Erik Mona Chief Creative Officer, Publisher |
Mega Mona Module Mania!Our Price: $7.99 Add to CartThree new Pathfinder Society Scenarios are here!Leave it to Erik Mona to take something as simple as a Pathfinder Society Scenario and then turn things up to 11—or in this case 12—and leave us with a new classic adventure! Pathfinder Society Scenario #46: Eyes of the Ten—Part I: Requiem for the Red Raven is a first for many different reasons—the first Erik Mona scenario; the first double-length scenario; and the first level 12 scenario in Pathfinder Society history! Only the grand poobah of Paizo's editorial team could handle this challenge and deliver in spades. And he managed to weave together elements from Flight of the Red Raven, one of our earlier Pathfinder Modules, into the plot! You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword The Pale Maiden, to the newly reopened Woodsedge Lodge. All is not as it seems, however, when the lodge is attacked during a ceremony and a famous Pathfinder is murdered. The Lady of the Lodge, Venture-Captain Eliza Petulengro, puts you on the mission to solving the murder and catching those responsible. Requiem for the Red Raven is the first part of the four-part Eyes of the Ten campaign arc. It is a two-slot scenario and is meant to be played in 8 to 10 hours. In the first of this month's regularly scheduled scenarios, Paizo regulars Tim Hitchcock and Mark Moreland explore the horrific environs of Ustalav in Pathfinder Society Scenario #47: The Darkest Vengeance. When a newly opened Ustalav Pathfinder Lodge goes silent, it's up to you to investigate and report back to the Society as to the source of the disappearance. The mystery deepens when you arrive and find the house silent but infiltrated by an old threat now in control of one of Ustalav's most powerful artifacts. Finally, in Pathfinder Society Scenario #48: The Devil We Know—Part IV: Rules of the Swift, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city. This module is the exciting conclusion to the Devil We Know campaign arc which started with Part I: Shipyard Rats and continued in Part II: Cassomir's Locker and Part III: Crypt of Fools.
Recent threads in Pathfinder Society
|