Pathfinder agents escort a group of goblin prisoners from their camp to civilization & must protect them not only from the beasts & hazards of the wilderness, but themselves. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. 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 escort a group of goblin prisoners from their camp to civilization & must protect them not only from the beasts & hazards of the wilderness, but themselves. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. 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.
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.