Slot:

1

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4

5

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8

9

Start
Time:

Fri.
1:00 pm

Fri.
7:00 pm

Fri.
11:30

Sat.
8:00 am

Sat.
1:00 pm

Sat.
7:00 pm

Sat.
11:30 pm

Sun
8:00 am

Sun
1:00 pm

End
Time:

Fri.
5:00 pm

Fri.  
11:00 pm

Sat.
3:30 am

Sat.
noon

Sat.
5:00 pm

Sat.
11:00 pm

Sun
3:30 am

Sun
noon

Sun
5:00 pm

 

Pathfinder Society


PF Mod: We Be Goblins!

A most unusual adventure for 1st-level goblin characters.

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....

We Be Goblins! is an adventure for 1st-level characters in which the PCs play a horde of malicious and murderous goblins, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG.

Slot: 2


PF Mod: We Be Goblins Too!

The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers.

The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe.

The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain.

The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating.

The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own.

Can the four heroes of the now-dead Licktoad tribe save the Birdcrunchers and, in so doing, become their new leaders?

"We Be Goblins Too!" is an adventure for four 3rd-level goblin characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest roleplaying game.

Slot: 4


PF Mod: We Be Goblins Free!

After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else!

Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans!

Now the Birdcruncher chieftains find themselves getting more adventure than they bargained for as they venture to the Bestest Truffle Field to pick up the slack for their bumbling minions. Will the goblin heroes be able to make it to the field, find the treasured fungus, defeat the mean humans, and make it back to the tribe in time to enjoy their well-deserved feast?

We Be Goblins Free! is an adventure for four 4th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game.

Slot: 5


PF Mod: We B4 Goblins!

All goblins have to start somewhere!

As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins!

But as the goblins return to the Licktoad village, they come across a brightly colored, jingling human carrying a map to a small farm up the river where a family of halflings are celebrating a wedding—the perfect setup for a goblin raid! Will the heroes acquit themselves in the finest goblin fashion by wreaking havoc upon the nuptials? Or will they be bitten by ferocious dogs and smashed by frying pans?

We B4 Goblins is an adventure for four goblin characters just beginning their careers of mischief and mayhem, written for the award-winning Pathfinder Roleplaying Game.

Slot: 6


PF Mod: We Be 5uper Goblins!

We Got it in the Bag!

The Birdcruncher goblin tribe has risen to remarkable heights under the leadership of its four goblin "hero-chiefs"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But these legendary goblins have outgrown their tiny fiefdom, and they want to explore beyond the same, boring corner of Varisia they've known all their lives. Luckily for them, their minions have brought them something new and interesting to help cure their relentless boredom. A mysterious magic bag offers more adventure than even the goblin chieftains originally realized!

After an evening of drunken revelry, the goblins awaken to discover the most precious member of the tribe, the pig Squealy Nord, has gone missing! Both Nord and a trio of precocious goblin warriors vanished during the night, and the only clue to their whereabouts is a trail of footprints leading into the magic bag. The Birdcruncher chieftains must venture inside the mysterious bag, from which few things have returned, if they're to have any hope of seeing their beloved pig again!

We Be 5uper Goblins! is an adventure for four 6th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game.

Slot:8


PFS 9-24: Beneath Unbroken Waves

A Pathfinder Society Scenario designed for levels 5–9.

Fishers have dredged up a strange, glowing artifact from the sea off the coast of Jalmeray, and the Pathfinder Society believes this is a key—likely to something hidden beneath the waves. With the key in hand, the PCs sail out to the underwater ruins of a people erased from history. Can the PCs' discoveries shed new light on whose these people were and the true reason for their downfall?

Contents in Beneath Unbroken Waves also contribute directly to the ongoing storyline of the Concordance faction.

Written by Kate Baker.

Slot: 1


PFS 9-23: The Ghol-Gan Heresy

A Pathfinder Society Scenario designed for levels 7–11.

The Aspis Consortium and Vanji Prospectors’ Guild may have allied to extract valuable minerals from the tropical Kaava Lands, yet their endeavor also threatens to release a fiend sealed beneath the nearby ruins. The Pathfinder Society and its new friends have strangled the operation economically, causing most of the workers to abandon the dig. However, a dedicated corps is trying to dig out one last lucrative (and perilous) haul before evacuating the site. The PCs range deep into the jungles alongside their grippli allies to stop the Aspis—and perhaps confront the same fiend imprisoned millennia ago.

