Pathfinder Society

8-17: Refugees of Weary Sky (7-11)

As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign.

8-03: Captives of Toil (5-9)

Two years ago, the Pathfinder Society concluded its extended campaign to find, reclaim, and explore the lost sky citadel Jormurdun. After ousting the vile demons and duergar within, the Society turned over control to their dwarven allies, who have defended the ancient fortress ever since. A recent raid by duergar slavers has captured some of Jormurdun’s dwarves, who have disappeared into the Darklands and bound for the cruel capitol of Hagegraf.

7-02: Six Seconds to Midnight (3-7)

A strange confluence of circumstances leaves the researchers of Uringen understaffed and in need of able-bodied assistants. Conveniently, recent Pathfinder Society experiments call for a rare reagent found only in that area, and the two organizations have negotiated a mutually beneficial deal. Can the PCs reach the secluded settlement in time to witness this extraordinary event—and handle the phenomenon’s aftermath?

Adventure Card Game - Skull and Shackles

1 Hour sessions of Pathfinder Adventure Card Games start throughout the slot. Create a deck of cards to reflect your character's skills, then improve your character from adventure to adventure!

 

8-18: Champion's Chalice, Part 1: Blazing Dangerous Trails (1-5)

Every year, the Sargavan government hosts the Sargava Chalice, a contest of speed and survival that draws eager competitors from far and wide, each hoping to win fame, fortune, and glory. This year, Pathfinder Society has taken a special interest in the competition, sponsoring a team of agents to compete to with the trophy. Can PCs overcome their competition and the dangers of the Sargavan wilderness to emerge victorious? Blazing Dangerous Trails is the first scenario in the two-part "Champion's Chalice" campaign arc. It is followed by Pathfinder Society Scenario #8-21: Agents of the Eye.

7-99: Through Maelstrom Rift (4*+ GM)

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

8-19: Treacherous Waves (3-7)

The Society believes that a powerful relic lies in the depths of the Plane of Water, yet the most recent expedition to retrieve it failed for mysteriously tragic reasons. It's up to the PCs to travel to the aquatic metropolis of Vialesk to investigate that ill-fated mission and overcome the forces determined to keep the truth from coming to light. Content in Treacherous Waves also contributes directly to the ongoing storyline of the Silver Crusade faction.

7-07: Trouble in Tamran (1-5)

Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Something has intercepted those shipments. Can the PCs uncover the culprit and save the Society's reputation in Nirmathas?

8-12: Tyranny of Winds Part 3:Caught in the Eclipse (3-7)

The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all. Content in Caught in the Eclipse also contributes directly to the ongoing storyline of the Grand Lodge faction.

Special 8-00 Table (subtier 7-8 or 10-11)

Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.

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