Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for 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.
Written by Dennis Baker.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.
Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for 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. Written by Dennis Baker.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.
Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for 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. Written by Dennis Baker.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.
A Pathfinder agent begins sleepwalking. The Society sends a team of agents to determine the cause of their brethren's disturbed dreams. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for levels 1–5.
A veteran Pathfinder has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
Written by Michael Kortes.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.
A Pathfinder agent begins sleepwalking. The Society sends a team of agents to determine the cause of their brethren's disturbed dreams. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for levels 1–5. A veteran Pathfinder has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams. Written by Michael Kortes.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.
A Pathfinder agent begins sleepwalking. The Society sends a team of agents to determine the cause of their brethren's disturbed dreams. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for levels 1–5. A veteran Pathfinder has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams. Written by Michael Kortes.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.
Most undergo years of training before a final test awards agent status: the Confirmation. Explore a hidden cave, uncover a secret history, & experience what it means to be a Pathfinder. Level 1-2.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for level 1-2. After undergoing extensive training, initiates participate in a test to graduate to full Pathfinder agent: the Confirmation, a project in the field designed to simulate their future work as a Pathfinder. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Success will not only contribute to the society’s body of knowledge but shape the agents careers. Written by Kyle Baird 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.
Most undergo years of training before a final test awards agent status: the Confirmation. Explore a hidden cave, uncover a secret history, & experience what it means to be a Pathfinder. Level 1-2.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for level 1-2. After undergoing extensive training, initiates participate in a test to graduate to full Pathfinder agent: the Confirmation, a project in the field designed to simulate their future work as a Pathfinder. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Success will not only contribute to the society’s body of knowledge but shape the agents careers. Written by Kyle Baird 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.
Most undergo years of training before a final test awards agent status: the Confirmation. Explore a hidden cave, uncover a secret history, & experience what it means to be a Pathfinder. Level 1-2.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for level 1-2. After undergoing extensive training, initiates participate in a test to graduate to full Pathfinder agent: the Confirmation, a project in the field designed to simulate their future work as a Pathfinder. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Success will not only contribute to the society’s body of knowledge but shape the agents careers. Written by Kyle Baird 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.
Do you report info too dangerous to share? Follow clues to ancient secrets hidden away by a Pathfinder who feared their impact. Are they the only ones on the trail? Level 1-2.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for levels 1–2. More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years. Written by Thurston Hillman. Pathfinder Society Academy offers a family friendly environment for youth to engage in the Pathfinder Society Organized Play program. 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.