For levels 7-11. Defend a notable information broker from an assassination contract.
Description:
The Red Mantis have a contract to assassinate Grandmaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.
PFS(1ed) #7-20: All for Immortality, Part 1: First Taste of Eternity
Summary:
No Pregens Available. For levels levels 12-15. While contracted to protect the nearly priceless sun orchid elixir, the PCs must thwart a conspiracy that could throw the region into chaos.
Description:
**No Pregens Available** A Pathfinder Society Scenario designed for levels 12–15. Each year, one of Thuvia’s five city-states receives six vials of the famous sun orchid elixir—a potent, extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly. “First Taste of Eternity” debuts the first dedicated seeker-level content for the Pathfinder Society Roleplaying Guild in many years. It is the first in the three-part All for Immortality campaign arc. All three chapters are intended to be played in order.
PFS(1ed) #7-26: All for Immortality, Part 2: All the Gods Beyond
Summary:
No Pregens Available. For levels 12-15. The plot thickens when the PCs learn of a clandestine laboratory in shadow-cursed Nidal.
Description:
**No Pregens Available** Recent revelations suggest the Thuvian crisis is part of a more devious scheme—one that extends far beyond the sun orchid trade. On the trail of the villainous mastermind at the heart of it all, the PCs set out for shadow-cursed Nidal to infiltrate a clandestine facility established to study the utterly otherworldly. “All the Gods Beyond” is the second scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7–20: “First Taste of Eternity” and followed by Pathfinder Society Scenario #7–29: “Serpents Fall.” All three chapters are intended to be played in order.
PFS(1ed) #7-29: All for Immortality, Part 3: Serpents Fall
Summary:
No Pregens Available. For levels levels 12-15. The Society's foe has fled to the port of Ostenso to enact 1 last destructive plan.
Description:
**No Pregens Available** The elite Pathfinders have unraveled secrets within secrets, all of which point to a mastermind poised to strike from the Chelish military port of Ostenso. Sending agents so deep into enemy territory risks brutal reprisal, yet it cannot compare to the evils that will arise if the Society does not intervene. There is no recourse but to strike at the very heart of the Aspis Consortium itself, and the PCs shall wield the blade! “Serpents Fall” is the third and final scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7–20: “First Taste of Eternity” and followed by Pathfinder Society Scenario #7–26: “All the Gods Beyond.” All three chapters are intended to be played in order.
For levels 5-9. Exonerate an ally's ancestor in return for valuable intelligence.
Description:
Centuries ago, when a warrior set out to slay a dragon of her own and carve out a kingdom, she returned not with a linnorm's head but that of the local linnorm king. The lone witness insisted she had used ice magic and Irriseni witchcraft to kill the king, an accusation that led to the warrior's execution. It's said that even today, the so-called Jarlsblood Witch prowls the land and snatches up lone travelers.
Not all believe these tales, most notably the warrior's descendants. One serves as a member of Taldor's Ulfen Guard and has contacted the Society to make a deal: exonerate his defamed ancestor in exchange for intelligence that could shape Taldor's future and avert a disaster.
For levels 7-11. Intercept an attack during a public holiday.
Description:
Devious schemes are afoot in Oppara, the glittering capital of Taldor. As the city delights in a public holiday, Lady Gloriana Morilla and her allies have learned of an impending plot that could throw the whole nation into chaos. The PCs are uniquely poised to collaborate with Taldor's secretive Lion Blade spies to intercept the culprits in what promises to be a defining moment in Taldan history.
Contents in "The Lion's Justice" also contribute directly to the ongoing storyline of the Sovereign Court faction.
For levels 7-11. Intercept an attack during a public holiday.
Description:
Devious schemes are afoot in Oppara, the glittering capital of Taldor. As the city delights in a public holiday, Lady Gloriana Morilla and her allies have learned of an impending plot that could throw the whole nation into chaos. The PCs are uniquely poised to collaborate with Taldor's secretive Lion Blade spies to intercept the culprits in what promises to be a defining moment in Taldan history.
Contents in "The Lion's Justice" also contribute directly to the ongoing storyline of the Sovereign Court faction.
For levels 3-6. The PCs set out into the Laughing Jungle to return a magic bell to a community of halflings who rely on it for protection against dangerous monsters.
Description:
Venture-Captain Finze Bellaugh at the Anthusis Lodge in Vidrian recently came into possession of a magic bell that was plundered from a community of Song'o halflings living somewhere in the Laughing Jungle. He believes the bell is a critically important object to this community, and he needs a group of skilled Pathfinders to learn precisely where the bell came from, then return it to its rightful owners. The PCs soon discover there is more to the bell's story, and returning it is no simple matter!
For levels 3-6. The PCs set out into the Laughing Jungle to return a magic bell to a community of halflings who rely on it for protection against dangerous monsters.
Description:
Venture-Captain Finze Bellaugh at the Anthusis Lodge in Vidrian recently came into possession of a magic bell that was plundered from a community of Song'o halflings living somewhere in the Laughing Jungle. He believes the bell is a critically important object to this community, and he needs a group of skilled Pathfinders to learn precisely where the bell came from, then return it to its rightful owners. The PCs soon discover there is more to the bell's story, and returning it is no simple matter!
For levels 3-6. The PCs set out into the Laughing Jungle to return a magic bell to a community of halflings who rely on it for protection against dangerous monsters.
Description:
Venture-Captain Finze Bellaugh at the Anthusis Lodge in Vidrian recently came into possession of a magic bell that was plundered from a community of Song'o halflings living somewhere in the Laughing Jungle. He believes the bell is a critically important object to this community, and he needs a group of skilled Pathfinders to learn precisely where the bell came from, then return it to its rightful owners. The PCs soon discover there is more to the bell's story, and returning it is no simple matter!