Season Six - The Year of the Serpent

7–00: The Sky Key Solution by Crystal Frasier
For levels 1–11. At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power.

7–01: Between the Lines by Sean McGowan
For levels 1–5. Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at first a routine shopping trip spirals out of control as the PCs uncovers the writing’s secret past—and secret messages.

7–02: Six Seconds to Midnight by Liz Courts
For levels 3–7. A strange confluence of circumstances leaves the researchers of Uringen understaffed and in need of able-bodied assistants. Conveniently, recent Pathfinder Society experiments call for a rare reagent found only in that area, and the two organizations have negotiated a mutually beneficial deal. Can the PCs reach the secluded settlement in time to witness this extraordinary event—and handle the phenomenon’s aftermath?

7–03: The Bronze House Reprisal by Matt Duval
For levels 5–9. A recent assault on the Pathfinder Society has renewed hostilities with the Aspis Consortium, and clues left behind point to one of its masterminds: the gold agent Maiveer Sloan. By infiltrating one of the Consortium’s artifact-smuggling operations, the PCs can sabotage their rivals’ criminal operations and send a clear message: No attack will go unanswered.

7–04: The Ironbound Schism by John Compton and Linda Zayas-Palmer
For levels 7–11. The cataclysmic Earthfall shattered the ancient Thassilonian civilization, and like its slumbering runelords who fled the destruction, many ruins lie hidden. The Ironbound Archipelago was once part of Edasseril, kingdom of envy, and word has reached the Pathfinder Society that an ancient ruin has emerged on the isle of Flintyreach. Can the PCs gain the local half-orcs’ trust and brave the resident giants’ wrath to secure this archaeological treasure?

7–05: School of Spirits by Alex Greenshields
For levels 1–5. Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

7–06: To Judge a Soul, Part 1: The Lost Legacy by Scott Sharplin
For levels 3–7. When a samsaran dies, he is reborn again with few memories of his past lives. The cycle continues until he has earned a righteous place in the afterlife. After years of service and lifetimes of accomplishment, Venture-Captain Bakten nears the end of his noble existence and has begun investigating his past lives as a means of understanding Tian Xia's rich history. However, he cannot complete his research alone, and only with the PCs' assistance can they decipher the region's past.

"The Lost Legacy" is the first scenario in the two-part To Judge a Soul campaign arc. It is followed by Pathfinder Society Scenario #7-08: To Judge a Soul, Part 2: Karma Reclaimed and is intended to be played in order.

7–07: Trouble in Tamran by Benjamin Bruck
For levels 1-5. Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Something has intercepted those shipments. Can the PCs uncover the culprit and save the Society's reputation in Nirmathas?

Content in "Trouble in Tamran" also ties into a special metaplot element from Pathfinder Society Special #6–98: Serpents Rise. Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

7–08: To Judge a Soul, Part 2: Karma Reclaimed by Larry Wilhelm
For levels 3–7. Venture-Captain Bakten's past lives and the history of northern Tian Xia are interwoven, and with the PCs' assistance he has uncovered a troubling legacy secreted within the mountains of Zi Ha. It is up to the Pathfinders to ascend into the ice-capped mountains to unveil the crimes of past generations and save one of the region's greatest heroes.

"Karma Reclaimed" is the second scenario in the two-part To Judge a Soul campaign arc. It is preceded by Pathfinder Society Scenario #7-06: To Judge a Soul, Part 1: The Lost Legacy and is intended to be played in order.

7–09: The Blakros Connection by Robert Brookes
For levels 5-9. A recent attack on the Grand Lodge became all the more heinous when one of the invading agents employed an eldritch relic to abduct a high-ranking Pathfinder. In order to release the captive, the Society must understand the relic and track down the fleeing operative—a mission that leads the PCs into Absalom's most prestigious archives to uncover a dark secret.

"The Blakros Connection" also ties into a special metaplot element from Pathfinder Society Special #6-98: Serpents Rise. Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

7–10: The Consortium Compact by Mike Kimmel
For levels 1-2. The Aspis Consortium pays well, but few can stand its underhanded tactics for long. One operative fed up with the Consortium's practices has contacted the Pathfinder Society with a tempting offer: assist her in leaving the organization, and she will supply the Society with years of insider intelligence about their longstanding rival. It's up to the PCs to navigate Diobel—a proud town run by cutthroat smugglers—earn the defector's trust, and deal a telling blow to their Aspis foes.

"The Consortium Compact" is an evergreen, replayable scenario designed to help introduce players to the Pathfinder Society, the Isle of Kortos, and one of the Society's longstanding rivals.

7–11: Ancients' Anguish by Mikko Kallio
For levels 7-11. When the Jeweled Sages, an ancient order of Osirian scholars, fled Qadiran invaders millennia ago, some perished, and others disappeared deep into territories once held by the pharaohs of old. With the help of the Jeweled Sages' long-abandoned tools, the eminent Tahonikepsu has discovered one of the sages' last known whereabouts in the wilds of Nex. What secrets lie within these inhospitable ruins that date back to the Age of Darkness, and what fate did the so-called Amethyst Sage meet within?

