PFS #3-12: Wonders in the Weave Part I: The Dog Pharaoh's Tomb
Summary:
Designed for Levels 5-9 characters. This is the 1st scenario in the 2-part Wonders in the Weave campaign arc. The story concludes in Scenario #3-14. Both chapters are intended to be played in order.
Description:
On an isolated demiplane, the Pathfinders explore an Osirian ruin transported from Golarion by a powerful sorcerer centuries ago. And though the Pathfinder Society believes the fruits of their delve to be ripe for the picking, the unnatural landscape surrounding the tomb and a run-in with an unexpected guest make getting out with the treasure a tough task for the PCs.
PFS #3-12: Wonders in the Weave Part I: The Dog Pharaoh's Tomb
Summary:
Designed for Levels 5-9 characters. This is the 1st scenario in the 2-part Wonders in the Weave campaign arc. The story concludes in Scenario #3-14. Both chapters are intended to be played in order.
Description:
On an isolated demiplane, the Pathfinders explore an Osirian ruin transported from Golarion by a powerful sorcerer centuries ago. And though the Pathfinder Society believes the fruits of their delve to be ripe for the picking, the unnatural landscape surrounding the tomb and a run-in with an unexpected guest make getting out with the treasure a tough task for the PCs.
PFS #3-14: Wonders in the Weave Part II: Snakes in the Fold
Summary:
Designed for Levels 5-9 characters. This is the 2nd scenario in the 2-part Wonders in the Weave campaign arc. The story begins in Scenario #3-12. Both chapters are intended to be played in order.
Description:
In a world the Pathfinder Society thought theirs for the exploring, the agents sent to retrieve a simple relic find themselves at odds with an entire lizardfolk village. As if that weren't enough, however, am longtime rival to the Society has allied with the lizardfolk, and if not stopped, the Pathfinders' entire operation on the newly discovered demiplane could be in jeopardy.
PFS #3-14: Wonders in the Weave Part II: Snakes in the Fold
Summary:
Designed for Levels 5-9 characters. This is the 2nd scenario in the 2-part Wonders in the Weave campaign arc. The story begins in Scenario #3-12. Both chapters are intended to be played in order.
Description:
In a world the Pathfinder Society thought theirs for the exploring, the agents sent to retrieve a simple relic find themselves at odds with an entire lizardfolk village. As if that weren't enough, however, am longtime rival to the Society has allied with the lizardfolk, and if not stopped, the Pathfinders' entire operation on the newly discovered demiplane could be in jeopardy.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
Ever seeking long-lost secrets, the Pathfinder Society sends a team of agents to explore a reportedly haunted house in the Dragon Empires nation of Minkai, hoping they can uncover the secret behind the legendary location's tormented past.
PFS #3-20: The Rats of Round Mountain Part I: The Sundered Path
Summary:
Designed for characters levels 7-11. This is the 1st scenario in the 2-part campaign arc. Both chapters are intended to be played in order and consecutively, and doing so results in a special reward.
Description:
In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.
PFS #3-20: The Rats of Round Mountain Part I: The Sundered Path
Summary:
Designed for characters levels 7-11. This is the 1st scenario in the 2-part campaign arc. Both chapters are intended to be played in order and consecutively, and doing so results in a special reward.
Description:
In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.
PFS #3-22: The Rats of Round Mountain Part II: Pagoda of the Rat
Summary:
Designed for characters levels 7-11. This is the 2nd scenario in the 2-part campaign arc. Both chapters are intended to be played in order & consecutively, & doing so results in a special reward.
Description:
In the hollow center of Round Mountain, the Pathfinder Society's crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or will the risks taken to reach this point have been in vain? The future of the Pathfinder Society's viability in the region lies in the PCs' hands.
PFS #3-22: The Rats of Round Mountain Part II: Pagoda of the Rat
Summary:
Designed for characters levels 7-11. This is the 2nd scenario in the 2-part campaign arc. Both chapters are intended to be played in order & consecutively, & doing so results in a special reward.
Description:
In the hollow center of Round Mountain, the Pathfinder Society's crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or will the risks taken to reach this point have been in vain? The future of the Pathfinder Society's viability in the region lies in the PCs' hands.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
The PCs are sent to map the Storval Stairs and ensure the stairs provide a safe route to the Storval Rise from Magnimar, but upon their arrival, they find the ancient site claimed and 'ruled' by the self-proclaimed King of the Storval Stairs. Only through guile, diplomacy, or cold steel will the Pathfinders ensure access to iconic Thassilonian location.