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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.