Secondary Success Conditions

Monday, September 30, 2013

At the onset of Season 5, the means by which characters earned Prestige Points changed dramatically. No longer was fame tied to performing faction missions, but rather its award would be tied to secondary success conditions—"secret" missions that were tied to going above and beyond the primary success condition or seeking out additional, perhaps unforeseen ways to further the goals of the Pathfinder Society. As part of this change, we retired the existing model of faction missions, but the earlier scenarios did not have any secondary success conditions established already as replacements.

I'm pleased to announce that we will have the Secondary Success Conditions—all 126 of them—available for download. After considering how best to distribute these, we decided it would be best to make the entire file available for download instead of adding an extra file to each download. I recognize that this makes it easier for the unscrupulous to peek at the secondary missions, but it also makes it far less onerous for GMs to acquire the updates all at once. I'm trusting the community to use this resource responsibly

These will become available tomorrow, so this means that the the temporary fix issued in August will no longer be in effect. Any games started on or after October 1, 2013 must use these secondary missions.

No doubt some of you are curious as to what these look like but don't want to spoil any scenarios by peeking at the reference document. To provide some examples, I shall recreate here the entries for three scenarios that do not exist.

#3–14159: Death by Pie
Primary: The PCs recover at least three pastries and return them to Venture-Captain Sheila Heidmarch.
Secondary: The PCs use the cipher found in area B3 to learn the next five digits in the sequence: 2–[blueberry]–5–[rhubarb]–5, thus giving the society advance warning of a major attack on the Grand Lodge.

#5–513: The Doppelganger's Prey
Primary: The PCs defeat the doppelganger.
Secondary: The PCs accidentally slay no more than one of the following during the course of the adventure: Sheila Heidmarch, Drandle Dreng, or Ambrus Valsi.

#4–117: All the Doors are Trapped
Primary: The PCs successfully escape the dungeon.
Secondary: The PCs trigger and are damaged by no more than two of the traps in the scenario.

My thanks to those campaign volunteers who helped out in reviewing my drafts and suggesting lots of possible secondary missions.

John Compton
Developer

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Shadow Lodge 4/5

Jeff Mahood wrote:
joe kirner wrote:
The secondary success mission should be spelled out just like the primary one in the vc briefing. Only makes sense. It's just like being in the military.

I have never been, nor will I ever be, in the military, but I have trouble imagining that a military unit is unable to make judgment calls about completing a mission better than their orders explicitly state.

As others have said, its a bit of a mixed bag. Another key point to bring up is that in the military there should be a lot of communication with HQ, whereas the Pathfinder Society goes out of it's way to leave it all to the players (for story and dramatic purposes). The military also has some rules that go beyond your mission directives, and can invalidate orders. Like if you are ordered to blow up a building (say clearing an area) and then find out that there are people inside (noncombatives, or non-"targets"), the order to blow it up are now illegal, and even if you can not relay that information back, you do not just assume that your original directives are still good and it's perfectly ok to murder.

Shadow Lodge 4/5

Mark Seifter wrote:
Netopalis wrote:

To be clear, I don't have a problem with hidden objectives; I do have a problem if no reasonable Pathfinder would complete the objective or think that it was a good thing to do. For example, with Fortress of the Nail, given the mission briefing it's rather questionable whether doing what the secondary success objective is would be supported by a VC. There would likely be some disagreement.

** spoiler omitted **

** spoiler omitted **

A few issues with this. . .:
First off, you don't know just how much I wanted to just <s>lit her throat and call it a day. But that aside, she is NOT A PATHFINDER. She never was. So the whole "we don't leave one of our own" line is pretty much straight up B.S. Does not apply. Secondly, the assumption is that the Pathfinder Society has some sort of preexisting reputation of not, not leaving people behind. Again, straight up BS, it is known for it, and a huge part of the entire Shadow Lodge Faction/Grandmaster Torch. Thirdly, there is absolutely no reason that pretty much anyone would honestly give a ____ about her actually getting what she deserves. None. It's completely unethical from the start. You couldn't pay me enough to want to go do that mission, and I think that almost any Paladin that did it should fall, and pretty much and Good character should really be hit with an alignment infraction warning.
5/5

"Devil's Advocate" wrote:
Mark Seifter wrote:
Netopalis wrote:

To be clear, I don't have a problem with hidden objectives; I do have a problem if no reasonable Pathfinder would complete the objective or think that it was a good thing to do. For example, with Fortress of the Nail, given the mission briefing it's rather questionable whether doing what the secondary success objective is would be supported by a VC. There would likely be some disagreement.

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **

Spoiler:
I don't think that's really something you do to a throat, but so be it. Anyways, Sasch WAS a Pathfinder, there is even a follow up scenario with her where you do her a favor on request of another VC. The Society has had issues with leaving people behind...but towards the end of season 4 the Decemvirate is trying to start changing that (at least that's the storyline). I really don't know why the vitriol about saving someone's life and why it shouldn't be a good action in of itself. To each their own I guess.
Shadow Lodge 4/5

My bad, I was thinking this was about the other individual. It was also very clear that the Decem. was doing a lot of talk and not changing a thing, and as far as I recall the first individual was not going to die, just be punished. Have a lot of in-character hatred for said individual, but outside of that, I thought the entire thing was terribly forced and completely illogical :)

Verdant Wheel 4/5

"Devil's Advocate" wrote:
My bad, I was thinking this was about the other individual. It was also very clear that the Decem. was doing a lot of talk and not changing a thing, and as far as I recall the first individual was not going to die, just be punished. Have a lot of in-character hatred for said individual, but outside of that, I thought the entire thing was terribly forced and completely illogical :)

Spoiler:
I thought that Ambros Valsin was in fact enamoreted by her and just called the mission to rescue her with personal intentions. We never discovered if the portrait thing hasn't any truth under the earth.
Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Spoiler:
Nope. Pathfinders aren't allowed in Cheliax by default. Zarta Dralneen was making sure that Pathfinders could get in. With her gone, we lost our road into Cheliax. It's definitely implied in other scenarios that there's a bit more to that relationship though.

Grand Lodge 4/5

Stephen Ross wrote:
Myles Crocker wrote:
I have often described the Pathfinder society as a "fantasy / medieval " version of the National Geographic Society.
who is publishing the PFS Gazette? We need to get our successes out to the society in general so we can get that 2nd PA.

