6–01: Trial by Machine by Sean McGowan
For levels 1-5. More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
6–02: The Silver Mount Collection by Crystal Frasier
For levels 3-7. The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
6–03: The Technic Siege by Kyle Baird
For levels 5-9. When the Pathfinder Society acquires a copy of A Thread of Silver, a written survey of some of Numeria's most closely guarded sites, the Technic League dispatches its own agents to the Pathfinder lodge in Nantambu to recover the text and make an example of those who would investigate Numeria's otherworldly secrets. Can the PCs prevent the League from stealing this valuable tome and destroying the Society's foothold in the Mwangi Expanse? For levels 5-9.
6–04: Beacon Below by Matt Duval
For levels 7-11. Thousands of years ago, a defeated order of Osirian sages sought refuge in the perilous Pillars of the Sun in central Osirian. Until recently they were presumed lost, but recent exploration has uncovered the fortress sanctum they left behind. When the PCs delve into one of its sealed halls, they find the sages’ millennia-old projects dormant but not dead. “Beacon Below” also contributes to the Dark Archive and Scarab Sages factions.
6–05: Slave Ships of Absalom by Mark Garringer
For levels 1-5.The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.Content in “Slave Ships of Absalom” contributes the Liberty’s Edge and Sovereign Court factions.
6–06: Hall of the Flesh Eaters by Tom Phillips
For levels 1-5.Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.
6–07: Valley of Veiled Flame by Nathan King
For levels 5–9. For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCs—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.Content in “Valley of Veiled Flame” contributes to the Liberty’s Edge and Silver Crusade factions.
6–08: The Segang Expedition by Benjamin Bruck
For levels 1–5. Rumors of a lost shrine in the Segang Jungle draw the Pathfinder Society’s attention, but the prohibitive cost of sending a team into the wilds of Jalmeray threatens to shut down the expedition before it even begins. Fortunately, a wealthy patron has offered to fund the PCs travel expenses in return for their help in his decades-old quest. Can the Pathfinders balance this new obligation with their exploration of the archaeological site? Content in “The Segang Expedition”contributes to the Sovereign Court faction.
6–09: By Way of Bloodcove by Justin Juan
For levels 3–7. For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents. Content in “By Way of Bloodcove” contributes to the Exchange faction.
6–10: The Wounded Wisp by Thurston Hillman
For levels 1–2. More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years.
"The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.
6–11: The Slave Master's Mirror by Sam Polak
For levels 3–7. An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves? Content in “The Slave Master’s Mirror” contributes to the Liberty’s Edge and Silver Crusade factions.
6–12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail by Robert Brookes, RPG Superstar 2014 finalist
For levels 1–5. Weeks have passed since Venture-Captain Nieford Sharrowsmith departed for the Bandu Hills, and having not heard from him since but learned of an Aspis Consortium expedition bound for the same destination, the Society and local allies have grown worried for the aging explorer’s safety. As the PCs travel south on Sharrowsmith’s trail, they must track the venture-captain to the ruins he sought while also dealing with the aftermath of his actions.
“On Sharrowsmith’s Trail” is the first scenario in the three-part Scions of the Sky Key campaign arc. It is followed by Pathfinder Society Scenario #6–14: Scions of the Sky Key, Part 2: “Kaava Quarry” and Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.
Content in “On Sharrowsmith’s Trail” also contributes directly to the ongoing storylines of the Exchange faction.
6–13: Of Kirin and Kraken by Kris Leonard
For levels 7–11. When imperial Lung Wa collapsed over a century ago, it shattered not only the political ties that united the successor states but also the philanthropic order known as the Way of the Kirin. Today, despite having allied itself with Venture-Captain Amara Li’s thriving Lantern Lodge and funded the Pathfinder Society’s endeavors in Tian Xia, the Way controls only a handful of its once-extensive web of strongholds. One of its leaders in Kwanlai has decided that it is time for Amara Li to demonstrate her dedication to her allies: by recovering one of the order’s most treasured relics lost in the swamps of Wanshou. It is up to the PCs to brave the realm of a kraken god-king in order to keep the Society’s alliance intact. Content in “Of Kirin and Kraken” also contributes directly to the ongoing storylines of the Sovereign Court faction.
6–14: Scions of the Sky Key, Part 2: Kaava Quarry by Mike Kimmel, RPG Superstar 2014 finalist
For levels 1–5. A powerful guardian stands vigil over the ancient ruins where Venture-Captain Nieford Sharrowsmith disappeared recently, yet the beast has a weakness: a prophesied talisman now in the possession of an elusive grippli tribe deep in the Kaava Lands. The PCs must win the reclusive people’s trust and claim the prize—all before the Aspis Consortium does!
“Kaava Quarry” is the second scenario in the three-part Scions of the Sky Key campaign arc. It is preceeded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and followed by Pathfinder Society Scenario #6–16: Scions of the Sky Key, Part 3: “The Golden Guardian.” All three chapters are intended to be played in order.
6–15: The Overflow Archives by Scott Sharplin
For levels 1–5. Beneath the Grand Lodge of Absalom lie the vaults, a series of storerooms and libraries that contain much of the Society’s findings from the past centuries. Cataloguing the sundry relics and texts takes time, and finds requiring closer study find their way to an extensive vault called the Overflow Archives. Soon after a pair of initiates sneaks into the archive and steals a few items on a dare, the complex inexplicably springs a leak. It is up to the PCs to investigate this strange phenomenon and put a stop to it before thousands of priceless documents are ruined forever.
Content in “The Overflow Archives” also contributes directly to the ongoing storyline of the Dark Archive faction.