Content in "Ancients' Anguish" also contributes directly to the ongoing storyline of the Scarab Sages faction.

7–12: The Twisted Circle by Jon Cazares
For levels 1-5. A magical war between the archmages Geb and Nex left the landscape between their nations scarred and wracked by magical anomalies—a barren stretch known as the Mana Wastes. During the conflict, their generals also created countless weapons and defenses that pushed the limits of magic, yet most of these were destroyed in battle or lost forever. Recent investigations suggest that some of this ancient power is at play in an insular town outside Alkenstar, but there the trail runs cold. Can the PCs uncover the truth while braving the residents' eccentricities?

7–13: Captive in Crystal by Monica Marlowe
For levels 5-9. Recent events have left the Master of Spells Aram Zey unable to fulfill his duties, and without his expertise, the Pathfinder Society struggles to resolve pressing arcane matters. The Decemvirate has reopened the decade-old case of the most qualified replacement: Aram Zey's predecessor and former Master of Spells Sorrina Westyr, who disappeared while handling a powerful wayfinder that the Society has since kept closely guarded. It is up to the PCs to track down Sorrina Westyr—and bring back whatever remains.

Content in "Captive in Crystal" also contributes directly to the ongoing storyline of the Grand Lodge faction.

7–14—Faithless and Forgotten, Part 1: Let Bygones Be by Brian J. Fruzen, RPG Superstar 2015 finalist
For levels 1-5. Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen fought for that privilege. Cheliax has once again extended its hand to the Society, inviting its agents to investigate an abandoned keep that dates back to the Chelish civil war. It's up to the PCs to navigate the Corentyn's streets and politics as they uncover the buried past and lay the foundation for a new partnership with a one-time foe.

"Let Bygones Be" is the first scenario in the three-part Faithless and Forgotten campaign arc. It is followed by Pathfinder Society Scenario #7-16: "Lost Colony of Taldor" and Pathfinder Society Scenarios #7-18: "The Infernal Inheritance." All three chapters are intended to be played in order.

7–15: The Deepmarket Deception by Nathan King
For levels 3-7. When the Pathfinder Society claimed the Hao Jin Tapestry in Tian Xia, it seemed as though the Aspis Consortium's influence there had ended. An anonymous informant recently identified an Aspis resurgence in Goka's Deepmarket, and Venture-Captain Amara Li hopes that a small, well-trained team can ferret out the villains and prevent any greater atrocities. Can the PCs traverse the Deepmarket's treacherous politics and tunnels and neutralize the Consortium's local ringleader?

Content in The Deepmarket Deception also contributes directly to the ongoing storyline of the retired Lantern Lodge faction.

7–16—Faithless and Forgotten, Part 2: Lost Colony of Taldor by Kalervo Oikarinen, RPG Superstar 2015 finalist
For levels 1-5. The Society’s excavations continue, now taking the PCs to the long-contested territory of Kharijite—Cheliax’s southernmost territory, where the great Arch of Aroden bridges the Hespereth Strait and establishes an Avistani foothold in Rahadoum’s backyard. There, an ancient Taldan ruin suggests that empire’s great Armies of Exploration traveled even farther than believed possible. Can the PCs uncover the site’s secrets—and in doing so reshape the Inner Sea region’s history?

“Lost Colony of Taldor” is the second scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7–14: “Let Bygones Be” and followed by Pathfinder Society Scenarios #7–18: “The Infernal Inheritance.” All three chapters are intended to be played in order.

7–17: Thralls of the Shattered God by Andrew Hoskins
For levels 5-9. After two years of blood and bravery, the Fifth Mendevian Crusade has struck a terrible blow to the Worldwound’s demons and reclaimed lost territory. The Pathfinder Society, as one of the crusade’s partners in this endeavor, has earned the right to explore and salvage what it can of the lost Sarkorian sites under Mendev’s control, and it has identified one ruin as a priority. In fact, the site seems to actively call to one agent in particular, a scarred survivor of abyssal experiments. Venture-Captain Jorsal of Lauterbury has asked the PCs to accompany this agent into the wasteland, where perhaps she might learn how to control her demonic half—or purge it completely.

Content in “Thralls of the Shattered God” also contributes directly to the ongoing storyline of the Silver Crusade faction.

7–18—Faithless and Forgotten, Part 3: The Infernal Inheritance by Christopher Wasko, RPG Superstar 2015 finalist
For levels 1-5. Tragedy has struck, and the Society’s attention must turn from academics to action as they infiltrate a seemingly impenetrable facility in the heart of Ostenso, one of Cheliax’s greatest ports. They must act quickly, for only the distraction of a national holiday can provide the PCs the cover they need to get in, get the job done, and get out without drawing the attention of an entire city’s guards.

“The Infernal Inheritance” is the final scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7–14: “Let Bygones Be” and Pathfinder Society Scenarios #7–16: “Lost Colony of Taldor.” All three chapters are intended to be played in order.