The PFS Gazette is called the Pathfinder Chronicles, and is published by the Pathfinder Society itself. Yet another reason why it is similar to the NGS.

2/5

Adam Mogyorodi wrote:
One issue I see with the formatting is that a GM runs heavy risk of spoiling other scenarios just by checking what the secondary success mission of one scenario is. Then again, we won't have this problem moving on with subsequent seasons.

I have the same problem with the format of the document. The only other option I see would be to update each scenario, which would take more time. That’s probably why this option was chosen.

Grand Lodge 4/5

Well, there would be one more choice, but it would take someone a lot of work, and that is just making it a post, series of posts, with each scenario name set as a spoiler, with the secondary success condition inside the spoiler.

#3–14159: Death by Pie:
Primary: The PCs recover at least three pastries and return them to Venture-Captain Sheila Heidmarch.
Secondary: The PCs use the cipher found in area B3 to learn the next five digits in the sequence: 2–[blueberry]–5–[rhubarb]–5, thus giving the society advance warning of a major attack on the Grand Lodge.

#5–513: The Doppelganger's Prey:
Primary: The PCs defeat the doppelganger.
Secondary: The PCs accidentally slay no more than one of the following during the course of the adventure: Sheila Heidmarch, Drandle Dreng, or Ambrus Valsin.

#4–117: All the Doors are Trapped:
Primary: The PCs successfully escape the dungeon.
Secondary: The PCs trigger and are damaged by no more than two of the traps in the scenario.

4/5

kinevon wrote:
Stephen Ross wrote:
Myles Crocker wrote:
I have often described the Pathfinder society as a "fantasy / medieval " version of the National Geographic Society.
who is publishing the PFS Gazette? We need to get our successes out to the society in general so we can get that 2nd PA.
The PFS Gazette is called the Pathfinder Chronicles, and is published by the Pathfinder Society itself. Yet another reason why it is similar to the NGS.

well - we need something the common adventurer's mum is going to read, something with a little spice... hmmm... like "The Path (to) Knowledge" (or TPK for short), or maybe something more upper class like "The Globule" or "The Orb"... hmm... I can see we'll need picture of Aroden's love child and a Is it Taldan or Cheliax picture page...

clearly we can have a bake-off section called "Pies of the Ten"...

lol...

5/5 5/55/55/5

For "all the doors are trapped" why am I seeing the Venture Captains gathering around a crystal ball with popcorn?

5/5

14 people marked this as a favorite.

By the power of Nethys... Abracadabra! {Nested spoilers for Season would be nice, but alas}

#1: Silent Tide

Spoiler:

Primary: The PCs recover the Silent Tide codebook.
Secondary: The PCs both save all four of the captives in
Act 1 and open at least four of the five chests in Act 3.
#2: The Hydra’s Fang Incident
Spoiler:

Primary: The PCs recover the four Azlanti tablets and
return them to a venture-captain.
Secondary: The PCs defeat the Hydra’s Fang and provide
positive evidence of Du Moire’s defeat.
#3: Murder on the Silken Caravan
Spoiler:

Primary: The PCs escort the remains of the Pathfinder
Targos from Lopal to Katheer.
Secondary: The PCs either defeat the goblins and
hobgoblins in Act 3 within 2 rounds or else take
particularly heroic or resourceful measures to protect
Hokama and his drovers from harm (such as intercepting
all such attackers before they can move adjacent to the
NPCs); alternatively, the PCs capture Gaspar Du Mer alive
so that he can be questioned by Qadiran authorities and
help to avoid an international incident.
#4: The Frozen Fingers of Midnight
Spoiler:

Primary: The PCs remove Skelg’s curse.
Secondary: The PCs recover the Flame of the North and
deliver it to a venture-captain.
#5: Mists of Mwangi
Spoiler:

Primary: The PCs end the curse of the Tik Taan.
Secondary: The PCs do not kill Nigel and kill no more
than one of the following: Kadarnik, Yannis, and Maldroog.
#6: Black Waters
Spoiler:

Primary: The PCs recover the ruby salamander ring
and deliver it to Venture-Captain Drenge.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#7: Among the Living
Spoiler:

Primary: The PCs defeat Fel Bustrani and end the
undead attack.
Secondary: The PCs find Wuthers’s body and return
it and the Pathfinder’s letter and journals to Venture-
Captain Eliza Petulengro.
#8: Slave Pits of Absalom
Spoiler:

Primary: The PCs rescue Lady Anilah and prevent her
from being sold into slavery.
Secondary: The Token Guard never identifies the PCs as
criminals during Act 2.
#13: The Prince of Augustana
Spoiler:

Primary: The PCs explore the emporium in Act 5 to
confirm the existence of a portal.
Secondary: The PCs either slay Randalan and at least
half of the Steel Wyvern Thugs in Act 4 or allow them to
go free only after ensuring they never again threaten the
Almsman and his sanctuary (such as with a successful DC
17 Intimidate check [DC 20 in Subtier 4–5] to scare them
away for good).
#14: The Many Fortunes of Grandmaster Torch
Spoiler:

Primary: The PCs recover all four statues and returns
them to Venture-Captain Yasmin Kal’al.
Secondary: The PCs neither activate any of the statues nor
set fire to the refinery in Act 4. Viraj Arpani’s accidental
activation in Act 3 does not count against this goal.
#16: To Scale the Dragon
Spoiler:

Primary: The PCs retrieve Amao’s Bones and return
them to Osprey.
Secondary: The PCs prevent the way station from being
destroyed.
#17: Perils of the Pirate Pact
Spoiler:

Primary: The PCs acquire The Memoirs of the Silver
Brotherhood and return it to the Pathfinder Society.
Secondary: The PCs rescue the surviving pirates in Act 4
and return them to Deadbridge.
#20: King Xeros of Old Azlant
Spoiler:

Primary: The PCs kill the xenophage creeper and
escape the ship.
Secondary: The PCs successfully remove the xill eggs
from the captives.
#22: Fingerprints of the Fiend
Spoiler:

Primary: The PCs explore Rachikan and defeat the
Aspis Consortium agents in Act 5.
Secondary: The PCs recover the body of Eldis Grone and
return it to Benton.
#23: Tide of Morning
Spoiler:

