PFS #2-06: The Heresy of Man Part I: The First Heresy
Summary:
Designed for characters levels 5-9. This is the 1st scenario in the 3-part Heresy of Man campaign arc. Scenario #2-07: The Heresy of Man-Part II: Where Dark Things Sleep follows this adventure.
Description:
For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed 'let no man be beholden to a god.' While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.
PFS #2-07: The Heresy of Man Part II: Where Dark Things Sleep
Summary:
Designed for characters levels 5-9. This scenario is the 2nd in the The Heresy of Man 3-part campaign arc. It is the sequel to scenario #2-06 and is followed by scenario #2-09.
Description:
When a Pathfinder team in the godless nation of Rahadoum disappears, the Pathfinder Society sends the PCs to investigate. Deep beneath the sands of the small village of Wadi al-Hesr, a long imprisoned evil-responsible in part for the destruction of an ancient empire-now stirs and threatens the entire region with a deadly plague. Can the Pathfinders survive a sinister game of cat-and-mouse and escape with their lives?
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.
PFS #2-09: The Heresy of Man Part III: Beneath Forgotten Sands
Summary:
Designed for characters levels 5-9. This third and final scenario in the 3-part campaign arc and is the sequel to scenario #2-07: The Heresy of Man-Part II: Where Dark Things Sleep.
Description:
Beneath the desolate deserts of godless Rahadoum, the Pathfinder Society races against time to beat the traitorous Shadow Lodge to an ancient Jistkan citadel. But their rivals aren't the only obstacle in the PCs' way: the long-lost ruins teem with terrible outsiders set on manipulation and destruction, including a self-proclaimed avatar of the div god Ahriman. Beneath Forgotten Sands brings the three-part Heresy of Man series to a stunning conclusion.
A Scenario designed for characters levels 7-11. Before playing this adventure, you may be interested in #22 Fingerprints of the Fiend, which serves as a spiritual prequel to this scenario.
Description:
The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.
A Scenario designed for characters levels 7-11. Before playing this adventure, you may be interested in #22 Fingerprints of the Fiend, which serves as a spiritual prequel to this scenario.
Description:
The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.
Designed for characters levels 1-5. You may also be interested in #5: Mists of Mwangi, #1-35: Voice in the Void, & #3-07 Echoes of the Overwatched which all serve as spiritual tie-ins.
Description:
The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society's ties to the powerful Blakroses.
A Pathfinder Society Scenario designed for characters levels 7-11.
Description:
In the rural Menador Mountains of southern Nidal, the PCs find themselves in a fog-enshrouded mining town facing a terrible fate. Silver Tarn, on the banks of which the settlement of Stom's Claim stands, has grown a mind of its own. Reaching out with strange abominations of the deep to siphon the souls of the stubborn populace, the lake hopes to release a powerful fiend bound centuries earlier by Arodenite clerics. If the PCs can't stop the Silver Tarn Entity, Stom's Claim and much of western Avistan may soon fall to a fate beyond comprehension.
PFS #2-22: Eyes of the Ten-Part IV: Nothing Ventured, Nothing Gained
Summary:
Pre-Gens will not be allowed for this event! A Pathfinder Society Scenario designed for characters of level 12 only. It is the fourth and final part of a four-part campaign arc.
Description:
In the secret upper levels of the Pathfinder Society's headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin's blade.