Contents in “The Ghol-Gan Heresy” also contribute directly to the ongoing storyline of the Exchange faction.

Written by Charlie Brooks.

Slot: 2


PFS 9-19: Clash in Kaimuko Wood

A Pathfinder Society Scenario designed for levels 5–9.

On a recent foray into Kwanlai, the Pathfinder Society learned that a conniving being from the Abyss has been targeting righteous communities on the border between the tengu nation and Tianjing to the south. In light of these discoveries, Venture–Captain Amara Li has asked the PCs to lead a company of tengu soldiers to a fort near the northern border of Tianjing to lend aid and provide information. When the PCs arrive at the fort, it quickly becomes apparent that all is not well. As blight and corruption creep out from Kaimuko Wood toward the fort, it falls to the PCs to rally their allies and lead the charge.

Contents in Clash in Kaimuko Wood also contribute directly to the ongoing storyline of the Silver Crusade faction.

Written by Jerall Toi.

Slot: 4


PFS 9-22: Grotto of the Deluged God 

A Pathfinder Society Scenario designed for levels 1–5.

When a ship that Venture-Captain Calisro Benarry hired to ferry Pathfinders to the Gloomspires vanished, she called upon diviners to speak to the sailors, only to learn that they had met a watery grave. Benarry has narrowed down the ship’s location to the shoals off the coast of the pirate island of Tempest Cay. While the venture-captain asks some questions on shore and searches for survivors, the PCs must travel out to the shipwreck, uncover the reason why a crew of experienced sailors met their doom, and discover why the nearby ocean has been growing increasingly perilous.

Contents in “Grotto of the Deluged God” also contribute directly to the ongoing storyline of the Concordance faction.

Written by Gabrielle Harbowy.

Slot: 5


PFS 9-20: Fury of the Final Blade 

A Pathfinder Society Scenario designed for levels 7–11.

Liberty's Edge faction leader Colson Maldris was so certain that Andoran's elites were ruining the country that he took drastic action, allying with the Gray Gardeners in a plot to kidnap several of them and bring them to Galt. Though the Gardeners promised Maldris that they would grant these individuals a fair trial and carry out any executions without the use of their infamous soul-trapping Final Blades, their word was not to be trusted. Now all of Maldris's kidnapping victims are scheduled to face the guillotine. Maldris has sent a desperate plea for help to the Pathfinder Society, hoping for aid in freeing his victims from this terrible fate. However, Maldris's efforts to lay the groundwork for a rescue plot have seen him captured as an enemy of the revolution.

Not only does it fall to the PCs to prevent an international incident, but the fate of this faction's leader also lies in their hands.

Contents in Fury of the Final Blade also contribute directly to the ongoing storyline of the Liberty's Edge faction.

Written by Lyz Liddell.

Slot: 6


PFS 9-18: Scourge of the Farheavens

A Pathfinder Society Scenario designed for levels 1–5.

When the Worldwound opened, tearing apart Sarkoris with a flood of demons, thousands of Sarkorian refugees sought shelter in nearby lands. Those who found no solace with their neighbors traveled far to the east, into the wilds of Iobaria. Among these was the Farheaven clan, which settled in the forests and faded into obscurity over the past century. Now that the Mendevian Crusades have fought back the demons and reclaimed a large amount of territory, the Pathfinder Society's begun the difficult task of studying the Sarkorian ruins to piece back together their shattered traditions and recover lost heirlooms.

Unfortunately, the Farheaven clan's old stronghold holds secret that archaeology struggles to decipher. To understand this culture, the PCs travel to Iobaria in search of the Farheavens and the oral histories they've passed down for generations. What they find, though, are a devastated people, an abandoned village, and a murderous god. Can the PCs save this clan and preserve its history?

Written by Jason Owen Black.

Slot: 9



SFS 1-20: Duskmire Accord 9

A Starfinder Society Scenario designed for levels 1–4.