Primary: Recover the undamaged lorestone and deliver it
to the Pathfinder Society.
Secondary: The PCs prevent the fire in Hemzel’s hut
from spreading to the nearby woods and resolve the
encounter with gnomes without resorting to violence.
#24: Decline of Glory
Spoiler:

Primary: The PCs convince Becher to convert his
distillery into a Pathfinder lodge or secure a similar
agreement from Grald.
Secondary: The PCs ensure that the ghoul threat has
been ended permanently by destroying all of the ghouls
and doing one of the following: burning/blessing the
bodies of the fallen or providing assistance to those
injured in the ghoul attack (the PCs have five chances
to make three successful DC 13 Heal checks). The GM
should be sure to describe visual aftermath of the final
encounter (e.g. bite wounds on survivors, chewed corpses,
etc.) to provide the PCs sufficient context to perform this
secondary mission.
#26: Lost at Bitter End
Spoiler:

Primary: The PCs recover all four of Rijana’s journals
and return them to the Grand Lodge.
Secondary: The PCs also recover Rijana’s body and
return it to the Grand Lodge.
#27: Our Lady of Silver
Spoiler:

Primary: The PCs recover the stolen items and save the
wedding of Farendir and Lujine.
Secondary: The PCs minimize the damage caused by
the chaos in Act 1 by calming, slaying, or subduing the
elephant and lions within 3 combat rounds. If the PCs
also make an exceptional effort to aid the guests or
calm other animals during the combat, grant them an
additional combat round in which to resolve the chaos.
#28: Lyrics of Extinction
Spoiler:

Primary: The PCs recover the Song of Extinction.
Secondary: The PCs avoid combat with Nanju and kill
no more than one Wild Elf Guard during the scenario.
#29: The Devil We Know, Part 1: Shipyard Rats
Spoiler:

Primary: The PCs find and rescue the Pathfinder Cestis.
Secondary: The PCs learn of the derro threat either by
capturing and questioning Luscilia or by recognizing
the creatures described by the prisoners in Act 6 with a
DC 13 Knowledge (local) check. This increases to DC 18
in Subtier 6–7 due to conflicting and vague reports by
the prisoners.
#30: The Devil We Know, Part 2: Cassomir’s Locker
Spoiler:

Primary: The PCs recover the jet rat and deliver it to
Venture-Captain Hestia Themis.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#31: Sniper in the Deep
Spoiler:

Primary: The PCs recover The Sniper.
Secondary: The PCs find the remains of Airk Jarigan in
Act 2 and return his wayfinder to Venture-Captain Adril
Hestram.
#32: Drow of the Darklands Pyramid
Spoiler:

Primary: The PCs slay or drive off Jevana, the driders,
and the other drow.
Secondary: The PCs slay Jevana, preventing her from
fleeing and later plotting against the society.
#33: Assault on the Kingdom of the Impossible
Spoiler:

Primary: The PCs defeat the self-styled bandit lord
Zamir (whether this is by killing him, negotiating a
truce, or causing him to flee).
Secondary: The PCs convince Zamir to join the
Pathfinder Society, earning the organization a capable
ally in the area.
#34: Encounter at the Drowning Stones
Spoiler:

Primary: The PCs defeat the skum guarding the
Drowning Stones.
Secondary: The PCs either close off the temple in Act
5 forever or extract all 1,000 pounds of the stones to
return to Osprey.
#35: Voice in the Void
Spoiler:

Primary: The PCs end the threat to the Blakros Museum
by destroying the sorcerer Kubburum Ishmedagan.
Secondary: The PCs complete their mission without
killing Imrizade.
#36: Echoes of the Everwar, Part 1: The Prisoner of Skull Hill
Spoiler:

Primary: The PCs recover Akila’s ring.
Secondary: The PCs find Heralt’s body, determine his
cause of death, and find his hidden message in area B11.
#37: The Beggar’s Pearl
Spoiler:

Primary: The PCs clear the Hall of Wonders of derro,
nightmare creatures, and other threats.
Secondary: The PCs rescue all three of the prisoners in
area 9 and heal Lyrehawk’s blindness.
#38: No Plunder, No Pay
Spoiler:

Primary: The PCs recover the defiled disks of Urgathoa
from the shipwreck.
Secondary: The PCs ensure that Caradoc Alazario
survives to pay for his crimes in Egorian.
#39: The Citadel of Flame
Spoiler:

Primary: The PCs recover the idol of Moloch.
Secondary: The PCs not only close the portal to Malebolge
but also destroy the nearby obsidian relief. If one of the PCs
is an active worshipper of Moloch, the PCs succeed at the
secondary mission even if they do not destroy the relief.
#40: Hall of Drunken Heroes
Spoiler:

Primary: The PCs discover the archive beneath
Cayden’s Hall.
Secondary: The PCs defeat the primordial demon.
#41: The Devil We Know, Part 3: Crypt of Fools
Spoiler:

Primary: The PCs explore the Crypt of Fools and defeat
Dalirio Teppish.
Secondary: The PCs find both the manuscript of Dalirio’s
plans and the switch that rotates the room in area B5.
#42: Echoes of the Everwar, Part 2: The Watcher of Ages
Spoiler:

Primary: The PCs recover the corpse of Meskhenet.
Secondary: The PCs recover the maps and
correspondence in area 5 that detail a smuggling route
that the Pathfinder Society might use to access Cheliax
(see the Andoran faction mission).
#43: The Pallid Plague
Spoiler:

Primary: The PCs recover Isandrea’s Basin and find a
cure for palepox.
Secondary: The PCs help Laurel develop a cure as quickly
as possible, ensuring that they can stop the plague before
it spreads too far. In Act 3, the PCs must reduce Laurel’s
skill check penalty to 0 by making no more than 5 skill
checks per PC (increase this threshold to 6 skill checks
for a party of 4 PCs).
#44: Echoes of the Everwar, Part 3: Terror at Whistledown
Spoiler:

Primary: The PCs recover the body, ring, and sword
of Kamilah.
Secondary: The PCs destroy Vanyth, sparing
Whistledown his continued attacks.
#45: Delirium’s Tangle
Spoiler:

