Practical info: The table sits 6 players and 1 GM. A minimum of 3 players and 1 GM is required. As a player, you will only need to bring yourself and a pencil, but you are welcome to bring rulebooks, if you own them. There will be rulebooks and dice present at the table. The event organizer will bring new Pathfinder Society numbers and character sheets.
Greetings adventurer! Where will your next adventure take place? Travel through Golarion with the Pathfinders on a journey after treasure, long lost artefacts, and forgotten tomes.
The first step on your journey is to create a character. In this workshop, we will guide you through this process and give you an introduction to Pathfinder Society Organized Play.
If time allows it, we will also play Pathfinder Society Quest: The Silverhex Chronicles, that is written for 1st-level characters.
This workshop is targeted towards brand new Pathfinders, but experienced agents that want to create a new character is also welcome.
Teaser to “The Silver Hex Chronicles”:
When the daring half-orc scholar Ulisha enrages a noble family in the River Kingdoms, she contacts the PCs with a special deal: she will sell them a unique and ancient druidic relic at a steep discount to secure the gold she needs to pay off her bounty. By the time the PCs arrive to meet her, she has gone into hiding. However, she has left behind a journal full of profitable leads as a sign of good faith. Can the Pathfinders recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?
#7–10: The Consortium Compact
Practical info: The table sits 6 players and 1 GM. A minimum of 3 players and 1 GM is required.
The scenario is written for characters on level 1-2. If you do not have a character within this level range you will be given a pre-generated character. This scenario is suitable for both new and experienced players.
Teaser to “The Consortium Compact”:
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 Pathfinders to navigate Diobel—a proud town run by cutthroat smugglers—earn the defector’s trust, and deal a telling blow to their Aspis foes.