Living Campaign Events 2013
Events in the category “Living Campaign” are run by sanctioned groups. These groups allow players to build a character and take that character from one adventure to the next. The Organized Play groups are welcoming to newcomers. If you are interested in playing in one of these events, please talk to the group’s coordinator to get started. There are informational tables near their respective areas.
This year all events are listed in the con book separately, as there are more one-time events than events run at multiple times. So, I am posting the chart version here in case someone finds this useful. Descriptions are provided below. Enjoy!
Fri 10am | Fri 2pm | Fri 8pm | Sat 9am | Sat 2pm | Sat 8pm | Sat Midnight | Sun 9am | Sun 2pm | |
#1: Silent Tide | LC-SA09-09 | LC-SA14-08 | |||||||
#2-12: Below the Silver Tarn | LC-FR20-17 | ||||||||
#2-21: The Dalsine Affair | LC-SU09-07 | ||||||||
#20: King Xeros of Old Azlant | LC-FR10-05 | ||||||||
#23: Tide of Morning | LC-FR20-09 | ||||||||
#3-01: The Frostfur Captives | LC-FR20-07 | LC-SA14-07 | |||||||
#3-04: The Kortos Envoy | LC-SA20-10 | ||||||||
#3-05: Tide of Twilight | LC-SA09-08 | ||||||||
#3-09: The Quest for Perfection – Part I: The Edge of Heaven | LC-FR10-02 | ||||||||
#3-11: The Quest for Perfection-Part II: On Hostile Waters | LC-FR14-02 | ||||||||
#3-13: The Quest for Perfection-Part III: Defenders of Nesting Swallow | LC-FR20-08 | ||||||||
#3-18: The God’s Market Gamble | LC-SU09-06 | LC-SU14-03 | |||||||
#3-20: The Rats of Round Mountain-Part I: The Sundered Path | LC-SA09-15 | ||||||||
#3-21 The Temple of Empyreal Enlightenment | LC-SA09-07 | LC-SU09-05 | |||||||
#3-22: The Rats of Round Mountain-Part II: Pagoda of the Rat | LC-SA14-16 | ||||||||
#4-01 Rise of the Goblin Guild | LC-SA14-06 | ||||||||
#4-07: Severing Ties | LC-FR20-05 | ||||||||
#4-08: The Cultist’s Kiss | LC-FR20-11 | ||||||||
#4-11: The Disappeared | LC-FR20-06 | LC-SA09-06 | |||||||
#4-16: The Fabric of Reality | LC-SA09-14 | ||||||||
#4-17: Tower of the Ironwood Watch | LC-FR20-16 | LC-SU14-10 | |||||||
#4-19: The Night March of Kalkamedes | LC-SA09-05 | LC-SA14-05 | |||||||
#4-20: Words of the Ancients | LC-SA09-16 | ||||||||
#4-21: Way of the Kirin | LC-SU09-10 | LC-SU14-07 | |||||||
#4-22: Glories of the Past-Part I: Halls of Dwarven Lore | LC-FR10-04 | ||||||||
#4-23: Rivalry’s End | LC-SU09-09 | LC-SU14-06 | |||||||
#4-24: Glories of the Past-Part II: The Price of Friendship | LC-FR14-04 | ||||||||
#4-25: Glories of the Past-Part III: The Secrets Stones Keep | LC-FR20-15 | ||||||||
#4-26: The Waking Rune | LC-SU14-11 | ||||||||
#4-EX: Day of the Demon | LC-FR10-03 | LC-SU14-08 | |||||||
#40: Hall of Drunken Heroes | LC-FR14-05 | ||||||||
#43: The Pallid Plague | LC-SA14-09 | LC-SU14-04 | |||||||
#5-01: The Glass River Rescue | LC-FR20-04 | LC-SA09-04 | |||||||
#5-02: The Wardstone Patrol | LC-SA09-12 | LC-SA14-12 | |||||||
#5-03: The Hellknight’s Feast | LC-SA09-13 | LC-SA14-14 | |||||||
#5-04: The Stolen Heir | LC-SA14-04 | LC-SA20-07 | LC-SU09-04 | ||||||
#5-05: The Elven Entanglement | LC-SA14-15 | LC-SU09-13 | |||||||
#5-06: You Have What You Hold | LC-FR20-14 | LC-SA20-08 | LC-SU09-08 | ||||||
#5-07: Port Godless | LC-SA14-13 | LC-SA20-09 | LC-SU09-12 | ||||||
#51: The City of Strangers – Part I: The Shadow Gambit | LC-SU14-05 | ||||||||
Arcanis Introduction | LC-SA09-17 | ||||||||
Bonekeep Part 1 | LC-FR20-13 | ||||||||
Bonekeep Part 2 | LC-SA09-11 | LC-SA14-11 | |||||||
HP 1-01 Bedlam | LC-FR20-02 | ||||||||
HP 1-02 The Lost Child | LC-SA09-01 | ||||||||
HP 2-4 Visions of Lives Past | LC-FR20-01 | LC-SA20-12 | LC-SU09-14 | ||||||
Long March Dark Coda Part 1 | LC-SA09-03 | LC-SA14-02 | |||||||
Long March Dark Coda Part 2 | LC-SA14-03 | LC-SA20-01 | |||||||
Module: From Shore to Sea Pt. 1 | LC-FR14-03 | ||||||||
Module: From Shore to Sea Pt. 2 | LC-FR20-10 | ||||||||
Module: Murder’s Mark | LC-SU09-03 | LC-SU14-02 | |||||||
Module: The Midnight Mirror Pt. 1 | LC-SA09-10 | ||||||||
Module: The Midnight Mirror Pt. 2 | LC-SA14-10 | ||||||||
Open Library and Intro Adventures | LC-FR20-03 | LC-SA09-02 | LC-SA14-01 | LC-SA20-02 | LC-SU09-02 | LC-SU14-01 | |||