Content in “The Infernal Inheritance” also contributes directly to the ongoing storyline of the Dark Archive faction.

7–19: Labyrinth of Hungry Ghosts by Tom Phillips
For levels 3–7. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.

This scenario is a sequel to Pathfinder Society Scenario #6–06: "Hall of the Flesh Eaters".

7–20—All for Immortality, Part 1: First Taste of Eternity by Thurston Hillman
For levels 12–15.Every year, one of Thuvia’s five city-states receives a mere six vials of the famous sun orchid elixir—a potent and 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 this year 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 since the acclaimed Eyes of the Ten series, and it is the first scenario in the three-part All for Immortality campaign arc. It is followed by Pathfinder Society Scenario #7–26: “All the Gods Beyond” and Pathfinder Society Scenario #7–29: “Serpents Fall.” All three chapters are intended to be played in order.

7–21: The Sun Orchid Scheme by Nicholas Wasko
For levels 1–5. With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge?

Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction.

7–22: Bid for Alabastrine by Thurston Hillman
For levels 1–5. Decades ago, the merchant nation of Druma anticipated a wave of migrants and built the city Alabastrine to accommodate them. The mass migration never happened. Always seeking a return on investment, Druma recently began auctioning off control of the city to the highest bidders and wealthiest entrepreneurs for five years at a time. The next auction begins soon, and the powerful Aspis Consortium gold agent Myrosype—an enemy of the Society responsible for countless Pathfinders’ deaths—is poised to take control of the whole city for her own nefarious ends. The Society has secured a few invitations for the PCs to attend the auction. Can they disrupt the event’s delicate politics in order to stop their rival, or will the Aspis Consortium gain an unassailable stronghold?

Content in “Bid for Alabastrine” also contributes directly to the ongoing storyline of the Exchange Faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise". Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

7–23: Abducted in Aether by Jason Keeley
For levels 7–11. Among the greatest crimes committed during an attack on the Grand Lodge was the abduction of a high-ranking member of the Pathfinder Society. The Society has tracked the kidnapped to another plane of existence, where his captor is preparing to sell her prize to a host of otherworldly bidders. Can the PCs intervene and mount a rescue before the esteemed captive disappears forever?

Content in “Abducted in Aether” also contributes directly to the ongoing storyline of the Grand Lodge faction.

7–24: Dead Man's Debt by Brian Duckwitz
For levels 1–5. Every Pathfinder’s adventures come to an end eventually. When the Society an esteemed venture-captain laid to rest, it was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten, and they expect the Society to make good on the late venture-captain’s promises. Its up to the PCs to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region.

7–25: Orders from the Gate by Cole Kronewitter
For levels 5–9. Ongoing unrest in Cheliax has strained the nation’s military resources, so when the Order of the Gate sensed an imminent disaster brewing in the Menador Mountains, it had to seek outside assistance. The Pathfinder Society has answered the call. After all, the same site the Hellknights identified is one of the ancient ruins the Society has long wanted to study. Can the PCs salvage the site’s historic wonders while also honoring their commitment to the Order of the Gate?

Content in “Orders from the Gate” also contributes directly to the ongoing storyline of the Dark Archive faction.

7–26—All for Immortality, Part 2: All the Gods Beyond by Amanda Hamon Kunz and F. Wesley Schneider
For levels 12–15. 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.

7–27: Beyond Azlant Ridge by Ron Lundeen
For levels 3–7. Six years ago, the Pathfinder Society narrowly avoided disaster at an archaeological excavation in the Terwa Uplands. The expedition recovered and resumed its work, and at long last they have learned what the ancient culture had hoped to guard. That’s when all correspondence ended. Fearing the excavation may be besieged once more, the Society has sent the PCs to save who they can, salvage what they must, and uncover a secret that has laid buried outside Bloodcove for millennia.

7–28: Ageless Ambitions by Luis Loza
For levels 7–11. The time has come to strike down the vile Korholm Agenda, the faction of the Aspis Consortium that launched a staggering attack against the Pathfinder Society a year ago. The Agenda’s leader has allied himself with one of the most powerful men in Thuvia, and together they are on the cusp of pitching the entire region into a brutal war of conquest and greed. The Pathfinder Society has placed its trust in the PCs to stop this internecine conflict. To do so, they must confront the Korholm Agenda’s leader in his own domain.

Content in “Ageless Ambitions” also contributes directly to the ongoing storyline of the Sovereign Court faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise." Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

7–29—All for Immortality, Part 3: Serpents Fall by John Compton
For levels 12–15. 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.

7–98: Serpents' Ire by John Compton
For 8th-level pregenerated characters. A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.

In this adventure the players portray agents of the Aspis Consortium using 8th-level pregenerated characters. Content in "Serpents’ Ire" also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise." Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

7-99: Through Maelstrom Rift by Linda Zayas-Palmer
For 6th-level pregenerated characters. Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.