What do you do when the forest comes alive and has it's own agenda?
Description:
The Fanewick is older than any road, older than any map. It is a place where flowers bloom in the shape of faces, where bees hum in mourning tones, and where paths shift when no one is watching. You did not come here by accident. Each of you was summoned—by coin, by promise, by rumor, or by desperation—to the edge of the Fanewick, where a small frontier settlement has gone quiet. Couriers vanish. Hunters return changed. And something in the deep woods has begun to bloom when it should not. The locals say the forest is waking up. They say it has an Avatar now. You are offered a simple contract: enter the Fanewick, follow the signs, and stop whatever is spreading before the forest decides to spread into the world beyond it. The trail is open. The flowers are watching. What could possibly go wrong?
What do you do when the forest comes alive and has it's own agenda?
Description:
The Fanewick is older than any road, older than any map. It is a place where flowers bloom in the shape of faces, where bees hum in mourning tones, and where paths shift when no one is watching. You did not come here by accident. Each of you was summoned—by coin, by promise, by rumor, or by desperation—to the edge of the Fanewick, where a small frontier settlement has gone quiet. Couriers vanish. Hunters return changed. And something in the deep woods has begun to bloom when it should not. The locals say the forest is waking up. They say it has an Avatar now. You are offered a simple contract: enter the Fanewick, follow the signs, and stop whatever is spreading before the forest decides to spread into the world beyond it. The trail is open. The flowers are watching. What could possibly go wrong?
What do you do when the forest comes alive and has it's own agenda?
Description:
The Fanewick is older than any road, older than any map. It is a place where flowers bloom in the shape of faces, where bees hum in mourning tones, and where paths shift when no one is watching. You did not come here by accident. Each of you was summoned—by coin, by promise, by rumor, or by desperation—to the edge of the Fanewick, where a small frontier settlement has gone quiet. Couriers vanish. Hunters return changed. And something in the deep woods has begun to bloom when it should not. The locals say the forest is waking up. They say it has an Avatar now. You are offered a simple contract: enter the Fanewick, follow the signs, and stop whatever is spreading before the forest decides to spread into the world beyond it. The trail is open. The flowers are watching. What could possibly go wrong?
The Box of Night: Creepy Dolls, Deadly Spiders, and the Mice Who Love Them!
Summary:
A forgotten doll hospital looms over piles of hollow giants. Beneath it, strange mice worship spiders in silken tunnels. Are they foes, or future allies?
Description:
A one-time “doll hospital,” the Box of Night is a neglected metal container surrounded by piles of discarded mannequins. A strange clan of mice, the Webthreaders, is rumored to make their home in the mannequin piles, worshiping dangerous spiders in the depths of the box and the tunnels below it. Can these strange mice be reached? Can they be reasoned with? Can they be friends? How do they really interact with the spiders? Is it safe to find out?
When mysterious "accidents" threaten performances at the Muse of the Rose theater, the Dacilane Academy calls on the Pathfinder Society for help.
Description:
The Dacilane Academy often calls upon the Pathfinder Society to get them out of trouble, or to aid their students. Considering that many Pathfinders enroll their children in the academy, the relationship is one of mutual benefit. It’s therefore no surprise when the academy calls upon the Pathfinders to help make sure nothing terrible happens during the play that the students will be performing at a nearby theater, the Muse of the Rose. Recently, performances there have seen unfortunate accidents. No one has been seriously injured, but the performances were all ultimately ruined. It's up to the PCs to ensure that the Dacilane Academy's performance doesn't suffer the same fate, even if they have to prevent disasters backstage during the show itself.
When mysterious "accidents" threaten performances at the Muse of the Rose theater, the Dacilane Academy calls on the Pathfinder Society for help.
Description:
The Dacilane Academy often calls upon the Pathfinder Society to get them out of trouble, or to aid their students. Considering that many Pathfinders enroll their children in the academy, the relationship is one of mutual benefit. It’s therefore no surprise when the academy calls upon the Pathfinders to help make sure nothing terrible happens during the play that the students will be performing at a nearby theater, the Muse of the Rose. Recently, performances there have seen unfortunate accidents. No one has been seriously injured, but the performances were all ultimately ruined. It's up to the PCs to ensure that the Dacilane Academy's performance doesn't suffer the same fate, even if they have to prevent disasters backstage during the show itself.
When mysterious "accidents" threaten performances at the Muse of the Rose theater, the Dacilane Academy calls on the Pathfinder Society for help.
Description:
The Dacilane Academy often calls upon the Pathfinder Society to get them out of trouble, or to aid their students. Considering that many Pathfinders enroll their children in the academy, the relationship is one of mutual benefit. It’s therefore no surprise when the academy calls upon the Pathfinders to help make sure nothing terrible happens during the play that the students will be performing at a nearby theater, the Muse of the Rose. Recently, performances there have seen unfortunate accidents. No one has been seriously injured, but the performances were all ultimately ruined. It's up to the PCs to ensure that the Dacilane Academy's performance doesn't suffer the same fate, even if they have to prevent disasters backstage during the show itself.
Months after a dragon egg changed you, the heavens tear apart and radiant lights sweep the city searching for something - or someone. And they've found you.
Description:
t’s been a few quiet months since your party returned from the Sanctuary of Aergoth, but none of you have truly felt the same since standing before the Dragon Egg. Something about it changed you. Marked you. Then the sky tears open. Like a curtain pulled back from the heavens, a radiant seam splits the clouds and the city fills with shimmering motes of light. They dart through streets and alleyways, slip through windows, and circle crowds as if searching for something; or someone. And when the lights begin to gather around you, it becomes clear: whatever the Dragon Egg awakened has come calling. This one-shot is a standalone sequel to The Dragon Egg one shot ran at Gen Con 2025. No prior play required.
Prank questing knights, flirt with hot armor-clad heroes, and protect the Old Magic of Avalon in this playful adventure of mischief, romance, and magical rebellion.
Description:
The Avalonian Isles lie hidden within a shroud of mist, the heart of the Old Magic that suffuses the Kingdom. The Isles are home to fairies, magical beings, and humans who can wield this ancient magic. Each year, the unfortunately unmagical Knights of the Kingdom are sent on quests in search of sacred relics. As residents of the Isles, you and your companions delight in pranking and outwitting these wandering Knights, some of whom are, admittedly, very attractive in their shining armor. This year, a group of Knights searching for a sacred artifact stumble into one of your harvest festival celebrations. What challenges will you prepare for them? What pranks will you play? And might some be convinced to abandon knighthood and instead help defend the Old Magic?
Prank questing knights, flirt with hot armor-clad heroes, and protect the Old Magic of Avalon in this playful adventure of mischief, romance, and magical rebellion.
Description:
The Avalonian Isles lie hidden within a shroud of mist, the heart of the Old Magic that suffuses the Kingdom. The Isles are home to fairies, magical beings, and humans who can wield this ancient magic. Each year, the unfortunately unmagical Knights of the Kingdom are sent on quests in search of sacred relics. As residents of the Isles, you and your companions delight in pranking and outwitting these wandering Knights, some of whom are, admittedly, very attractive in their shining armor. This year, a group of Knights searching for a sacred artifact stumble into one of your harvest festival celebrations. What challenges will you prepare for them? What pranks will you play? And might some be convinced to abandon knighthood and instead help defend the Old Magic?