Special: Siege of the Diamond City | LC-SA20-06 | ||||||||
The Crime Ring (Return of the Annunaki, Level 1) – Part 1 | LC-FR20-18 | ||||||||
The Crime Ring (Return of the Annunaki, Level 1) – Part 2 | LC-SA20-11 | ||||||||
The Crime Ring (Return of the Annunaki, Level 1) – Part 3 | LC-SA24-01 | ||||||||
The Crossing | LC-SU09-01 | ||||||||
The Genesis Stone | LC-SA20-03 | ||||||||
Thornkeep: Sanctum of a Lost Age | LC-SU14-09 | ||||||||
Thornkeep: The Accursed Halls | LC-FR10-01 | ||||||||
Thornkeep: The Dark Menagerie | LC-SU09-11 | ||||||||
Thornkeep: The Enigma Vaults | LC-FR20-12 | ||||||||
Thornkeep: The Forgotten Laboratory | LC-FR14-01 |
Descriptions
- Pathfinder RPG: #1: Silent Tide. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night’s tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom’s utter oblivion.
- Pathfinder RPG: #2-12: Below the Silver Tarn. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. 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.
- Pathfinder RPG: #2-21: The Dalsine Affair. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-7. Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When Baron Jacquo Dalsine’s cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed.
- Pathfinder RPG: #20: King Xeros of Old Azlant. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn’t an empty vessel, but a sinister ship with a vile intent.
- Pathfinder RPG: #23: Tide of Morning. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel’s murderers from using it against the druids of Andoran.
- Pathfinder RPG: #3-01: The Frostfur Captives. 6 players; $3.00. 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.
- Pathfinder RPG: #3-04: The Kortos Envoy. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
- Pathfinder RPG: #3-05: Tide of Twilight. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.
- Pathfinder RPG: #3-09: The Quest for Perfection – Part I: The Edge of Heaven. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. In the distant land of Tian Xia, the Pathfinder Society’s Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest.
- Pathfinder RPG: #3-11: The Quest for Perfection-Part II: On Hostile Waters. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinder’s journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia?
- Pathfinder RPG: #3-13: The Quest for Perfection-Part III: Defenders of Nesting Swallow. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandit’s charge.
- Pathfinder RPG: #3-18: The God’s Market Gamble. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn’t found. Amid the bustling markets of the God’s Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.
- Pathfinder RPG: #3-20: The Rats of Round Mountain-Part I: The Sundered Path. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.
- Pathfinder RPG: #3-21 The Temple of Empyreal Enlightenment. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to a benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
- Pathfinder RPG: #3-22: The Rats of Round Mountain-Part II: Pagoda of the Rat. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. In the hollow center of Round Mountain, the Pathfinder Society’s crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or have the risks they have taken been in vain? The future of the Pathfinder Society’s viability in the region lies in the PC’s hands.
- Pathfinder RPG: #4-01 Rise of the Goblin Guild. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments and face to face with a burgeoning thieves guild.
- Pathfinder RPG: #4-07: Severing Ties. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium’s local allies and ensure that the support the Aspis Consortium is counting on from their friends won’t come.
- Pathfinder RPG: #4-08: The Cultist’s Kiss. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. An active cell of the cult of Lissala, ancient goddess of runes and obedience, has been discovered in the Varisian town of Palin’s Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travel to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?