Primary: The PCs recover Izryen’s Hourglass and deliver
it to the Pathfinder Society.
Secondary: The PCs rescue a live Nuar Spiritskin and
lead him out of the maze.
#46: Eyes of the Ten, Part 1: Requiem for the Red Raven
Spoiler:

Primary: The PCs complete the adventure.
Secondary (individual): The PC earns 4 or more
Campaign Points.
#47: The Darkest Vengeance
Spoiler:

Primary: The PCs rid Miregrold Manor of the squatters
and dark folk that inhabit it.
Secondary: The PCs rescue Skeldon Miregrold, ensuring
that he answers to the Decemvirate.
#48: The Devil We Know, Part 4: Rules of the Swift
Spoiler:

Primary: The PCs end the derro threat beneath Swift
Prison.
Secondary: The PCs confirm the magical (combining
detect magic and a successful DC 18 Spellcraft check) or
historic (with a successful DC 18 Knowledge [history]
check) nature of the bell of obedience.
#49: Among the Dead
Spoiler:

Primary: The PCs defeat Baillaset and the remainder of
Oppara’s cultists of Zyphus.
Secondary: The PCs trigger and are damaged by traps
no more than twice during the adventure.
#50: Fortune’s Blight
Spoiler:

Primary: The PCs defeat Tylaca and deliver the sword
Passion’s Edge to Absalom
Secondary: The PCs do not kill Parke Rangston or deal
lethal damage to him in excess of half his maximum hit
point total.
#51: City of Strangers, Part 1: The Shadow Gambit
Spoiler:

Primary: The PCs find and defeat the rogue Shadow
Lodge member Wymund Pratt.
Secondary: The PCs quickly track down the Shadow
Lodge elements in Kaer Maga, discovering as many clues
as they can without further sullying the Pathfinders’
name. The PCs accomplish two of the following three
conditions: find Besel Ardoc within 30 hours during Act
3, avoid angering Dakar by discovering his true identity
in Act 4 (performing the Taldor faction mission does not
count toward this condition), or question Wymund Pratt
about other cities with active Shadow Lodge cells in Act 6.
#52: City of Strangers, Part 2: The Twofold Demise
Spoiler:

Primary: The PCs defeat all seven Shadow Lodge
agents in Acts 2 and 3.
Secondary: The PCs gather essential intelligence about
the Shadow Lodge’s operations in other regions. They
can accomplish this either by capturing and questioning
Guarin or Kanna or by finding the Shadow Lodge
missives in both areas 4 and 6.
#53: Echoes of the Everwar, Part 4: The Faithless Dead
Spoiler:

Primary: The PCs disrupt Zuberi’s ritual and help the
three spirits find rest.
Secondary: The PCs ensure the safety of their fellow
Pathfinders and official records and identify future
threats to the society. The PCs accomplish two of the
following three conditions: prevent Venture-Captain
Norden Balentiir from being reduced to 0 hp or less,
prevent the destruction of the records in area 5 in Act 1,
or identify the wizard in area 7 in Act 3 (members of any
faction may attempt the Perception check).
#54: Eyes of the Ten, Part 2: The Maze of the Open Road
Spoiler:

Primary: The PCs defeat Chorkak and rescue Kyalla.
Secondary (individual): The PC earns 2 or more
Campaign Points.
#55: The Infernal Vault
Spoiler:

Primary: The PCs secure the documents in area A6 and
defeat Celeena Deckland.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#56: The Jester’s Fraud
Spoiler:

Primary: The PCs recover the alabaster urn and return it
to House Bourtze.
Secondary: The PCs not only fulfill Makarius Bourtze’s
request but also do so without instigating further conflict
between the Bourtzes and their rivals, House Disaren.
The PCs accomplish two of the following three conditions:
defeat Wager without killing him in Act 2, defeat Baran
without killing him in area 4D, or recover the three cursed
items without triggering any of their curses.
#2–01: Before the Dawn, Part 1: The Bloodcove Disguise
Spoiler:

Primary: The PCs defeat Xeanja the Wood Witch and
end the scenario with possession of the key.
Secondary: The party generates less than 8 Awareness (with
4 or less players) or 10 Awareness (with 5 or more players).
#2–02: Before the Dawn, Part 2: Rescue at Azlant Ridge
Spoiler:

Primary: The PCs defend Azlant Ridge from the attacks
of the charau-ka.
Secondary: The PCs minimize the damage dealt to
the archaeological camp by the charau-ka by striking
quickly, recruiting allies, and defeating the Anghazhani
Champion as quickly as possible. The PCs perform
two the following three conditions: allow the Aspis
Consortium agents to enter the camp, defeat the first
two waves in seven rounds or less, and use the Azlanti
Monolith only to fight the Anghazhani Champion (with
the exception of any charau-ka the monolith might
kill as flavor-based collateral damage as it engages the
Anghazhani Champion).
#2–03: The Rebel’s Ransom
Spoiler:

Primary: The PCs explore the tomb and find the Crypt
of the Merchant Prince.
Secondary: The PCs solve the puzzles in areas 4 and 7,
failing no more than three times at each.
#2–04: Shadows Fall on Absalom
Spoiler:

Primary: The PCs prevent the Prospectus of Artifacts
from falling into Shadow Lodge hands.
Secondary: The PCs avoid killing any Pathfinders during
Act 1 and prevent Nordris Kalm from escaping in Act 3.
#2–05: Eyes of the Ten, Part 3: Red Revolution
Spoiler:

Primary: The PCs end the tyrant usurper’s reign and
rescue Princess Verrish.
Secondary: The PCs earn 2 or more Campaign Points.
#2–06: The Heresy of Man, Part 1: The First Heresy
Spoiler:

Primary: The PCs successfully transport Agosa Agion
to Wadi al-Hesr
Secondary: The PCs identify Amenopheus as the traitor.
This requires finding the signet ring in area 2M, and
succeeding at a DC 20 Knowledge (local or nobility)
check. Osirion faction members may instead attempt a
DC 12 Intelligence check.
#2–07: The Heresy of Man, Part 2: Where Dark Things Sleep
Spoiler:

