(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) 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) 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.
#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.
#54: Eyes of the Ten, Part II - The Maze of the Open Road
Description:
(Level 12) You are sent into the magical Maze of the Open Road on the trail of a traitor set to topple the Pathfinder Society. Using portals to the distant corners of the world, can you prevent assassination of some of the organization's most important agents? (Note: You must have a Chronicle for Eyes of the 10, Part I - Requiem for the Red Raven to play in this event.)
Before the Collapse, divine magic did not exist; arcane magic did everything anyone would want. After the Collapse of magic, tales of the devout manifesting magical power began to surface. You are being sent on a diplomatic mission to convince this cult to ally with the Wild Ones of Free Tesaya or to at least find out what you can. This adventure is set in the Dark Golden Age campaign setting. 7th level characters are provided.
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.
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.
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.
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.