6–16: Scions of the Sky Key, Part 3: The Golden Guardian by Mikko Kallio, RPG Superstar 2014 finalist
For levels 1–5. Having bested the Aspis Consortium and recovered a powerful weapon, the PCs return to the Bandu Hills to delve into its ruins, confront the ancient guardian within, and find their missing venture-captain. Even greater secrets lie below, and the Pathfinders soon find that there is more to the so-called Golden Guardian than legends suggest. Are the PCs resourceful enough to survive the mounting danger and find Nieford Sharrowsmith?
“The Golden Guardian” is the final scenario in the three-part Scions of the Sky Key campaign arc. It is preceded by Pathfinder Society Scenario #6–12: Scions of the Sky Key, Part 1: “On Sharrowsmith’s Trail” and Pathfinder Society Scenario #6–14: Scions of the Sky Key, Part 2: “Kaava Quarry.” All three chapters are intended to be played in order. Content in “The Golden Guardian” also contributes directly to the ongoing storylines of the Grand Lodge faction.
6–17: Fires of Karamoss by Joe Homes
For levels 5–9. A Pathfinder expedition has uncovered hitherto unknown levels in the Red Redoubt, a millennium-old siege fortress created by the machine-mage Karamoss. A source of Numerian technology in its own backyard piques the Society’s interest, yet informants in the redoubt speak of an aggressive contingent deep below that aims to reactivate Karamoss’s powerful forges. Can the PCs salvage the fortress’s treasure while also preventing a catastrophe that could crush Absalom?
6–18: From Under Ice by Andrew Hoskins
For levels 1–5. Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. The Pathfinders set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their way into the witch-ruled nation, but even approaching Irrisen is fraught with danger. Can the PCs navigate the frozen wastes and recover the relics within, or will the icy climate claim their lives?
Content in “From Under Ice” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge and Scarab Sages factions.
6–19: Test of Tar Kuata by Pedro Coelho
For levels 3–7. The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that identifies Tar Kuata as the home of a strange, otherworldly relic, Pathfinders set off to recover it. However the Ouat are strict judges of perfection, and the PCs must prove their worth if they are to win the monks’ trust and treasure.
Content in “Test of Tar Kuata” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Scarab Sages faction.
6–20: Returned to the Sky by Anthony Li
For levels 7–11. Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes?
Content in “Returned to the Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.
6–21: Tapestry's Toil by Steven Helt
For levels 5–9. A simple retrieval mission takes an unexpected turn when the Pathfinder Society learns a valuable treasure was under its nose—within the curious demiplane connected to the Hao Jin Tapestry. The descendants of the original owners have changed in the centuries since their sequestration, though, and initial attempts to parley have ended in failure. Can the PCs discover what became of this lost people and secure the relic they guard?
Content in “Tapestry’s Toil” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge faction.
6–22: Out of Anarchy by Paizo staff
For levels 1–5. Several years ago, rebellion in the seaside town of Pezzack resulted in a Chelish blockade to slowly starve the rioters into submission. Since then few have entered or left, trapping the increasingly desperate citizens with little with which to repair their broken homes and eke out a living. When the Society learns that an important informant still lives in the ruined town, the PCs must smuggle themselves into Pezzack, navigate the devastated urban landscape, and extract their contact—all without igniting a new rebellion and inviting Cheliax’s unfettered wrath.
Content in “Out of Anarchy” contributes to the ongoing storyline of the Dark Archive and Liberty’s Edge factions.
6–23: The Darkest Abduction by Paizo staff
For levels 7–11. The occasional unexplained disappearance is common enough in Ustalav, yet a rash of unexplained abductions has led to fearful speculation on the verge of panic in the streets. Hoping to improve the Pathfinder Society’s reputation in Ustalav, Venture-Captain Basia Kalistoff has offered her lodge’s services in putting an end to this crime wave. But in a city where countless terrors haunt its underworld and institutions, can the PCs unveil the true culprit without unleashing an even darker fate on Karcau?
Content in “The Darkest Abduction” contributes to the ongoing storyline of the Scarab Sages and Sovereign Court factions.
6–97: Siege of Serpents by Jim Groves
For levels 1–11. The Pathfinder Society has opened its gates to visitors from across the world in anticipation of the Grand Convocation, a magnificent festival in which Pathfinders share tales of their exploits, show off their findings, and celebrate the Society’s accomplishments. However, an inopportune accident quickly spirals out of control when an old enemy attempts a brazen assault on the Pathfinders’ home, and an unexpected foe emerges from hiding to seek vengeance for the Society’s perceived crimes. Can the Pathfinders pacify the chaos and protect their guests while simultaneously defending the Grand Lodge?
"Siege of Serpents" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.
6–98: Serpents Rise by John Compton
For 7th-level pregenerated characters. Years of political maneuvering, espionage, smuggling, and diplomacy have set the stage for the Aspis Consortium’s most ambitious attack on their Inner Sea rivals: the Pathfinder Society. All that remains are several key preparations that only an elite team of Aspis agents can arrange, and once the fireworks begin, these same agents must strike quickly and mercilessly to secure objectives—some shared and some connected to deeper plots—and escape without the Society being any the wiser.
In this adventure the players portray agents of the Aspis Consortium. The events in this story also connect to and expand upon those in "Siege of Serpents".
6–99: True Dragons of Absalom by Thurston Hillman
For 4th-level pregenerated characters. For several years, the Pathfinder Society has enjoyed a mutually beneficial alliance with the Sewer Dragons, the dominant tribe of kobolds living beneath Absalom. When an elite patrol discovers a wounded member of the Society with a desperate message, the Sewer Dragons must move quickly intercept an extraordinary threat from seizing their territory—if not Absalom itself! In this special adventure the players portray kobolds as unlikely defenders of the City at the Center of the World.