Can the PCs prevent their enemies from ruining the expedition to the the dwarven Sky Citadel Jormurdun and put an end to the threat posed by these villains? For levels 7-11.
Description:
Two foes of the Pathfinder Society race toward the dwarven Sky Citadel Jormurdun, aiming to snatch away the Pathfinder's prize. The Society dispatches its best agents to intercept the duo. Can the PCs prevent their enemies from ruining the expedition and put an end to the threat posed by these villains? Content in "Vengeance at Sundered Crag" also contributes directly to the ongoing storyline of the Grand Lodge faction.
Can the PCs prevent their enemies from ruining the expedition to the the dwarven Sky Citadel Jormurdun and put an end to the threat posed by these villains? For levels 7-11.
Description:
Two foes of the Pathfinder Society race toward the dwarven Sky Citadel Jormurdun, aiming to snatch away the Pathfinder's prize. The Society dispatches its best agents to intercept the duo. Can the PCs prevent their enemies from ruining the expedition and put an end to the threat posed by these villains? Content in "Vengeance at Sundered Crag" also contributes directly to the ongoing storyline of the Grand Lodge faction.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
During a routine drill, a subterranean siege tower the PCs are exploring springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive. For levels 1-5.
Description:
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.