A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A trip to the River Kingdoms to meet a contact turns into a search for an important relic & a race against time.
Description:
**Table reserved for players under 18 and/or families**
Pathfinder Society Academy is a place for younger gamers, GMs, and their families.
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
Written by Josh Foster, Scott Sharplin, and Walter Sheppard.
Children 12 and under need an accompanying parent/guardian. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.