Encouraged by past successes, a Pathfinder team ventured into the mysterious Gloomspires that rise from the sea. The team never returned. Can the PCs brave the haunted towers & save their friends?
Description:
A Pathfinder Society Scenario designed for levels 3–7. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process. This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters". Written by Tom Phillips.
Encouraged by past successes, a Pathfinder team ventured into the mysterious Gloomspires that rise from the sea. The team never returned. Can the PCs brave the haunted towers & save their friends?
Description:
A Pathfinder Society Scenario designed for levels 3–7. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process. This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters". Written by Tom Phillips.
Encouraged by past successes, a Pathfinder team ventured into the mysterious Gloomspires that rise from the sea. The team never returned. Can the PCs brave the haunted towers & save their friends?
Description:
A Pathfinder Society Scenario designed for levels 3–7. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process. This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters". Written by Tom Phillips.
Encouraged by past successes, a Pathfinder team ventured into the mysterious Gloomspires that rise from the sea. The team never returned. Can the PCs brave the haunted towers & save their friends?
Description:
A Pathfinder Society Scenario designed for levels 3–7. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process. This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters". Written by Tom Phillips.
PFS #7-20: All for Immortality, Part 1: 1st Taste of Eternity (Level 12-15)
Summary:
While contracted to protect the nearly priceless sun orchid elixir, the PCs must thwart a conspiracy that could throw the region into chaos. Play all 3 parts together with the same character.
Description:
A Pathfinder Society Scenario designed for levels 12–15. Each year, one of Thuvia’s five city-states receives six vials of the famous sun orchid elixir—a potent, extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly. “First Taste of Eternity” debuts the first dedicated seeker-level content for the Pathfinder Society Roleplaying Guild in many years. It is the first in the three-part All for Immortality campaign arc. All three chapters are intended to be played in order. Written by Thurston Hillman.
PFS #7-20: All for Immortality, Part 1: 1st Taste of Eternity (Level 12-15)
Summary:
While contracted to protect the nearly priceless sun orchid elixir, the PCs must thwart a conspiracy that could throw the region into chaos. Play all 3 parts together with the same character.
Description:
A Pathfinder Society Scenario designed for levels 12–15. Each year, one of Thuvia’s five city-states receives six vials of the famous sun orchid elixir—a potent, extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly. “First Taste of Eternity” debuts the first dedicated seeker-level content for the Pathfinder Society Roleplaying Guild in many years. It is the first in the three-part All for Immortality campaign arc. All three chapters are intended to be played in order. Written by Thurston Hillman.
Sales of the exceedingly rare sun orchid elixir fuel Thuvia's economy, yet the last 2 shipments to Pashow have gone missing. The city has refined its security & hired the PCs to test its defenses.
Description:
A Pathfinder Society Scenario designed for levels 1–5.
With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge?
Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction.
Written by Nicholas Wasko.
Sales of the exceedingly rare sun orchid elixir fuel Thuvia's economy, yet the last 2 shipments to Pashow have gone missing. The city has refined its security & hired the PCs to test its defenses.
Description:
A Pathfinder Society Scenario designed for levels 1–5. With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge? Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction. Written by Nicholas Wasko.
Sales of the exceedingly rare sun orchid elixir fuel Thuvia's economy, yet the last 2 shipments to Pashow have gone missing. The city has refined its security & hired the PCs to test its defenses.
Description:
A Pathfinder Society Scenario designed for levels 1–5. With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge? Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction. Written by Nicholas Wasko.
Sales of the exceedingly rare sun orchid elixir fuel Thuvia's economy, yet the last 2 shipments to Pashow have gone missing. The city has refined its security & hired the PCs to test its defenses.
Description:
A Pathfinder Society Scenario designed for levels 1–5. With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge? Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction. Written by Nicholas Wasko.