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PFS 1-54: Eyes of the Ten - Part II: Maze of the Open Road — Sat<br />

9 am — Pathfinder Society<br />

Pathfinder Society Scenario designed for 12th level characters<br />

(Tier: 12). The mysteries of the Woodsedge Lodge continue as<br />

you <strong>and</strong> your fellow Pathfinders are sent to devil-tainted Cheliax<br />

<strong>and</strong> the steamy jungles of the Mwangi Expanse to find two<br />

missing venture-captains.<br />

PFS 2-05: Eyes of the Ten - Part III: Red Revolution — Sun 2 pm —<br />

Pathfinder Society<br />

Designed for 12th level characters. You <strong>and</strong> your fellow<br />

Pathfinders are hot on the trail of the traitor to the Pathfinder<br />

Society as Venture-Captain Eliza Petulengro once again sends<br />

you into the Maze of the Open Road to track the traitors’ coconspirators.<br />

Stepping through a portal, you find yourself on the<br />

cold, red desert planet Akiton, fourth planet from the sun <strong>and</strong><br />

Golarion’s outward neighbor.<br />

PFS 2-14: The Chasm of Screams — Sun 9 am — Pathfinder Society<br />

A Pathfinder Society Scenario designed for 7th to 11th level<br />

characters. When the Decemvirate sends the PCs on a mission<br />

into the desolate Mindspin Mountains to retrieve a much-needed<br />

alchemical reagent from a hermitic ex-Pathfinder known as the<br />

Phitoness of Axioms, the players soon find themselves deep in<br />

the mythical howling caves commonly referred to as the Chasm<br />

of Screams.<br />

PFS 2-22: Eyes of the Ten - Part IV: Nothing Ventured, Nothing<br />

Gained — Sun 8 pm — Pathfinder Society<br />

A Pathfinder Society Scenario designed for 12th level<br />

characters. In the secret upper levels of the Pathfinder Society’s<br />

headquarters, you must survive the deadly defenses laid in<br />

place by the masked Decemvirate <strong>and</strong> save one of their number<br />

from an assassin’s blade. Nothing Ventured, Nothing Gained<br />

is the fourth <strong>and</strong> final scenario in the Tier 12 Eyes of the Ten<br />

campaign arc.<br />

PFS 3-24: The Golden Serpent — Sat 2 pm, Sun 8 pm —<br />

Pathfinder Society<br />

Designed for levels 5–9 The Pathfinder Society sends a team of<br />

agents to meet an important contact in an unassuming restaurant<br />

in Absalom’s Ivy District, but not everything is as it seems. What<br />

the Pathfinders find there will lead them into a lion’s den of<br />

danger & intrigue in the City at the Center of the World.<br />

PFS 4-08: The Cultist’s Kiss — Fri 8 pm — Pathfinder Society<br />

Designed for levels 7–11. An active cell of the cult of Lissala has<br />

been discovered in the Varisian town of Palin’s Cove. Seeking a<br />

chance to learn about this long-lost faith not from millennia-old<br />

relics but from its current practice, a team of Pathfinders travels<br />

to the industrial seaside settlement to uncover the secret coven &<br />

infiltrate its services in the guise of prospective converts.<br />

PFS 6-20: Returned to Sky — Mon 9 am — Pathfinder Society<br />

Designed for levels 7–11. Part of a Numerian relic once thought<br />

scattered to the winds has found its way back to the savage<br />

l<strong>and</strong> of super-science, & the Pathfinder Society must track down<br />