- Pathfinder RPG: #4-11: The Disappeared. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?
- Pathfinder RPG: #4-16: The Fabric of Reality. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. For the past year, the Pathfinder Society has used the isolated demiplane contained in the Hao Jin Tapestry as a private adventuring realm and, since discovering a backdoor out of the demiplane, as a shortcut from the tapestry’s location to a hidden corner of Varisia. But the tapestry wasn’t designed for this purpose, and travel from Absalom to Varisia could be more efficient. Now a team of Pathfinders must discover how the infamous sorcerer known as the Ruby Phoenix created her private demiplane and enter the heart of the tapestry and alter the very nature of the magical realm.
- Pathfinder RPG: #4-17: Tower of the Ironwood Watch. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. On the edge of Varisia’s Mierani Forest stands the ruins of an ancient guardtower that once served as the native elves’ first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore; a task that could prove more dangerous than anyone anticipates.
- Pathfinder RPG: #4-19: The Night March of Kalkamedes. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. A veteran Pathfinder exploring the Fenwall Mountains of Varisia 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, never reaching the mysterious destination that drew him from his bed in the night. 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.
- Pathfinder RPG: #4-20: Words of the Ancients. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.
- Pathfinder RPG: #4-21: Way of the Kirin. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-7. On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society’s place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society’s hopes of cementing their place in the Dragon Empires could be dashed forever.
- Pathfinder RPG: #4-22: Glories of the Past-Part I: Halls of Dwarven Lore. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. The dwarven sky citadel of Janderhoff in eastern Varisia is one of the least visited settlements in the land, at least by non-dwarves. Nevertheless, the Pathfinder Society has been invited to assist in the excavation of a forgotten ruin within the large underground complex. What the fearless adventurers stand to find within could be the greatest discovery of the Age of Lost Omens, something sure to immortalize all involved in the pages of the Pathfinder Chronicles for ever more. But the ruins under Janderhoff aren’t the end of the Pathfinder’s journey; rather they illuminate a treacherous path ahead, from the familiar land of Varisia into much more dangerous territory.
- Pathfinder RPG: #4-23: Rivalry’s End. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-7. The Pathfinder Society’s conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society’s part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders’ past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia’s ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
- Pathfinder RPG: #4-24: Glories of the Past-Part II: The Price of Friendship. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. The Pathfinder Society has discovered the hint of a monumental revelation, but in order to confirm their find, they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn’t mind seeing them dead, or will the orcs’ Second Home be the site of their final mission?
- Pathfinder RPG: #4-25: Glories of the Past-Part III: The Secrets Stones Keep. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. Deep beneath the orc city of Urgir in the Hold of Belkzen lies the ruins of the ancient dwarven Sky Citadel of Koldukar. Here awaits what could be the greatest discovery of the Age of Lost Omens: confirmation of the location of one of the lost Sky Citadels, built by the dwarves in their earliest days on the surface of Golarion. But reaching their destination won’t be easy for the Pathfinders, and only the most skilled will survive Urgir and the terrors guarding the dwarves’ long-abandoned secrets. Can they uncover the location of the lost Sky Citadel, or will the Pathfinders suffer the same fate as Koldukar, defeated at the hands of ruthless orcs and left for centuries to decay under the earth?
- Pathfinder RPG: #4-26: The Waking Rune. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult’s last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune’s return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord’s path to domination over the entire region?
- Pathfinder RPG: #4-EX: Day of the Demon. 6 players; $3.00. For Levels 3-7. The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinder’s task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn’t sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
- Pathfinder RPG: #40: Hall of Drunken Heroes. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. Something is afoot at Cayden’s Hall, the carousing temple-pub in Absalom where Cayden Cailean’s faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub’s sticky floors. A trail of murders led Osprey to Cayden’s Hall and his demonologist see clues that denizens of the Abyss are involved. It’s up to you to find out what demons want with the Drunken Hero’s largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes.
- Pathfinder RPG: #43: The Pallid Plague. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-7. Reports from Andoran’s Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon’s Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death?
- Pathfinder RPG: #5-01: The Glass River Rescue. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society’s divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.
- Pathfinder RPG: #5-02: The Wardstone Patrol. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-7. All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border’s many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.
- Pathfinder RPG: #5-03: The Hellknight’s Feast. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-9. War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society’s agents can attempt to sway the political opinions of Absalom’s movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?
- Pathfinder RPG: #5-04: The Stolen Heir. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-5. The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.
