Creating a Complete Level 1-12 Campaign for Society Players


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Dark Archive 2/5

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So I am in the midst of piecing together a "campaign" for my home group of players that want to try their hand at Organized Play, and here is what I have constructed so far. Of course, there is also the issue of playing fast and loose with with the timeline of world events as some of these scenarios are based on events in year 4 or in year 6, and it is just going to sort of hand-waved away.

Some are chosen for their ability to make a flowing tale for the same group of pathfinders making their way across the world, and some are chosen for being just wonderfully written scenarios that any new PFS player should experience. Overall, my players expressed wanting to experience the "pulp serial adventure" feel of the Society, so I am trying to preserve that while creating a flowing narrative.

But any feedback, comments, or suggestions would be fantastic.

I am especially curious about if others have tried something similar and how did it work out?

The Scenario List:

Part I - The Absalom Saga
S5-08: The Confirmation - Becoming Pathfinders (Level 1)
S6-18: The Overflow Archives - Well written scenario that just feels like the type of terrible job thrown at new Pathfinders
S0-05: The Mists of Mwangi - A classic that everyone should play, and it gives players the chance to experience the famous Blakros Museum
S6-05: Slave Ships of Absalom - Another great one based in the City at Center of the World showing some more complexities of the world's social and political climate (Level 2)

Part II - The Mwangi Saga
S2-01: Before the Dawn, Part I - Opens with the Pathfinders being teleported from the comforts of Absalom into the harsh and humid Mwangi Expanse beginning an era of more challenging missions far from home.
S2-02: Before the Dawn, Part II
S6-09: By Way of Bloodcove - Builds on events in Before the Dawn and acts as a setup to Scion of the Sky Key. (Level 3)
S6-12: Scion of the Sky Key, Part I - A wonderfully written three part arc to finish off their experiences in Mwangi against the Aspis
S6-14: Scion of the Sky Key, Part II
S6-16: Scion of the Sky Key, Part III - (Level 4)

Part III - The Shackles Saga
S6-06: Hall of the Flesh Eaters - Sent North from the Mwangi, our team is off to the Shackles in this quest to find a pirate treasure.
Plunder & Peril: Rum Punch - Winding up in Port Peril after their last mission, the Pathfinders get "recruited" for a different kind of mission, but one that is sure to make it into the newest issue of the Chronicles.
Plunder & Peril: Dangerous Waters - (Level 5)
Plunder & Peril: Black Coral Cove - (Level 6)
S1-38: No Plunder, No Pay - On their way home to Absalom from the Shackles, a new mission from the society sends our team sailing north into the dangerous Sodden lands to close our "piracy arc"

Part IV - The Planar Saga
S3-20: The Rats of Round Mountain, Part I - Having returned home, the PCs are called up to the Grand Lodge for a new quest into the mysterious artifact, The Hao Jin Tapestry (Level 8)
S3-22: The Rats of Round Mountain, Part II
S7–03: The Bronze House Reprisal - Back in Absalom, the heroes will have to face off once more with the Aspis Consortium
The Harrowing - Traveling through the tapestry to Varisia, our heroes will tackle this wonderful module that gives players exposure to many elements that make the Golarion lore fantastic (Level 9)

Part V - The Lissala Saga
S4-08: The Cultist's Kiss - The next five scenarios follow the season 4 metaplot and (without providing any spoilers) form a nice crescendo and climax for a life of adventuring (Level 10)
S4-10: Feast of Sigils
S4-12: The Refuge of Time
S4-20: The Words of the Ancients - (Level 11)
S4-26: The Waking Rune
S1-40: Hall of Drunken Heroes - A fun high level scenario based around the best god in Golarion. Provides a return to Absalom and a nice wind down after the high stakes series proceeding it.

Part VI - The Retirement Saga
S1-46: Eyes of the Ten, Part I - (Level 12)
S1-54: Eyes of the Ten, Part II
S2-05: Eyes of the Ten, Part III
S2-22: Eyes of the Ten, Part IV


I think I would personally just play core and do a big Module (Emerald Spire) or Adventure Path (Rise of the Runelords)

Many times and there are list on here where people have put scenario list that work really well together story wise.