the component if they are to unlock the device’s secrets. Clues<br />

point to the economic hub Chesed, where only the descendants<br />

of a shattered clan can share where their revered ancestor<br />

buried the strange artifact.<br />

PFS 6-23: The Darkest Abduction — Mon 2 pm — Pathfinder<br />

Society<br />

Designed for levels 7–11. The occasional unexplained<br />

disappearance is common enough in Ustalav, yet a rash of<br />

unexplained abductions has led to fearful speculation on the<br />

verge of panic in the streets. Hoping to improve the Pathfinder<br />

Society’s reputation in Ustalav, Venture-Captain Basia Kalistoff<br />

has offered her lodge’s services in putting an end to this crime<br />

wave.<br />

RPGs<br />

48 RPGs<br />

PFS 7-02: Six Seconds to Midnight — Sun 9 am, 2 pm —<br />

Pathfinder Society<br />

For levels 3–7. A strange confluence of circumstances leaves the<br />

researchers of Uringen understaffed & in need of able-bodied<br />

assistants. Conveniently, recent Pathfinder Society experiments<br />

call for a rare reagent found only in that area, & the two<br />

organizations have negotiated a mutually beneficial deal. Can<br />

the PCs reach the settlement in time to witness this extraordinary<br />

event & h<strong>and</strong>le the phenomenon’s aftermath?<br />

PFS 7-03: The Bronze House Reprisal —<br />

Fri 2 pm, Sun 8 pm, Mon 2 pm — Pathfinder Society<br />

Designed for levels 5–9. A recent assault on the Pathfinder<br />

Society has re<strong>new</strong>ed hostilities with the Aspis Consortium,<br />

& clues left behind point to one of its masterminds: the gold<br />

agent Maiveer Sloan. By infiltrating one of the Consortium’s<br />

artifact-smuggling operations, the PCs can sabotage their rivals’<br />

criminal operations & send a clear message: No attack will go<br />

unanswered.<br />

PFS 7-04: The Ironbound Schism — Fri 2 pm, Sat 9 am, 2 pm,<br />

Sun 9 am, 2 pm, Mon 9 am — Pathfinder Society<br />

For levels 7–11. The cataclysmic Earthfall shattered the ancient<br />

civilization, & like its slumbering runelords who fled the<br />

destruction, many ruins lie hidden. The Ironbound Archipelago<br />

was once part of Edasseril, & word has reached the Pathfinder<br />

Society that an ancient ruin has emerged on the isle of<br />

Flintyreach. Can the PCs gain the locals’ trust & brave the<br />

giants’ wrath to secure this archaeological treasure?<br />

PFS 7-07: Trouble in Tamran — Fri, Sat 2 pm, Sun 9 am, 8 pm —<br />

Pathfinder Society<br />

For levels 1-5. Less than a decade ago, the Pathfinder Society<br />

established a lodge in Nirmathas, an act that infuriated the<br />

nation’s expansionist rival Molthune. The latter outlawed<br />

the Society soon after, & ever since Pathfinders have relied<br />

on smugglers like the Guaril Karela to slip supplies past the<br />

Molthuni blockade for both the lodge & the Society’s war-torn<br />

neighbors. Something has intercepted those shipments.<br />

PFS 7-08: To Judge a Soul, Part II — Sat, Sun 2 pm —<br />

Pathfinder Society<br />

Designed for levels 3–7. Venture-Captain Bakten’s past lives &<br />

the history of northern Tian Xia are interwoven, & with the PCs’<br />

assistance he has uncovered a troubling legacy secreted within<br />

the mountains of Zi Ha. It is up to the Pathfinders to ascend<br />

into the ice-capped mountains to unveil the crimes of past<br />

generations & save one of the region’s greatest heroes.<br />

PFS 7-09: The Blakros Connection — Fri 8 pm, Sat 9 am —<br />

Pathfinder Society<br />

Designed for levels 5-9. A recent attack on the Gr& Lodge<br />

became all the more heinous when one of the invading agents<br />

employed an eldritch relic to abduct a high-ranking Pathfinder.<br />

In order to release the captive, the Society must underst<strong>and</strong> the<br />

relic & track down the fleeing operative—a mission that leads the<br />

PCs into Absalom’s most prestigious archives to uncover a dark<br />

secret<br />

PFS 7-10: The Consortium Compact — Sat 9 am, 2 pm —<br />

Pathfinder Society<br />

For levels 1-2. The Aspis Consortium pays well, but few can<br />

st<strong>and</strong> its tactics for long. One operative, fed up with the<br />

Consortium, has contacted the Pathfinder Society with an offer:<br />

assist her in leaving the Aspos, & she will supply the Society<br />

with insider intelligence about their rival. It’s up to the PCs to<br />

navigate Diobel earn the defector’s trust, & deal a telling blow<br />

to their Aspis foes.

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