pathfinder
The Pathfinder Society is an external body to Phenomenon Labs. For more information about how to get involved with Pathfinder both at and outside the Pheno galaxy please see their shiny new website
Welcome to Pathfinder Society Organized Play!
Pathfinder Society Organized Play is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society, a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil.
The campaign’s home base is sprawling Absalom, the so-called City at the Center of the World, that stands astride the great Inner Sea on the mountain-capped Isle of Kortos. A Pathfinder’s adventures explore the dark alleys and political intrigue of Absalom between far-flung travels to the most interesting and exotic locales in the world of the Pathfinder Roleplaying Game.
In Pathfinder Society Organized Play, you play a member of the Pathfinder Society, seeking fortune and glory all over the face of Golarion. At the same time, your character works for one of the competing factions, all with their own motivations and secret agendas.
Play is organized into Seasons, throughout which the actions and achievements of you and your fellow Pathfinders create an ongoing storyline. Each season consists of at least 28 Pathfinder Society scenarios (short, 4-hour adventures) set in a variety of exotic locations across Golarion.
PATHFINDER AT PHENO
Play is organized into Seasons, throughout which the actions and achievements of you and your fellow Pathfinders create an ongoing storyline. Each season consists of at least 28 Pathfinder Society scenarios (short, 4-hour+ adventures) set in a variety of exotic locations across Golarion.Because Pheno runs 3 hour slots, we've created double sessions for Pathfinder. This means you will have the luxury of thoroughly exploring the module. The table below relates to which Pheno sessions the game will run in.
Saturday Sessions 2 & 3 |
Saturday Sessions 4 & 5 |
Sunday Sessions 6 & 7 |
Sunday Sessions 8 & 9 |
Monday Sessions 10 & 11 |
---|---|---|---|---|
Blood Under Absalom | We Be Goblins | Traitor's Lodge | Weapon in the Rift | The Confirmation |
You have what you hold | Echoes of the Everwar Part 2 | Echoes of the Everwar Part 3 | Destiny of the Sands Part 3 | |
Echoes of the Everwar Part 1 | Snows of Summer | Snows of Summer | Echoes of the Everwar Part 4 |
Pathfinder Society Special Blood under Absolom
A Pathfinder Society Special designed for Levels 1-11.
The Ruby Phoenix Tournament is nigh, and organisations and individuals throughout the Inner Sea are scrambling to secure a spot in the legendary Tian fighting competition, among them the Pathfinder Society. In an underground qualifier event overseen by an enigmatic old monk and his oni spokesman, the Pathfinders must overcome the opposition to ensure the Society can send representatives to distant Goka to compete in the Ruby Phoenix Tournament itself. Battles will rage and blood will flow under the streets of Absalom, and only the greatest combatants will emerge victorious.
Written by Tim Hitchcock.
We be Goblins
A most unusual adventure for 1st-level goblin characters.
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
You have what you hold
A Pathfinder Society Scenario designed for levels 3-7.
As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society's ambitions to the north.
Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
Echoes of the Everwar Part 1: The Prisoner of Skull Hill
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).
A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. You have been sent north to investigate the disappearance and find a lost tomb long rumoured to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival.
The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.
Echoes of the Everwar Part 2: The Watcher of Ages
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11).
Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalogue the ruins, known as the Collapsed Halls, and to find the rumoured hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming.
The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.
Echoes of the Everwar Part 3: Terror at Whistledown
The citizens of the gnome enclave of Whistledown in distant Varisia are being kidnapped by malevolent creatures that stalk the night. You are sent there by the Pathfinder Society to see if this sudden surge of vile activity is linked to the rumors of a hidden tomb near Whistledown that holds the body of a famed Osirion concubine. Can you save the town of Whistledown from certain doom and find the lost tomb of the ancient concubine?
Terror at Whistledown is part 3 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.
Echoes of the Everwar Part 4: The Faithless Dead
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8, and 10-11).
The famous concubines of Sothis, recently returned to Osirion by the Pathfinder Society, are stolen from the Pathfinder Lodge in that nation's capital and it's up to you to find them and return them before their combined power can be used to awaken an ancient evil.
The Faithless Dead is the fourth and final scenario in the Echoes of the Everwar campaign arc.
The Traitor's Lodge
A Pathfinder Society Scenario designed for levels 3-7.
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defence. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion.
Content in "The Traitor's Lodge" also contributes to the ongoing storyline of the Grand Lodge faction.
Weapon in the Rift
A Pathfinder Society Scenario designed for levels 5-9.
Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor's tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor's secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders-a task complicated by their pushing past enemy lines.
Content in "Weapon in the Rift" also contributes directly to the ongoing storyline of the Silver Crusade faction.
Destiny of the Sands Part 3: Sanctum of the Sages
A Pathfinder Society Scenario designed for levels 3-7.
Uncovering the secrets of a Jewelled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages' hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians' power if they are to preserve a millennia-old organisation and Osirion's past.
"Sanctum of the Sages" is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: Destiny of the Sands-Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5-15: Destiny of the Sands-Part 2: "Race to Seeker's Folly." All three chapters are intended to be played in order.
Content in "Sanctum of the Sages" also contributes directly to the ongoing storyline of the Osirion faction.
The Snows of Summer (Reign of Winter 1 of 6)
Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga. This is sanctioned content available for Pathfinder Society play and incorporates part of the adventure path content. Players must be level 1 or 2 Pathfinder Society Legal PC's and will gain a level on completion of the module.
The Confirmation
A Pathfinder Society Scenario designed for level 1-2.
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society's rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site's secrets will not only contribute to the society's body of knowledge but shape the exciting careers ahead for each of the prospective agents.