Can the PCs prevent their enemies from ruining the expedition to the the dwarven Sky Citadel Jormurdun and put an end to the threat posed by these villains? For levels 7-11.
Description:
Two foes of the Pathfinder Society race toward the dwarven Sky Citadel Jormurdun, aiming to snatch away the Pathfinder's prize. The Society dispatches its best agents to intercept the duo. Can the PCs prevent their enemies from ruining the expedition and put an end to the threat posed by these villains? Content in "Vengeance at Sundered Crag" also contributes directly to the ongoing storyline of the Grand Lodge faction.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
When the Blakros family request the help of Pathfinders to help guard a collection of artifacts from Numeria, the PCs discover that the Technic League is the least of their worries. For levels 3-7.
Description:
The esteemed Blakros family - famous for their museum in Absalom - receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.