An agent of the Red Currant Syndicate has gone missing while investigating a lead on the cause of the Collapse of magic that seems to point to the conjurers of the School of Worlds. Willem Analore has dispatched the PCs to find out what happened to him and what secrets are being kept hidden. This adventure is set in the Dark Golden Age campaign setting. 7th level characters are provided.
Danger Lurks Below Turnberry Castle! Novice adventurers respond to the desperate call of the castle steward. A wild animal is loose just as the lord of Turnberry is set to return for the winter. The embarrassing situation needs to be dealt with quickly! The heroes soon find there is more to the situation than first meets the eye. Drawn into the midst of a conspiracy, the PCs must fight to neutralize a threat to the safety of the entire castle.
(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.
The PCs are called by Hengrid Donarsdottir to save Estenfird from the Cult of Shibauroth. Brave the icy seas of the north, battle maddened cultists, and purge Estenfird of their insidious presence! The event Fangs of the Beast Cult follows this adventure, and players can participate in one or both.
The shortage of laborers in a city depopulated by emigration and war has motivated the Lord Monarch to send the call across the land for laborers of all stripes. But as the saying goes – be careful what you wish for, you might just get it! A one-round tournament for heroes of levels 1-5.
Iron Player Championship 2011 Part 1: Invasion Cthulhu
Description:
The living world Cthulhu has turned Golarion & its people to twisted atrocities. How will you, a peasant, save the world? Rescue the gods or find the sacred Hellknight artifact? Part 1 of a back to back player/team tourney. Make your PC & play through a non-linear, non-elimination adventure as you are judged/DM’d by 4 Iron DMs on decisions, teamwork and roleplaying. Prizes for part 1 and 2 with a grand prize. Playing Part 2 isn't required.
A 2-headed dragon DM contest where you and a partner join DM prowess to out-design, out-charisma and out-DM other teams. You receive a loose, non-linear quest structure and Cthullian boss encounter, then with your IronDM mentor, fill the blanks, build and run an epic 3-hour adventure in the Iron Player tourney. Bring a buddy or pick when you come. Scored by players & mentors, prizes given 4 each Gauntlet; top score through both wins DM bounty.
Your headache starts to subside, but the fogginess remains. Aggravated from lying on a cold floor, your body aches to the core. Reminiscent of a drunken binge, you remember little before your blackout. An ominous aura pervades this place. Familiar faces are nearby, but seem in a similar state of confusion. What was your mission? Can you complete it, or survive and find your way home? Role-playing stressed.
Something is afoot in the undermountain, you and your allies are compelled to stop the disturbance below the Inn of the Yawning Portal. Things are not always as they seem as you are pulled deeper and closer to the call of the Orb of Maya. First time role-players encouraged to play…come learn the rules of this new exciting game. Dare to wear your “Vecnian Tees.”
Part One. You have been summoned to the church of Temorkin. A female pleads you to join her on her quest. She must travel to the City of Splendor to find and help the mysterious Merronis. Without much hesitation the group agrees to help, for you to have heard and felt her anguish. Make haste to the Inn of the Yawning Portal before it is too late. Dare to wear your “Vecnian” tees.
Danger Lurks Below Turnberry Castle! Novice adventurers respond to the call of the castle steward. A wild animal is loose just as the lord of Turnberry is set to return for the winter. The heroes soon find there is more to the situation than first meets the eye. Drawn into the midst of a conspiracy, the PCs must fight to neutralize a threat to the safety of the entire castle. Stand alone adventure. Players do not need to have played part 1.
(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?
A damsel in distress, a hobgoblin horde, an enraged dragon, dastardly villains, a gloomy abandoned temple to a long forgotten god... this adventure is an unapologetic sackful of clichés. 7th-level pregenerated PCs provided, complete with strong roleplaying hooks to their comrades.
(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.
Play a band of young warriors exploring a brave new world after enduring a long ocean passage. This ‘realistic’ setting honors 900AD era Norse society. Each session will be different due to the exploratory nature of the setting. Play multiple sessions to level your character and keep exploring.
The town of Thornwater has become peaceful since the monsters of the swamp have stopped attacking. But the famous explorer, Thorton Backswapper, is worried as to why. And what does this have to do with the dead troll on the road? An one-round LSJ adventure for heroes of levels 1-6.
A natty, gnomish noble in need. Dastardly deeds done at the docks. Competent collection of courageous couriers could collect cash. Serious adventurers need not apply. A 1 round Legend of the Shining Jewel event for players level 1-8
Following the Battle of Three Rivers, the PCs must track the cultists of Shibauroth to their lair deep in the Spine Mountains. This event follows Blood on the Snow, and players can participate in one or both. Players will receive a free copy of the adventure.