Each lesson expands on the lessons of beginner & advanced, focusing on moving from the Beginner Box to the full game.
Description:
Pathfinder Society Academy is a place for younger gamers to learn how to play Pathfinder and for our younger GMs to hone their skills under the tutelage of experienced GMs. Completing all three Kid's Track Modules results in a second level character compatible with the Pathfinder Society Organized Play program. All Pathfinder Society Academy tables are family friendly and the GMs are chosen for their experience working with youth. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Each lesson expands on the lessons of beginner & advanced, focusing on moving from the Beginner Box to the full game.
Description:
Pathfinder Society Academy is a place for younger gamers to learn how to play Pathfinder and for our younger GMs to hone their skills under the tutelage of experienced GMs. Completing all three Kid's Track Modules results in a second level character compatible with the Pathfinder Society Organized Play program. All Pathfinder Society Academy tables are family friendly and the GMs are chosen for their experience working with youth. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Each lesson expands on the lessons of beginner & advanced, focusing on moving from the Beginner Box to the full game.
Description:
Pathfinder Society Academy is a place for younger gamers to learn how to play Pathfinder and for our younger GMs to hone their skills under the tutelage of experienced GMs. Completing all three Kid's Track Modules results in a second level character compatible with the Pathfinder Society Organized Play program. All Pathfinder Society Academy tables are family friendly and the GMs are chosen for their experience working with youth. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Each lesson expands on the lessons of beginner & advanced, focusing on moving from the Beginner Box to the full game.
Description:
Pathfinder Society Academy is a place for younger gamers to learn how to play Pathfinder and for our younger GMs to hone their skills under the tutelage of experienced GMs. Completing all three Kid's Track Modules results in a second level character compatible with the Pathfinder Society Organized Play program. All Pathfinder Society Academy tables are family friendly and the GMs are chosen for their experience working with youth. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
PFS Interactive #10-00: The Hao Jin Cataclysm (Levels 1-2)
Summary:
The Hao Jin Tapestry demiplane has been in gradual decline, but it is now about to catastrophically collapse. The PCs have 2 days to prevent the destruction of everyone & everything within.
Description:
A Pathfinder Society Scenario designed for levels 1–11.
Centuries ago, the sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. The Pathfinder Society gained access to this realm seven years ago and its agents began exploring the demiplane’s wonders.
When Hao Jin vanished, the demiplane fell into disrepair. Pathfinder Aram Zey recently discovered the deterioration reached a critical stage and without intervention, the entire demiplane will rip apart violently, ejecting its contents into the Astral Plane and killing everyone inside. Yet repair isn’t as simple as sewing the demiplane back together with some metaphysical thread and the impending apocalypse has thrown the tapestry’s civilizations into turmoil.
This adventure has a Pathfinder Adventure Card Game component.
Written by Mike Kimmel.
PFS Interactive #10-00: The Hao Jin Cataclysm (Levels 3-4)
Summary:
The Hao Jin Tapestry demiplane has been in gradual decline, but it is now about to catastrophically collapse. The PCs have 2 days to prevent the destruction of everyone & everything within.
Description:
A Pathfinder Society Scenario designed for levels 1–11.
Centuries ago, the sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. The Pathfinder Society gained access to this realm seven years ago and its agents began exploring the demiplane’s wonders.
When Hao Jin vanished, the demiplane fell into disrepair. Pathfinder Aram Zey recently discovered the deterioration reached a critical stage and without intervention, the entire demiplane will rip apart violently, ejecting its contents into the Astral Plane and killing everyone inside. Yet repair isn’t as simple as sewing the demiplane back together with some metaphysical thread and the impending apocalypse has thrown the tapestry’s civilizations into turmoil.
This adventure has a Pathfinder Adventure Card Game component.
Written by Mike Kimmel.