Primary: The PCs defeat Verdizaam Charad and then
recover the Immolated Mirzah’s tome.
Secondary: The PCs successfully answer Hetepheres’s
riddle in Act 6 and break the chain that binds her,
earning either her servitude (if the PCs accept her
service) or her gratitude (if they instead release her from
their service). Hetepheres contributes considerable
knowledge to the society in the PCs’ names.
#2–08: The Sarkorian Prophecy
Spoiler:

Primary: The PCs recover the Sarkorian Prophecy and
return it to Venture-Captain Thurl.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#2–09: The Heresy of Man, Part 3: Beneath Forgotten Sands
Spoiler:

Primary: The PCs acquire the Ring of the Weary Sky.
Secondary: The PCs avoid combat with the mercenaries
in Act 2 and Act 3. Following the scenario, the
mercenaries thank the PCs and repay them for their
respectful treatment and rescue.
#2–10: Fury of the Fiend
Spoiler:

Primary: The PCs find and rescue the Pathfinder
Benton Grone.
Secondary: The PCs avoid being discovered while
infiltrating the Hellknight encampment, making it
easier to deal with the Hellknights in the future.
#2–11: The Penumbral Accords
Spoiler:

Primary: The PCs successfully rescue the Blakros
daughters.
Secondary: The PCs also succeed in deactivating or
destroying the Wightir Conjunction.
#2–12: Below the Silver Tarn
Spoiler:

Primary: The PCs successfully reinforce Nicoroux’s
prison by performing the ritual in Act 5.
Secondary: The PCs rescue at least 20 of the 29
residents in Act 2. Each faction consists of 5 to 6 people,
determined randomly.
#2–13: Murder on the Throaty Mermaid
Spoiler:

Primary: The PCs successfully clear their names,
finding the true murderer.
Secondary: Provide the PCs with the printed faction
missions, and inform the players that these faction
missions are exceptions to the rule that faction missions
are for flavor only.
#2–14: The Chasm of Screams
Spoiler:

Primary: The PCs succesfully save Eya from the night
hag Cailleach.
Secondary: The PCs do not let Cailleach flee during the
final encounter.
#2–15: Shades of Ice, Part 1: Written in Blood
Spoiler:

Primary: The PCs defeat Hjort and his crew.
Secondary: While gathering information during Act
2, the PCs learn the location of the fake Hjort within
24 hours. This limits the amount of time the Shadow
Lodge agents have to prepare contingencies and alert
nearby allies.
#2–16: The Flesh Collector
Spoiler:

Primary: The PCs recover the Fleshforge Manuscript.
Secondary: The PCs successfully lay to rest Jathyl’s spirit,
granting her peace and preventing her from continuing
to steal from the Pathfinder Society.
#2–17: Shades of Ice, Part 2: Exiles of Winter
Spoiler:

Primary: The PCs rescue the scholar Rognvald Skagni
and return his chest of possessions to him.
Secondary: The PCs defeat Aralantryx.
#2–18: The Forbidden Furnace of Forgotten Koor
Spoiler:

Primary: The PCs rescue Zahra and return her to
Katheer alive, even if they do not cure her of her insanity.
Secondary: The PCs use their own abilities and resources
to cure Zahra’s insanity within two weeks of her rescue.
#2–19: Shades of Ice, Part 3: Keep of the Huscarl King
Spoiler:

Primary: The PCs prevent Melkorka Skur and the
Shadow Lodge from escaping with Jedrek’s Shard.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#2–20: Wrath of the Accursed
Spoiler:

Primary: The PCs thwart the Shadow Lodge in Sothis
by defeating Hondo Heru.
Secondary: The PCs do an exceptional job of handling
the cursed items and their effects. The PCs accomplish
two of the following three conditions: Prevent Kaphiri
from killing any innocent bystanders, subdue rather
than kill Uspia so that she might be cured, or successfully
avoid being arrested while investigating Tarik’s home.
#2–21: The Dalsine Affair
Spoiler:

Primary: The PCs defeat Chalfon and recover the items
taken during the earlier raid.
Secondary (individual): The PC avoids exacerbating the
local governments’ perception of the Pathfinder Society
by not dealing lethal damage to any member of the
Porthmos Militia
#2–22: Eyes of the Ten, Part 4: Nothing Ventured,
Spoiler:

Nothing Gained
Primary: The PCs defeat their rival in area 23, ending
his threat to the Pathfinder Society.
Secondary (individual): Provide the PCs with faction
missions in area 9, and inform the players that these
faction missions are exceptions to the rule that faction
missions are for flavor only. A PC succeeds at the
secondary objective if he or she earns 3 Campaign Points.
When calculating this total (but not the total Campaign
Points earned when assigning boons), treat the PC as
having earned a Campaign Point for each of the two
faction mission objects he or she attempted and fulfilled.
#2–23: Shadow’s Last Stand, Part 1: At Shadow’s Door
Spoiler:

Primary: The PCs defeat Hagla before sunset and ensure
that Venture-Captain Brackett survives the scenario.
Secondary: The PCs prevent Hagla from killing any of
the hostages in area 9. Never encountering Hagla counts
as failing the secondary mission.
#2–24: Shadow’s Last Stand, Part 2: Web of Corruption
Spoiler:

Primary: The PCs unveil Dorianna Ouidda corruption
and defeat her in her personal quarters.
Secondary: The PCs capture Dorianna Ouidda alive.
#2–25: You Only Die Twice
Spoiler:

Primary: The PCs return the Testament of Geb to Absalom.
Secondary: The PCs maintain a low profile, avoid
angering the church of Pharasma, and set the spirit of
a fallen comrade to rest. The PCs accomplish two of the
following three conditions: avoid Corvalos (or successfully
talk their way out of the encounter), convince Kuryn Jexel
to parley without killing any of the Pharasmin acolytes,
or destroy Joktan’s Haunt (the GM should allow a PC to
discover how to destroy it with a successful Knowledge
[religion] check equal to the Perception DC required to
notice the haunt).
#2–26: The Mantis Prey:
Spoiler:

Primary: The PCs eliminate the Red Mantis cell
threatening Grandmaster Torch’s life
Secondary: The PCs confront Grandmaster Torch
regarding his involvement in the Shadow Lodge and
then save him from Kissparu’s assassination attempt.
If the optional encounter is skipped, the PCs fulfill
the secondary mission objective only if they either
successfully exposed all four of the relics as fakes in Act
1 or exposed three relics as fakes and prompted Torch to
applaud at least once.
#3–01: The Frostfur Captives
Spoiler:

Primary: The PCs deliver at least half of their goblins
alive to the extraction team (rounded up).
Secondary: The PCs deliver all or all but one of the
goblins alive to the extraction team.
#3–02: Sewer Dragons of Absalom
Spoiler:

Primary: The PCs ensure the safe passage of the
important shipment coming through the tunnel system
on the fourth day, as instructed by Drandle Dreng.
Secondary: The PCs successfully negotiate a truce with
Yiddlepode at the end of Act 3.
#3–03: The Ghenett Manor Gauntlet
Spoiler:

Primary: The PCs return a living, breathing Harmidio
Besai and the real Mutani Manual to Farseer Tower.
Secondary (individual): The PC did not steal from the
manor or get arrested for attempting to cash the deposit
slips.
#3–04: The Kortos Envoy
Spoiler:

Primary: The PCs get Nashota to the tournament on
time by convincing her to leave for Diobel.
Secondary: The PCs earned at least 10 Favor Points over
the course of the adventure.
#3–05: Tide of Twilight
Spoiler:

Primary: The PCs defeat the Briar Henge druids, end
the artifact’s ritual before sundown on the second day,
and return the Atavistic Splinter to Venture-Captain
Brackett in Almas.
Secondary: The PCs prevented more than 20 squares of
Falbin’s garden and house from catching fire.
#3–06: Song of the Sea Witch
Spoiler:

Primary: The PCs end the Celestial Song ritual and
reunite the book with its foil in the Infernal Incantation,
thus resealing the devil hosts within.
Secondary: The PCs secure the cooperation of Ollysta
Zadrian as quickly as possible by helping her to close a
deal with the gillman merchant (see the Silver Crusade
faction mission).
#3–07: Echoes of the Overwatched
Spoiler:

Primary: The PCs recover the key to Ralzeros’s Ineffable
Pattern and discover what befell Anumet.
Secondary: The PCs recover Anumet’s remains in area
1B as well as the remains of Daling’s Delvers in areas 3C
and 3E, allowing the society to grant each proper burial.
#3–08: Among the Gods
Spoiler:

Primary: The PCs retrieve the Azlanti scepter from
Lord Tulwin’s tomb and return it to a venture-captain.
Secondary: The PCs expertly foil Harvestman Quint’s
carefully planned “accidents” by avoiding the secondary
conditions of the traps in areas A and C; the PCs must
either avoid the pheromone or find a way to mask it, and
no PC can take falling damage by being swept off the
ledge by the rockfall trap.
#3–09: Quest for Perfection, Part 1: The Edge of Heaven
Spoiler:

Primary: The PCs recover the Braid of a Hundred Masters
and return it to Amara Li at the Lantern Lodge in Goka.
Secondary: The PC must both slay Shang Xu, whose
death improves the local perception of the Pathfinder
Society, and learn from Jiang Dan how to restore power
to the Braid of a Hundred Masters.
#3–10: The Immortal Conundrum
Spoiler:

Primary: The PCs return the auction histories (or
copies thereof) found in the Hall of Records to Kreighton
Shaine in the Grand Lodge.
Secondary: The PCs impress Ofarah both in word and
in deed. The PCs must ensure that Ofarah survives the
assassination attempt against her. In addition, the PCs
must impress Ofarah with the answers they provided to
her questions during at least four of the six courses—
based on Ofarah’s interests and GM discretion.
#3–11: Quest for Perfection, Part 2: On Hostile Waters
Spoiler:

Primary: The PCs successfully reach Shokuro with both
the Braid of a Hundred Masters and the crates of incense
they received from Ogokai.
Secondary: The PCs preserve the Pathfinder Society’s
reputation in the area by acquiring the incense from
Ogokai without violence and by avoiding combat
with Sun Cheyeng. In the event that the PCs fight Sun
Cheyeng, at the GM’s discretion, they may still succeed at
the secondary success condition if they took considerable
steps to disguise their identities, eliminate evidence
of their fight, modify Sun Cheyeng’s memory of the
incident, or a similar tactic.
#3–12: Wonders in the Weave, Part 1: The Dog
Spoiler:

Pharaoh’s Tomb
Primary: The PCs fully explore the Dog Pharaoh’s
Tomb and recover its treasures.
Secondary: The PCs discover the secret passage to area
B1, and they confront and defeat Gerban Lanier.
#3–13: Quest for Perfection, Part 3: Defenders of
Spoiler:

Nesting Swallow
Primary: The PCs defeat Kwankhonu, save Nesting
Swallow, and ensure than Je Tsun reactivates the Braid of
a Hundred Masters.
Secondary: The PCs earn at least 18 Defense Points over
the course of Act 2.
#3–14: Wonders in the Weave, Part 2: Snakes in the Fold
Spoiler:

Primary: The PCs recover the note in area A4 and
Durra’s response in area A7, providing the society more
information about the Aspis Consortium’s resources in
the demiplane and how the organization gained access to
the demiplane.
Secondary: The PCs forge a new alliance with the
Muckmouth tribe as detailed in the Conclusion.
#3–15: The Haunting of Hinojai
Spoiler:

Primary: The PCs drive Minasako away from Hinojai
and identify the cause of the hauntings—either by
recovering her journal or by encountering and observing
all four haunts).
Secondary: The PCs recover the Way of the Kirin
records and roster in area A7 (see the Lantern Lodge
faction mission).
#3–16: The Midnight Mauler
Spoiler:

Primary: The PCs prevent the former Master of Blades’
identity from being discovered.
Secondary: The PCs cure Vilk of lycanthropy and save
Rutowski from being slain.
#3–17: Red Harvest
Spoiler:

Primary: The PCs recover the Lotus Annals and do
not tarnish the Pathfinder Society’s name by spilling
needless blood.
Secondary: The PCs remove the opposing naga’s
allies without further bloodshed that would alienate
the nagaji of Nibung or the nagas of Zom Kullan.
Depending on whom they chose as their ally, the PCs
can accomplish this either by convincing Iltame to leave
without a fight or by successfully drugging Avinash. At
the GM’s discretion other particularly clever means of
quietly neutralizing one of these allies can also fulfill
the secondary mission’s objective.
#3–18: The God’s Market Gamble
Spoiler:

Primary: The PCs capture or kill Parani Akar and prove
her guilt to the Graycloaks.
Secondary: The PCs capture Parani and prove her guilt
without killing her in the process.
#3–19: The Icebound Outpost
Spoiler:

Primary: The PCs defeat all of the Aspis Consortium
agents in the temple.
Secondary: The PCs successfully capture Leska,
Momota, or Tzizzan and question them about the Aspis
Consortium’s plans and operations in the Hao Jin Tapestry.
#3–20: The Rats of Round Mountain, Part 1: The
Spoiler:

Sundered Path
Primary: The PCs reach the end of the Sundered Path
and get past Xiangnuer.
Secondary: The PCs kill Xiangnuer, earning the respect
of the ratfolk.
#3–21: The Temple of Empyreal Enlightenment
Spoiler:

Primary: The PCs provide an overview of the temple
with detailed reports of the four key locations: the
meditation room, the library, the temple gardens, and the
crypt’s sarcophagi.
Secondary: The PCs unmask and destroy Dakang,
earning the friendship of the remaining worshippers at
the Temple of Empyreal Enlightenment.
#3–22: The Rats of Round Mountain, Part 2: Pagoda of
Spoiler:

the Rat
Primary: The PCs disrupt the Aspis Consortium’s
dealings with Durriya, either by slaying or chasing off
the latter.
Secondary: The PCs befriend Krella, enabling the
Pathfinder Society to negotiate further with the ratfolk in
the Hao Jin tapestry.
#3–23: The Goblinblood Dead
Spoiler:

Primary: The PCs defeat the hobgoblins in Telda’s lair
then return to the Sczarni caravan.
Secondary: The PCs guarantee the safety of the Sczarni
caravan by ensuring Camon and Jandri survive the initial
ambush in Act 1 and one of the following: ensuring
that both Alik and Kazrin also survive the ambush or
securing the caravan campsite by setting the defensive
traps correctly (see the Sczarni faction mission).
#3–24: The Golden Serpent
Spoiler:

Primary: The PCs recover Syrdathiel’s collection of
maps and lore for authentication.
Secondary: The PCs save Syrdathiel in area C5, securing
his goodwill and aid at a later date. Alternatively, a PC can
succeed at the secondary mission by receiving the Sendeli
Foxglove’s Favor boon (individual award).
#3–25: Storming the Diamond Gate
Spoiler:

Primary: The PCs secure and activate the Diamond Gate
and defeat Aglorn Desimire.
Secondary: The PCs rescue the Pathfinder Besnik in area
B7. In addition, the PCs learn of and preserve as much of
the temple’s history and architecture as possible by doing
at least two of these four things: improving Teenoch’s
attitude to helpful, not triggering the explosive runes trap,
bypassing the graven guardians without a fight, or not
triggering the shocking dial trap.
#3–26: Portal of the Sacred Rune
Spoiler:

Primary: The PCs kill, capture, or drive off all
opposition within the Well of Tainted Virtue.
Secondary: The PCs learn the full extent of the Aspis
activities in the Tapestry by performing two of the
following three tasks: capture and interrogate Lyone, find
the ledger in area C, or successfully question the Aspis
Consortium agents in area G after dispelling their charm
effects. Recovering the stolen wayfinder carried by Lyone
meets with approval and may be substituted for one of
the above tasks.
#4–01: Rise of the Goblin Guild
Spoiler:

Primary: The PCs eliminate of capture Inoklar
Secondary: The PCs recover the gold Aspis Consortium
badge in area A9.
#4–02: In Wrath’s Shadow
Spoiler:

Primary: The PCs recover all four parts of the acrimony
veil and return the assembled mask to Heidmarch Manor.
Secondary: The PCs see to it that Pel and Saala are
healed and escorted out of the undertemple.
#4–03: The Golemworks Incident
Spoiler:

Primary: The PCs defeat Black and locate his dossier,
providing sufficient evidence to identify the Aspis
Consortium as the cause of the attack on the lodge.
Secondary: The PCs rescue and revive all six of the
captive Pathfinders in area D3 (see the Lantern Lodge
faction mission).
#4–04: King of the Storval Stairs
Spoiler:

Primary: The PCs defeat Formoch and either kill or
drive away Lareecan before the caravan arrives, thus
allowing the establishment of a long-term Pathfinder
way station.
Secondary: The PCs capture Taho alive, allowing
others within the society to question him about Aspis
Consortium secrets.
#4–05: The Sanos Abduction
Spoiler:

Primary: The PCs kill Marigana and safely return Dijjit
to Ignizi’s cottage.
Secondary: The PCs ensure that Riddywipple survives
until the end of the scenario.
#4–06: The Green Market
Spoiler:

Primary: The PCs defeat Galdron Greenheart’s ghost
and lay his spirit to rest to ensure Zeeva Foxglove’s
problems are truly ended.
Secondary: Zeeva does not take more than 12 points of
damage—lethal or non-lethal in any combination.
#4–07: Severing Ties
Spoiler:

Primary: The PCs perform at least one significant act
of sabotage and leave evidence that the Aspis Consortium
was behind the sabotage.
Secondary: The PCs perform three or more significant
acts of sabotage.
#4–08: The Cultist’s Kiss
Spoiler:

Primary: The PCs recover the cache of correspondence
from the inner sanctum and learn of the cult’s plot to
resurrect Krune.
Secondary: The PCs destroy all of the coffins in area H7,
preventing the vampires from rejuvenating.
#4–09: The Blakros Matrimony
Spoiler:

Primary: The PCs gained influence over 3 or more
guests by the conclusion of the wedding.
Secondary: The PCs gained influence over 5 or more
guests by the conclusion of the wedding.
#4–10: Feast of Sigils
Spoiler:

Primary: The PCs discover the basement temple and
defeat or drive off the cultists.
Secondary: The PCs prevent Kesoulla from escaping
with the sigil wafers.
#4–11: The Disappeared
Spoiler:

Primary: The PCs acquire the necessary evidence and
information to identify Zarta Dralneen’s whereabouts
and confirm her being framed.
Secondary: The PCs complete the scenario without
having the guards called (see the sidebar on page 6).
#4–12: The Refuge of Time
Spoiler:

Primary: The PCs obtain 10 or more refuge tokens from
the statue of Lissala and recover the letter from Naroth.
Secondary: The PCs accomplish one of the following:
negotiate safe passage past the conjured deva, destroy
the graveknight’s armor (or bring it to a venture-captain
to request help in destroying the armor), or secure all 25
refuge tokens.
#4–13: Fortress of the Nail
Spoiler:

Primary: The PCs rescue Paracountess Zarta Dralneen,
keep her alive, and escort her back to Korvosa—all
without engaging in combat with the Hellknights of
Citadel Vraid (Maralictor Ganden Heriphis excluded).
Secondary: The PCs free former Pathfinder Sascha
Antif’Arah and improve her odds of escape by providing
her some form of magical invisibility (see the Qadira
faction mission)
#4–14: My Enemy’s Enemy
Spoiler:

Primary: The PCs retrieve the evidence detailing the
Shadow Lodge instigators’ plans in area D7, specifically
the letter from the Spider.
Secondary: The PCs either recover the wayfinder from
Mrs. Soap or further win the trust of the Twincandles by
rescuing the youths in area D5 (ensuring each has at least
8 hit points by the end of the scenario).
#4–15: The Cyphermage Dilemma
Spoiler:

Primary: The PCs either rescue Gurukaza or put an end
to Alejia’s piracy.
Secondary: The PCs both rescue Gurukaza and put an
end to Alejia’s piracy.
#4–16: The Fabric of Reality
Spoiler:

Primary: The PCs successfully complete the
reattunement ritual.
Secondary: The PCs achieve a resounding success when
performing the reattunement ritual.
#4–17: Tower of the Ironwood Watch
Spoiler:

Primary: The PCs defeat Inexora and recover the books
that detail the tower’s construction and history.
Secondary: The PCs gain an excellent understanding
of the ruins and strengthen ties between the local elves
and the Pathfinder Society by performing two of the
following three tasks: recover or accurately diagram
the tapestry in area A4 (see the Grand Lodge faction
mission), create a good map of the tower with a successful
DC 15 Knowledge (engineering) check, or rescue the elf
Caldion in are B3.
#4–18: The Veteran’s Vault
Spoiler:

Primary: The PCs reach the vault and recover Sascha
Antif’Arah’s locket.
Secondary: The PCs recover and decipher key passages
from Mifra’s journal of Thassilonian lore (see the Osirion
faction mission).
#4–19: The Night March of Kalkamedes
Spoiler:

Primary: The PCs keep Kalkamedes alive and remove
his sleepwalking affliction.
Secondary: The PCs ensure that Sulianna survives until
the end of the scenario.
#4–20: Words of the Ancients
Spoiler:

Primary: The PCs recover the genuine rune plates and
return them to Sheila Heidmarch.
Secondary: The PCs complete their primary mission
without ever fighting Zonaladin.
#4–21: Way of the Kirin
Spoiler:

Primary: The PCs reach the ritual cave and fight
Shimazi to defend Iko Tsuneo and Amara Li.
Secondary: The PCs defeat Shimazi and his allies. On
an individual basis, a PC can fail this mission if he was
exceptionally rude or discourteous to Iko Tsuneo during the
tea ceremony.
#4–22: Glories of the Past, Part 1: Halls of Dwarven Lore
Spoiler:

Primary: The PCs discover the fate of Sandricaan’s
expedition and uncover the Stele.
Secondary: The PCs find and recover the missive that
Beetle carries in area F2. Beetle now keeps the letter
concealed in a secret pocket in his jacket, and a PC must
succeed at a DC 18 Perception check to find it. If Beetle was
destroyed or fell prone in area F2, the writing smudges,
and a PC must also succeed at a DC 15 Linguistics check
or DC 25 Perception check to read the writing.
#4–23: Rivalry’s End
Spoiler:

Primary: The PCs subdue and return Ouidda to Cypher
Lodge alive.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#4–24: Glories of the Past, Part 2: The Price of Friendship
Spoiler:

Primary: The PCs win the freedom of the orc guide
Gulros and lead him out of Urglin.
Secondary: The PCs win acclaim by delivering a live,
healthy bulette to Ploog.
#4–25: Glories of the Past, Part 3: The Secrets Stones Keep
Spoiler:

Primary: The PCs interact with Koldukar’s stele and
identify the location of Jormurdun.
Secondary: The PCs avoid extensively damaging to
the ruins, such as breaking walls, smashing doors, or
allowing the Anything But That combat option (page 18)
to occur more than once.
#4–26: The Waking Rune
Spoiler:

Primary: The PCs defeat and slay the runelord Krune
and recover his two artifacts.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.
#4–EX: Day of the Demon
Spoiler:

Primary: The PCs clear Ostergarde of threats by
defeating Vaga Underbough and her minions and by
destroying or learning the pass phrase for the gargoyles.
Secondary: Succeeding at the primary mission also
counts as succeeding at the secondary mission.

4/5

Majuba wrote:

By the power of Nethys... Abracadabra! {Nested spoilers for Season would be nice, but alas}

#1: Silent Tide...

thanks!

Scarab Sages

Chris Mortika wrote:

When the Venture Captain told us that we'd be sneaking into [redacted], disguised as Hellknights, my [Hellknight] character flatly refused.

I understand that not every group is going to earn every prestige point. But there are several of these conditions that punish good role-play and clever problem-solving.

If it were me running this, I'd have given the prestige.

The intent is that the PCs ingratiate themselves with the incumbent Hellknights, and avoid the diplomatic embarrassment of being caught and treated as spies or thieves.
Having a PC with a ready-made Hellknight Security pass and decoder ring, plus additional Chelaxian contacts to impress the locals? Bonus.

The mission is to convince them you're Hellknights; guess what, you auto-pass, with bells on.

This makes that mission a breeze for that PC, but that probably makes up for the missions where a Hellknight's presence would be a diplomatic obstacle.

The Exchange 4/5 Owner - D20 Hobbies

1 person marked this as a favorite.

We all need to read these before you GM a game. I just started running one the other day that requires you to still do the faction missions. I hadn't checked Sec Success until mid game, so I had to print and hand them out mid game.

Also there is a typo on one that you might not catch.

#0-04:
Flame of the North should be Beacon of the North.

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