- Pathfinder RPG: #5-05: The Elven Entanglement. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 7-11. Nearly every nation has contributed to the Mendevian Crusade, but few are willing to send additional aid to assist the Pathfinder Society directly. Owed a favor the elves cannot refuse, Pathfinders travel to Kyonin to secure a force of some of the finest demon-hunters in Avistan only to find that the hunters are missing in action. Can the Pathfinders extract the lost elves from the depths of Tanglebriar, or will they become the latest casualties of Treerazer’s domain?
- Pathfinder RPG: #5-06: You Have What You Hold. 6 players; $3.00. For levels 3-7. As an act of retribution, an enemy of the Society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the Society’s ambitions to the north.
- Pathfinder RPG: #5-07: Port Godless. 6 players; $3.00. A Pathfinder Society scenario designed for levels 5-9. Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society’s upcoming expedition into the Worldwound. But if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared.
- Pathfinder RPG: #51: The City of Strangers – Part I: The Shadow Gambit. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-7. The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to find a local Pathfinder associate who sent a strange letter to Venture-Captain Drandle Dreng in Absalom. When the local associate turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it’s up to you to track them down and solve the man’s murder.
- Arcanis: Arcanis Introduction. 7 players; $3.00. Come to the world of Arcanis. A world full of moral gray heroes and villains with the only certainty the demons at the wall. Will you rise to the challenge, while perusing your own goals? What choices will you make when you, the heroes, may also be the villains? Learn a completely new RPG system. No experience necessary.
- Pathfinder RPG: Bonekeep Part 1. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-7. An enemy of the Pathfinder Society recently found a hidden dungeon in a centuries-old siege fortress, but despite his best efforts to convert it into his base of operations, he failed. When a pair of Pathfinders encounter disaster while scouting out the entrance, the party must explore the first level of the dungeon to determine not just what attacked their comrades but also what dark power their nemesis nearly acquired.
- Pathfinder RPG: Bonekeep Part 2. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-7. A group of Pathfinders recently delved into the ruins of Bonekeep, a siege fortress destroyed centuries ago. There they discovered not only terrifying threats but also extraordinary treasures. Warded by the magic of a senior Pathfinder, the party must explore as much of Bonekeep as they can before the spell dissipates, lest they too are enslaved by the enchanted maze that looks hauntingly more familiar with each discovery.
- Witch Hunter: HP 1-01 Bedlam. 7 players; $3.00. The Witch Hunters investigate what caused one of their own to lose his mind on his last mission. In the process, they discover that Bedlam itself has a darker secret and that the two may be connected.
- Witch Hunter: HP 1-02 The Lost Child. 7 players; $3.00. Following clues as to a mother/child that went missing from Bedlam over 10 years ago, the Witch Hunters cross paths with a cult of diabolists sacrificing children.
- Legends of Arcanis: HP 2-4 Visions of Lives Past. 14 players; $3.00. The appearance of an Elorii suffering from some sort of mental break leads the Heroes to explore the hidden depths of the First City as well as the past.
- Legends of Arcanis: Long March Dark Coda Part 1. 7 players; $3.00. Soft Point Premiere. A bard of consummate skill has been offered a unique opportunity: travel to the Necropolis of Ventaka and join the order of the Black Chanters. But the journey through Canceri is wrought with trials and dangers that are far more terrifying than living in the City of the Dead.
- Legends of Arcanis: Long March Dark Coda Part 2. 7 players; $3.00. Continues where Part 1 left off.
- Pathfinder RPG: Module: From Shore to Sea Pt. 1. 6 players; $6.00. A Pathfinder Society Scenario designed for Levels 5-7. The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night. Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island’s eldritch influence? Ticket includes both Parts 1 and 2.
- Pathfinder RPG: Module: From Shore to Sea Pt. 2. 0 players; $0.00. See Part 1 for description. Part 2 included with purchase of Part 1.
- Pathfinder RPG: Module: Murder’s Mark. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-2. Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town, even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment? Unfortunately for both the town and the circus, however, entertainment isn’t the only opportunity the carnival presents. Hidden within Ilsurian, a guild of thieves and scoundrels has been waiting for just such an occasion to launch a campaign of theft and murder, leaving the strangers from the circus to take the blame. With tensions mounting between locals and performers, and the body count rising on both sides, it’s up to the PCs to uncover what’s really going on and clear the circus’s name before the entire town erupts in a firestorm of ethnic violence.
- Pathfinder RPG: Module: The Midnight Mirror Pt. 1. 6 players; $6.00. A Pathfinder Society Scenario designed for Levels 3-5. The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi’s rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad’s human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad’s problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region? Ticket includes both Parts 1 and 2
- Pathfinder RPG: Module: The Midnight Mirror Pt. 2. 0 players; $0.00. See Part 1 for description. Part 2 included with purchase of Part 1.