PFS Interactive #10-00: The Hao Jin Cataclysm (Levels 5-6)
Summary:
The Hao Jin Tapestry demiplane has been in gradual decline, but it is now about to catastrophically collapse. The PCs have 2 days to prevent the destruction of everyone & everything within.
Description:
A Pathfinder Society Scenario designed for levels 1–11.
Centuries ago, the sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. The Pathfinder Society gained access to this realm seven years ago and its agents began exploring the demiplane’s wonders.
When Hao Jin vanished, the demiplane fell into disrepair. Pathfinder Aram Zey recently discovered the deterioration reached a critical stage and without intervention, the entire demiplane will rip apart violently, ejecting its contents into the Astral Plane and killing everyone inside. Yet repair isn’t as simple as sewing the demiplane back together with some metaphysical thread and the impending apocalypse has thrown the tapestry’s civilizations into turmoil.
This adventure has a Pathfinder Adventure Card Game component.
Written by Mike Kimmel.
PFS Interactive #10-00: The Hao Jin Cataclysm (Levels 7-9)
Summary:
The Hao Jin Tapestry demiplane has been in gradual decline, but it is now about to catastrophically collapse. The PCs have 2 days to prevent the destruction of everyone & everything within.
Description:
A Pathfinder Society Scenario designed for levels 1–11.
Centuries ago, the sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. The Pathfinder Society gained access to this realm seven years ago and its agents began exploring the demiplane’s wonders.
When Hao Jin vanished, the demiplane fell into disrepair. Pathfinder Aram Zey recently discovered the deterioration reached a critical stage and without intervention, the entire demiplane will rip apart violently, ejecting its contents into the Astral Plane and killing everyone inside. Yet repair isn’t as simple as sewing the demiplane back together with some metaphysical thread and the impending apocalypse has thrown the tapestry’s civilizations into turmoil.
This adventure has a Pathfinder Adventure Card Game component.
Written by Mike Kimmel.
PFS Interactive #10-00: The Hao Jin Cataclysm (Levels 9-11)
Summary:
The Hao Jin Tapestry demiplane has been in gradual decline, but it is now about to catastrophically collapse. The PCs have 2 days to prevent the destruction of everyone & everything within.
Description:
A Pathfinder Society Scenario designed for levels 1–11.
Centuries ago, the sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. The Pathfinder Society gained access to this realm seven years ago and its agents began exploring the demiplane’s wonders.
When Hao Jin vanished, the demiplane fell into disrepair. Pathfinder Aram Zey recently discovered the deterioration reached a critical stage and without intervention, the entire demiplane will rip apart violently, ejecting its contents into the Astral Plane and killing everyone inside. Yet repair isn’t as simple as sewing the demiplane back together with some metaphysical thread and the impending apocalypse has thrown the tapestry’s civilizations into turmoil.
This adventure has a Pathfinder Adventure Card Game component.
Written by Mike Kimmel.
PFS Interactive Special #8-99: The Solstice Scar, Version 3 (Levels 1-2)
Summary:
An undead menace stirs in the frozen north. Before it invades during the next winter solstice, the Society must retrace a paladin's steps & rebuild her holy weapons in this epic evolving story.
Description:
A Pathfinder Society Interactive Special designed for levels 1–11.
Recently, the Blakros Museum prepared a display of relics from the Shining Crusade, a holy coalition that defeated the greatest lich to threaten Golarion. Just days before its debut, trouble erupted and Pathfinders intervened. Their discovery of a relic key to averting a millennium old disaster leads them to travel to the frozen north. There, they complete a fallen hero's unfinished business and vanquish a powerful foe that rules from the icy Tusk Mountains. Then they continue to Lastwall's tangled Fangwood to earn the favor of a powerful celestial being and destroy a sinister curse.
"The Solstice Scar" is a multi-table interactive adventure where groups’ actions affect and contribute to the entire room's success. This is the third installment in the modular adventure.
Written by Andrew Hoskins and Kalervo Oikarinen