Sovereign Court 4/5

2 people marked this as a favorite.

With the scenarios you have listed here, the trouble exists in that they have minimal exposure to the characters and theme of Eyes. They have no 'skin in the game' and no 'flavour of the story' if you will. They have no who, what, where, when and why of the most important story of their lives (Eyes is SO awesome!).

And I would never, ever, recommend running Eyes for more than 4 people. I've played with 4 and run it with 5. No more than 4.

If you're looking for some other general story arcs, yours does have a good flavour to it and is quite cohesive.

The following list is thanks to Lucas Servideo, V-L of Boston and Michael VonHasseln, V-C of Missouri:

Scenario list:

Level 1
Masters of the Fallen Fortress (Module)
5-08 The Confirmation
6-10 The Wounded Wisp
Level 2
0-01 Silent Tide
0-02 The Hydra’s Fang Incident
0-04 Frozen Fingers of Midnight
Level 3
0-05 Mists of Mwangi
0-03 Murder on the Silken Caravan
0-06 Black Waters
Level 4
0-07 Among the Living
1-35 Voice in the Void
1-33 Assault on the Kingdome of the Impossible
Level 5
0-14 The Many Fortunes of Grandmaster Torch
1-45 Delirium’s Tangle
1-49 Among the Dead
Level 6
2-11 The Penumbral Accords
1-29 Devil We Know 1
1-30 Devil We Know 2
Level 7
1-41 Devil We Know 3
1-48 Devil We Know 4
3-08 Among The Gods
Level 8
0-2- Kin Xeros of Azlant
0-22 Fingerprints of the Fiend
1-40 Halls of Drunken Heroes
Level 9
1-36 Echoes of the Everwar 1
1-42 Echoes of the Everwar 2
1-44 Echoes of the Everwar 3
Level 10
1-53 Echoes of the Everwar 4
2-08 The Sarkorian Prophecy
2-10 Fury of the Fiends
Level 11
2-20 Wrath of the Accursed
5-17 Fate of the Fiends
2-18 The Forbidden Furnace of Forgotten Koor
Level 12
1-46 Eyes of the Ten 1
1-54 Eyes of the Ten 2
2-05 Eyes of the Ten 3
2-22 Eyes of the Ten 4

Grand Lodge 5/5

Dave Baker wrote:

With the scenarios you have listed here, the trouble exists in that they have minimal exposure to the characters and theme of Eyes. They have no 'skin in the game' and no 'flavour of the story' if you will. They have no who, what, where, when and why of the most important story of their lives (Eyes is SO awesome!).

And I would never, ever, recommend running Eyes for more than 4 people. I've played with 4 and run it with 5. No more than 4.

If you're looking for some other general story arcs, yours does have a good flavour to it and is quite cohesive.

The following list is thanks to Lucas Servideo, V-L of Boston and Michael VonHasseln, V-C of Missouri:

** spoiler omitted **

This list Dave gave you is quite a good campaign in prep for Eyes IMO, even if he did demote Lucas. This thread has a number of other campaign paths.

Your campaign looks pretty good, but I'd agree it pretty minimally links to Eyes, where at least having met 1 of the characters is extremely important, IMO.

Dark Archive 2/5

Good point about it lacking the lead up. I think I may instead take out Eyes of the Ten, and try a different high level conclusion. Maybe use the "Academy of Secrets" module as it would appeal to this group.

Grand Lodge 5/5

I've also heard good things about Wardens of the Reborn Forge (which I meant to include in my previous post, sorry), but haven't had the chance to experience it, yet. I have a character waiting to do it and a GM lined up, now for the rest of the party.

As for Academy, I've heard good things. I know locally it's run a few times and people seemed to enjoy it, but it seems to run a bit shorter than other modules.

Either way I think it should be a good time, and would be interested to hear how it turns out. Best of luck.

Sovereign Court 4/5

I am in the middle of Wardens and I also highly approve. Just when you think it couldn't get any worse, it does.

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