Season of the Plundered Tombs, The Story So Far
Tuesday, February 28, 2017
We are officially halfway through the Season of Plundered Tombs!
Brave Pathfinder Agents have investigated lost tombs, translated hidden runes, smashed undead guardians, and dispersed elementals, all in service to the Pathfinder Society. There may have been some amount of plundering also happening, based on the fine historic artifacts exhibited by those agents, but that is clearly secondary to the far more altruistic pursuit of knowledge.
BEWARE: Spoilers Ahead. You were warned.
First, you earned the appreciation of many local merchants by ridding the world of a tribe of Gnoll bandits. You then snuck into the Aspis Consortium's dig site to appropriate their research. Unfortunately, you weren't the only person with this idea. You were soon hot in pursuit of a Taldan spy. That pursuit led you to dive into the underwater ruin of Shotep-Kara. There, a doru div turned the city's constructs and elemental wards against you. Eventually, you overcame all obstacles, defeated the Taldan (twice!), and recovered a set of ancient tablets. The tablets proved to be a map to an ancient pyramid capable of flight. Possession of such a sky pyramid could greatly assist the Pathfinder Society. It slipping into the wrong hands might give enough power to terrorize thousands and destabilize nations.
Fantastic archaeological wonder or best Pathfinder Lodge ever?
Outnumbered and outmaneuvered by the Aspis Consortium, you had no choice but to work with them on locating the pyramid. You put together an expedition, despite the best efforts of a number of thieves, and set out into the desert. There, you were not so gently greeted by quicksand and pairaka divs. You then rescued elementals from enslavement by undead and used their help to excavate the buried pyramid. Inside the pyramid, you carefully worked past its traps and defenders to discover its secrets. Alas, your alliance with the Aspis Consortium then came to a crashing end and you were forced to flee the pyramid.
The Aspis sure were useful when they weren't trying to kill you...
With the pyramid seized by the traitorous Aspis Consortium, you realized you were going to need some assistance—specifically, the kind of assistance only an ancient Jeweled Sage can give. You searched the forgotten (and very trapped) stacks of the sages' stronghold and set out on the trail of the Spinel Sage, Mnesoset. In Katapesh, you ran into and promptly removed some more gnoll brigands, then bargained with Grandmaster Torch, an infamous information broker. With his advice, you allied with the alchemists of the Hidden Flame to follow the sage's trail past lamias and summoned sandstorms to a Thriae Hive. At the hive, you made a fateful decision to assist either your new alchemist friends or their thriae victims.
Those sandstorms sure packed a punch.
Now, the fourth adventure in this path kicks off at full speed, with a PACG chase to escape the Rahadoum Pure Legion. From there, you'll get to tangle with divs (yet again) and Jistkan constructs of all kinds in your quest to find the Spinel Sage.
Those Jistkans really made some amazing golems. I'm sure this one's friendly, too.
Plus, you might finally learn something about that Mythopoeic Sphinx you've been wondering about. Maybe not everything, but something.
After that, it's just a hop, skip, and a jump to reclaiming the flying pyramid the Aspis Consortium stole from you. Smooth sailing from here on out. Yep.
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