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Phenomenon 2013

Phenomenon 2013

Pathfinder

Pathfinder

Pathfinder Society organised play

We Be Goblins!

By Richard Pett

A most unusual adventure for 1st-level goblin characters (1 session).

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors…

We Be Goblins! is an adventure for 1st-level characters in which the PCs play a horde of malicious and murderous goblins, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure takes place outside the town of Sandpoint in the Pathfinder campaign setting, but can easily be adapted for any campaign world. It also serves as a preview of Pathfinder Player Companion: Goblins of Golarion, and as an optional prequel to Pathfinder Adventure Path's upcoming Jade Regent Adventure Path.

Level Requirements
Adventure for 1st-level characters

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The Cyphermage Dilemma

By Patrick Renie

A Pathfinder Society Scenario designed for levels 1–5 (double session).

In the shadow of the cyclopean Cyphergate that spans Riddleport's harbor, the PCs find themselves embroiled in a dangerous plot of deception that one could only find in Varisia's infamous pirate port. "The Cyphermage Dilemma" was originally an exclusive adventure, run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year, but has been revised and updated for public release.

Level Requirements
A Pathfinder Society Scenario designed for levels 1–5

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The Veteran's Vault

By Savannah Broadway

A Pathfinder Society Scenario designed for levels 1–5 (double session).

While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.

Level Requirements
A Pathfinder Society Scenario designed for levels 1–5

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The Night March of Kalkamedes

By Michael Kortes

A Pathfinder Society Scenario designed for levels 1–5 (double session).

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

Level Requirements
A Pathfinder Society Scenario designed for levels 1–5

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Way of the Kirin

By Paizo Staff

A Pathfinder Society Scenario designed for levels 3–7 (double session).

On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.

Level Requirements
A Pathfinder Society Scenario designed for levels 3–7

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Pathfinder Society Scenario #46: Eyes of the Ten–Part I: Requiem for the Red Raven (PFRPG) PDF

By Erik Mona

A Pathfinder Society Scenario designed for 12th level characters (Tier 12) (two slot, 4 (Pheno) sessions).

You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword, the Pale Maiden, to the newly re-opened Woodsedge Lodge. All is not as it seems, however, when the lodge is attacked during a ceremony and a famous Pathfinder is murdered. The Lady of the Lodge, Venture-Captain Eliza Petulengro, puts you on the mission to solving the murder and catching those responsible.

Requiem for the Red Raven is the first part of the four-part Eyes of the Ten campaign arc. It is a two-slot (4 Pheno sessions) scenario and is meant to be played in 8 to 10 hours.

It is followed by Pathfinder Society Scenario #54: Eyes of the Ten–Part II: The Maze of the Open Road.

Level Requirements
A Pathfinder Society Scenario designed for 12th level characters (Tier 12).

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Pathfinder Society Scenario #54: Eyes of the Ten–Part II: The Maze of the Open Road (PFRPG) PDF

By Mark Moreland

A Pathfinder Society Scenario designed for 12th level characters (Tier 12) (2 sessions).

The mysteries of the Woodsedge Lodge continue as you and your fellow Pathfinders are sent to devil-tainted Cheliax and the steamy jungles of the Mwangi Expanse to find two missing venture-captains.

The Maze of the Open Road is the second scenario in the Eyes of the Ten campaign arc for Tier 12. It is a sequel to Pathfinder Society Scenario #46: Eyes of the Ten–Part I: Requiem for the Red Raven and is followed by Pathfinder Society Scenario #2-05: Eyes of the Ten–Part III: Red Revolution.

Level Requirements
A Pathfinder Society Scenario designed for 12th level characters (Tier: 12).

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Pathfinder Society Scenario #2-05: Eyes of the Ten–Part III: Red Revolution (PFRPG) PDF

By Joshua J. Frost

A Pathfinder Society Scenario designed for 12th level characters (Tier 12) (2 sessions).

You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors' co-conspirators. Stepping through a portal, you find yourself on the cold, red desert planet Akiton, fourth planet from the sun and Golarion's outward neighbor. You arrive in the midst of revolution, however, and are quickly embroiled in the politics of a new world. Can you survive the frigid, violent revolution of the alien Akiton and put an end to the Society's traitor once and for all?

Red Revolution is the third scenario in the four-part Tier 12 Eyes of the Ten campaign arc. It is the sequel to Pathfinder Society Scenario #54: Eyes of the Ten–Part II: The Maze of the Open Road and will be followed by the arc's fourth and final scenario, Pathfinder Society Scenario #2-22: Eyes of the Ten–Part IV: Nothing Ventured, Nothing Gained.

Level Requirements
A Pathfinder Society Scenario designed for 12th level characters (Tier: 12).

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Pathfinder Society Scenario #2-22: Eyes of the Ten–Part IV: Nothing Ventured, Nothing Gained (PFRPG) PDF

By Tim Hitchcock

A Pathfinder Society Scenario designed for 12th level characters (Tier 12) (2 sessions).

In the secret upper levels of the Pathfinder Society’s headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin’s blade.

Nothing Ventured, Nothing Gained is the fourth and final scenario in the Tier 12 Eyes of the Ten campaign arc and is the sequel to Pathfinder Society Scenario #2-05: Eyes of the Ten–Part III: Red Revolution.

Level Requirements
A Pathfinder Society Scenario designed for 12th level characters (Tier 12).

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Pathfinder Society Scenario #4-EX: Day of the Demon (PFRPG) PDF

By Larry Wilhelm

A Pathfinder Society Scenario designed for for levels 3 – 7 (2 sessions).

The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.

"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.

Level Requirements
A Pathfinder Society Scenario designed for levels 3 – 7.

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