Venture-Captain Jorsal is sending a team to delve into the sealed basement beneath an abandoned lodge to determine what plans his turncoat colleague may have set in motion. For levels 3-7.
Description:
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Venture-Captain Jorsal is sending a team to delve into the sealed basement beneath an abandoned lodge to determine what plans his turncoat colleague may have set in motion. For levels 3-7.
Description:
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Venture-Captain Jorsal is sending a team to delve into the sealed basement beneath an abandoned lodge to determine what plans his turncoat colleague may have set in motion. For levels 3-7.
Description:
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Venture-Captain Jorsal is sending a team to delve into the sealed basement beneath an abandoned lodge to determine what plans his turncoat colleague may have set in motion. For levels 3-7.
Description:
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Venture-Captain Jorsal is sending a team to delve into the sealed basement beneath an abandoned lodge to determine what plans his turncoat colleague may have set in motion. For levels 3-7.
Description:
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead, all without falling prey to the area's powerful megafauna, demons, & barbarian tribes. For levels 7-11.
Description:
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead - all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead, all without falling prey to the area's powerful megafauna, demons, & barbarian tribes. For levels 7-11.
Description:
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead - all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead, all without falling prey to the area's powerful megafauna, demons, & barbarian tribes. For levels 7-11.
Description:
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead - all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead, all without falling prey to the area's powerful megafauna, demons, & barbarian tribes. For levels 7-11.
Description:
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead - all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead, all without falling prey to the area's powerful megafauna, demons, & barbarian tribes. For levels 7-11.
Description:
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead - all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.