Let the Year of the Risen Rune Begin!
New Pathfinder Society Scenarios available!
Season 4 of our Pathfinder Society Organized Play program started just a few days ago—are you ready to explore deadly ruins for ancient treasures?
Venture-Captain Sheila Heidmarch has opened up the city of Magnimar to the Pathfinder Society—time to head out west to Varisia for new adventures! This month with the season opening we have four new scenarios for you to play through, starting off with "Rise of the Goblin Guild!" For 1st through 5th level characters, this scenario serves as an introduction to the new lodge in Magnimar. Skullduggery is afoot though, and for once, the Pathfinder Society isn't implicated! This time, you're the victim, and the hunt for the thief will lead deep under the City of Monuments to discover a very interesting group of thieves indeed!
Up next and for hearty agents of 3rd to 7th level, "In Wrath's Shadow" sends you packing on a fast sloop across the Varisian gulf—but in a good way! The ruins of an ancient stronghold belonging to one of ancient Thassilon's runelords has been uncovered, and a relatively undisturbed temple a key find for the Pathfinder Society. Your job is to clear out the temple of any danger—whether ancient or modern—so that scholars can safely explore the ruins.
There are a couple things that Magnimar is known for—after all, a place called the City of Monuments has to have a few key places that any traveler shouldn't miss. The Golemworks of Magnimar is one of these places, and is known throughout the Inner Sea for their skill at crafting these automatons. In "The Golemworks Incident", something is amiss. For 5th to 9th level characters, this scenario sends Pathfinder Society agents to aid the arcane organization in hopes of garnering favor with them.
For the final scenario that we released at GenCon 2012, the Pathfinder Society has a huge problem—namely, finding a safe path from the green lowlands of Varisia up to the Storval Plateau. A likely route has been found at the iconic site known as the Storval Stairs, but somebody got there first, and they're not letting anybody pass without their say-so. Will your agent use lies, diplomacy, or the point of their blade to get by in "King of the Storval Stairs?" For 7th to 11th level characters, you might want to leave the new adventurers back at home in Absalom's Grand Lodge!
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