A vault opens inside the mysterious false moon of Salvation's End, and the Starfinder Society sends in a team of agents to investigate. Although it has discerned little about the vault"s interior, the Society has identified a powerful energy signature near the vault's center. Several factions within the vault clash for control of the area. If the PCs are to succeed at their mission, they'll need to choose a side.

Content in Duskmire Accord 9 is a continuation of the Starfinder Society special, Starfinder Society #1-00: Claim to Salvation and Starfinder Society #1-09: Live Exploration Extreme!; however, playing those previous scenarios is not required.

Written by Brian Duckwitz

Slot: 1


SFS 1-14: Star Sugar Heartlove!!!

A Starfinder Society Scenario designed for levels 3-6.

It's finally here; the sugar-pop band sensation, Strawberry Machine Cake, is starting its Pact Worlds tour. Thanks to the Exo-Guardians' leader, Zigvigix, the PCs and Historia-7 have tickets to attend the holo-concert event of the year. As Zigvigix hopes to celebrate and mourn friends lost in the Scoured Stars, Historia-7 enlists the PCs to track down an attendee associated with a conspiracy against the Society. When a stunning revelation endangers the concert, it falls to the PCs to step in and save one of the most hotly anticipated concerts in Pact Worlds history.

Content in Star Sugar Heartlove!!! also contributes to the ongoing goals of the Dataphiles and Exo-Guardians faction.

Written by Eleanor Ferro

Slot: 2


SFS 1-03: Yesteryear's Truth

A Starfinder Society Scenario designed for levels 1-4.

A Starfinder expedition's dusty data from an orbital scan shows signs of active technology on a distant, war-ravaged planet. Following up on this old lead, the Society dispatches a team of Starfinder to investigate the far-off world. Between making first contact and exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery.

Content in Yesteryear's Truth also contributes to the ongoing goals of the Wayfinders faction.

Written by Jason Keeley.

Slot: 4


SFS 1-16: Dreaming of the Future

A series of four Starfinder Quests designed for levels 1–4.

The Starfinder Society pursues the dream visions of a Liavaran dreamer, seeking information lost in a time before the Gap. Three broken fragments form the key to a forgotten repository of knowledge hidden within the Pact Worlds. It's up to the PCs to find these missing fragments and brave the dangerous reliquary to secure a new source of prescient knowledge for the Society.

"Dreaming of the Future" includes four, 1-hour adventures that take the PCs into the asteroid field of the Diaspora and across the Pact Worlds of Aballon, Liavara and Verces.

Written by Natalie Kertzner, Nate Wright, Sasha Lindley Hall, and Tineke Bolleman.

Slot: 5


SFS 1-21: Yesteryear's Sorrow

A Starfinder Society Scenario designed for levels 3–6.

The Exo-Guardians' leader, Zigvigix, has been forced by recent events to revaluate the Society's arsenal of weapons. They order a new exploration mission to the irradiated nuclear wasteland world of Elytrio, homeworld of the beetle-like ghibrani species. Far from the homes of the surviving ghibranis, the PCs travel into a missile silo that contributed to the death of a world. What deadly weapons can the PCs find and what further concealed truths are there to uncover about the history of the ghibranis?

Content in Yesteryear's Sorrow is a continuation of the Starfinder Society scenario, Starfinder Society #1-03: Yesteryear's Truth, however, playing this previous scenario is not required.

Written by Jason Keeley

Slot: 6


SFS 1-18: The Blackmoon Survey

A Starfinder Society Scenario designed for levels 1–4.

Eox's Blackmoon region contains countless forgotten Eoxian ruins, leftovers from an apocalyptic assault on the planet. Few are allowed to dig up these sites, yet the Starfinder Society and undead bone sages maintain a joint academic venture known as the Blackmoon Excavation. When Starfinder archaeologists and undead workers begin disappearing from the site the Society sends in a team of agents to uncover why—a secret that resides in the nearby ruins!

Written by Jesse Benner

Slot: 8


SFS Quest 1-1: Into the Unknown

A series of five Starfinder Quests designed for 1st-level characters.

When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover out how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars.

"Into the Unknown" includes five, 1-hour adventures that take the PCs from exploring Absalom Station, to partaking in starship combat, to exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship.

Written by Ron Lundeen.

Slot: 9