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Pathfinder Society of West Virginia » Plundering, no I mean researching the secrets of Golarion for fun and profit. » Cold Weather, War-torn Nations, Broken Promises, and Godless Heathens

Cold Weather, War-torn Nations, Broken Promises, and Godless Heathens

February 1, 2014 under Events, The Rifleman
The Goblinblood Dead

Spoiler: He’s not friendly.

Join us this Sunday at 1:00 PM at The Rifleman in South Charleston! Along with the continuation of the Reign of Winter adventure path, we will have three additional scenarios available for your enjoyment.  For low-level fare, we will be offering #3-23: The Goblinblood Dead, as well as #2-11: The Penumbral Accords, both tailored for characters level 1-5.  We will also be offering #2-06: The Heresy of Man, Part 1: The First Heresy, the first of a three-part series that will be continued on February 16th and March 2nd, all designed for characters level 5-9.

About The Goblinblood Dead: More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county’s interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society’s operations.

About The Penumbral Accords: The daughters of Absalom’s mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family’s matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society’s ties to the powerful Blakroses.

About The Hersey of Man, Part 1: The First Heresy: For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed “let no man be beholden to a god.” While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum’s defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

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