A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire.
PFS #2-01: Before the Dawn Part I: The Bloodcove Disguise
Summary:
A Pathfinder Society Scenario designed for characters levels 1-7.
Description:
You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn-Part II: Rescue at Azlant Ridge is the sequel.
PFS #2-01: Before the Dawn Part I: The Bloodcove Disguise
Summary:
A Pathfinder Society Scenario designed for characters levels 1-7.
Description:
You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc. Pathfinder Society Scenario #2-02: Before the Dawn-Part II: Rescue at Azlant Ridge is the sequel.
PFS #2-02: Before the Dawn Part II: Rescue at Azlant Ridge
Summary:
A Pathfinder Society Scenario designed for characters levels 1-7.
Description:
With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyon. Rescue at Azlant Ridge is the second and final scenario in the Before the Dawn campaign arc and is the sequel to Pathfinder Society Scenario #2-01: Part I: The Bloodcove Disguise.
PFS #2-02: Before the Dawn Part II: Rescue at Azlant Ridge
Summary:
A Pathfinder Society Scenario designed for characters levels 1-7.
Description:
With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyon. Rescue at Azlant Ridge is the second and final scenario in the Before the Dawn campaign arc and is the sequel to Pathfinder Society Scenario #2-01: Part I: The Bloodcove Disguise.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.
A Pathfinder Society Scenario designed for characters levels 5-9.
Description:
The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.
PFS #2-05: Eyes of the Ten Part III: Red Revolution
Summary:
Pre-Gens will not be allowed for this event! A Pathfinder Society Scenario designed for characters of level 12 only. It is the third part of a four-part campaign arc.
Description:
You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors' co-conspirators. Stepping through a portal, you find yourself on the cold, red desert planet Akiton, fourth planet from the sun and Golarion's outward neighbor. You arrive in the midst of revolution, however, and are quickly embroiled in the politics of a new world. Can you survive the frigid, violent revolution of the alien Akiton and put an end to the Society's traitor once and for all?
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.