Society to connect their new lodge to the Maze of the Open Road and strengthen the Society's presence in Arcadia. Rather than establish such a connection on their own, the venture-captains consulted Port Valen's leaders to determine the most responsible means of opening the portal. Their careful research brought them to a fey guardian in the Forest of Trials. The guardian readily agreed to the Society's proposal, on one condition. To keep the portal opened, the Society must regularly send heroes to perform heroic deeds in and around the Forest of Trials!
In this repeatable scenario, the PCs visit Port Valen and perform a series of deeds to earn the approval of the forest guardian.
A repeatable adventure for levels 1-4. Pathfinder Society Year 4 kicks off as novice Pathfinders explore a new realm.
Description:
Experience the beginning of Pathfinder Society Year 4 for the first time! This scenario presents treasures, characters, and themes that will feature in Year 4's metaplot, and so it is is a natural starting point for players looking to jump into the action.
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies.
One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far.
Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies.
One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far.
Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies. One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far. Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies.
One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far.
Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies.
One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far.
Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies.
One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far.
Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies. One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far. Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 1-4. The PCs travel to the undead-infested Gravelands to find an isolated settlement before the Whispering Tyrant's armies descend upon it.
Description:
Following the desolation of Lastwall at the hands of the Whispering Tyrant, untold horrors wander the woods and roads of the region. Many small refugee settlements are scattered throughout the area, their citizens either helplessly trapped behind enemy lines, or stubbornly hoping that they won’t be noticed by Tar-Baphon’s undead armies. One such settlement became a new home for a Pathfinder who had been traveling in Lastwall when the nation fell. The agent decided to help those in need rather than flee the Gravelands, and they’ve managed to keep the settlement protected… so far. Now, with the settlement burgeoning with refugees and the Whispering Tyrant’s forces drawing near, the agent has made a desperate attempt to reach a Pathfinder lodge in Ustalav. They barely made it out alive—and now they’re asking for agents to return to the Gravelands and aid their stranded friends!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!
For levels 5-8. Negotiations with King Estrid are going well until five linnorm kids show up! Welcome to babysitting duty. Keep them out of trouble - and don't die!
Description:
King Estrid of the Ironbound Islands has put out a call for Pathfinders to explore the Island of the Ancestors, but first the Society must earn her approval. Gorm Greathammer, a prince, warrior, and the leader of the Grand Archive faction, has traveled to Halgrim to meet with King Estrid—and her crag linnorm companion, Boiltongue—and forge a new allegiance for the Society. Talks have been going well, but the arrival of Boiltongue’s children in the city has thrown everything into chaos! Gorm senses that the negotiations are about to collapse, and sends for a team of Pathfinders to help keep an eye on Boiltongue’s children while he wraps up talks with King Estrid. Babysitting five rambunctious linnorm siblings is about as easy as it sounds (which is to say, not at all), and the Pathfinders are about to have their hands full!