West Virginia Pathfinder Society

Charleston, WV, US

Oct 2016

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SlotScenarioGame / CampaignPlayersGMs
1-5pm
GMT-04
Pathfinder RPG: Pathfinder Society1 of 61 of 1

In the conclusion of The Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.

“Rules of the Swift” is the final scenario in the four-part The Devil We Know campaign arc. It follows Pathfinder Society Scenario #29: "Shipyard Rats", Pathfinder Society Scenario #30: "Cassomir's Locker", and Pathfinder Society Scenario #41: "Crypt of Fools." Parts 1 and 2 can be played in any order, but parts 3 and 4 must be played sequentially and can only be played by a PC who has completed parts 1 and 2.

Written by Larry Wilhelm

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.

Written by John Compton

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

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.

Written by Nathan King

Factions: Silver Crusade

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

The Peerless Empire of shaitan genies has warred with its fiery counterpart for centuries and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society’s few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months’ service could dramatically enhance the Society’s reputation (and fill those agents’ pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society’s first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.

Content in “Ungrounded but Unbroken” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Jenny Jarzabski

Factions: Sovereign Court

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Pathfinder RPG0 of 60 of 1

Please sign up here if unable to play any of the scenarios offered, and if planning on attending.

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