Rival houses once at peace in Brevoy are preparing for war. Can you delay the imminent bloodshed long enough to study a historical site caught in the crossfire - or avert the war entirely? Level 5-9.
Description:
A Pathfinder Society Scenario designed for levels 5–9.
Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township’s baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of “peacekeeping,” the teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society is yet to document, and Pathfinders must travel into the powder keg region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles as likely to see the PCs as pawns as mediators.
Written by Crystal Malarsky.
The Blakros Museum's new display of Mwangi jungle artifacts contains more than items & the Pathfinder Society are called in to discover the cause of the disturbances. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** Pathfinder Society Scenario designed for 1st to 5th level characters.
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?
Written by Nicolas Logue
Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
The Blakros Museum's new display of Mwangi jungle artifacts contains more than items & the Pathfinder Society are called in to discover the cause of the disturbances. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** Pathfinder Society Scenario designed for 1st to 5th level characters. Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi? Written by Nicolas Logue Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents escort a group of goblin prisoners from their camp to civilization & must protect them not only from the beasts & hazards of the wilderness, but themselves. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 1–5.
Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.
Written by Jim Groves.
Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents escort a group of goblin prisoners from their camp to civilization & must protect them not only from the beasts & hazards of the wilderness, but themselves. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents escort a group of goblin prisoners from their camp to civilization & must protect them not only from the beasts & hazards of the wilderness, but themselves. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 1–5. Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves. Written by Jim Groves. Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 3–7.
Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.
Written by Dennis Baker.Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 3–7. Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation. Written by Dennis Baker.Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
Pathfinder agents delve into the sewers beneath Absalom, the city in the center of the world, & foil a plan to meddle in their affairs. Level 3-7.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for Levels 3–7. Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation. Written by Dennis Baker.Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.
A Pathfinder agent begins sleepwalking. The Society sends a team of agents to determine the cause of their brethren's disturbed dreams. Level 1-5.
Description:
**Table reserved for players under 18 and/or families** A Pathfinder Society Scenario designed for levels 1–5.
A veteran Pathfinder has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
Written by Michael Kortes.Please note all children 12 and under need a parent/guardian to stay with them. Youth 13-15 need a parent in the Sagamore Ballroom. Youth 16-18 need to have a way to contact their onsite parent.