- Legends of Arcanis: Open Library and Intro Adventures. 7 players; $3.00. Legends of Arcanis gives players a unique, immersive world and storyline that is full of moral ambiguity and hard choices. You play Heroes, and fairly competent ones at that, traveling through the world of the Shattered Empires doing what you believe is right. If you are new to Legends of Arcanis, introductory modules and pre-generated characters will be available. Or, choose an adventure from their Open Library.
- Pathfinder RPG: Special: Siege of the Diamond City. 24 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-4. After a recent discovery of a lost city in the heart of the demon-infested Worldwound, Pathfinder agents from around the world flock to Nerosyan, capital of the crusader nation of Mendev, to prepare for the coming adventure. When the city falls under attack, however, everyone within its walls must take up arms to defend against the Abyssal hordes. Do the Pathfinders have what it takes to hold back the demonic onslaught, or will their souls be among the first to be consumed when the Diamond of the North falls? No Generic tickets accepted.
- Pathfinder RPG: The Crime Ring (Return of the Annunaki, Level 1) – Part 1. 7 players; $3.00. This adventure is set in Tian Xia, the Dragon Empires. A dangerous criminal group has come to town, and you have been deputized by the local guard to protect against their attacks. Part 1 of 18 in a fan-created adventure arc; singular adventure module. Psionics-friendly campaign.
- Pathfinder RPG: The Crime Ring (Return of the Annunaki, Level 1) – Part 2. 7 players; $3.00. This adventure is set in Tian Xia, the Dragon Empires. A dangerous criminal group has come to town, and you have been deputized by the local guard to protect against their attacks. Part 2 of 18 in a fan-created adventure arc; singular adventure module. Psionics-friendly campaign.
- Pathfinder RPG: The Crime Ring (Return of the Annunaki, Level 1) – Part 3. 7 players; $3.00. This adventure is set in Tian Xia, the Dragon Empires. A dangerous criminal group has come to town, and you have been deputized by the local guard to protect against their attacks. Part 3 of 18 in a fan-created adventure arc; singular adventure module. Psionics-friendly campaign.
- Witch Hunter: The Crossing. 7 players; $3.00. A fallen Hunter’s unfinished job leads you over the water to London. You’ll soon be back to your old life, once you finish the crossing.
- Witch Hunter: The Genesis Stone. 7 players; $3.00. Sent after the very item that broke the mind of their fellow, can the Witch Hunters retrieve the Genesis Stone from the hands of one of their oldest rivals?
- Pathfinder RPG: Thornkeep: Sanctum of a Lost Age. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 6-8. Scholars claim the dungeons below Thornkeep were built by the Ancient Azlanti, but how do they know, really? If Rozimus of Tymon speaks true, one level of Thornkeep’s dungeon holds survivors of that long-dead empire eager to return to the world and share the lore of their glorious age. They’re not undead, Rozimus claims, or illusory phantoms, but true living and breathing High Azlanti! But why does Rozimus know so much about them, and why is he so eager to return to the dungeon he claims almost killed him 5 years ago?
- Pathfinder RPG: Thornkeep: The Accursed Halls. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 1-2. Buried beneath the castle of Thornkeep lie strange passages and chambers that once belonged to a cruel Azlanti wizard of eons past. Goblins have begun excavating the so-called Accursed Halls in hopes of finding a lost goblin artifact, though their constant battles with the undead that haunt these corridors has left them blind to the dungeon’s other myriad wonders.
- Pathfinder RPG: Thornkeep: The Dark Menagerie. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 5-7. In life, the wizard who ruled this realm kept many trophies, mementos, and even captured pets from his journeys, both to entertain his dark sensibilities and to cow his business associates and coerced allies. Now, kept alive all these years via stasis-inducing magic that’s recently failed, the unfettered beasts of his magical menagerie run amok.
- Pathfinder RPG: Thornkeep: The Enigma Vaults. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 3-5. In ages past, the mad wizard who dwelt in these halls collected many strange items in his travels, and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world.
- Pathfinder RPG: Thornkeep: The Forgotten Laboratory. 6 players; $3.00. A Pathfinder Society Scenario designed for Levels 2-4. The goblins of the dungeon’s upper level took more than one trinket from the ancient laboratory that dwells beneath them. The wizard that created these items also performed dangerous experiments, many of which have gone out of control over the years. Stranger still, someone appears to be using the ancient equipment with sinister results.