Salt Lake Gaming Con 2017

Pathfinder

At Salt Lake Gaming Con, we have over 120 hours of Pathfinder Society games to join. Bring your own Pathfinder Society character, create one, or borrow one of ours and explore the world of Golarion in one hour, four hour, or eight-hour sessions.
The Pathfinder Society Roleplaying Guild is a worldwide fantasy roleplaying campaign that puts YOU in the role of an agent of the Pathfinder Society—a legendary league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of an ancient world beset by magic and evil.
The campaign’s home base is sprawling Absalom, the so-called City at the Center of the World, that stands astride the great Inner Sea on the mountain-capped Isle of Kortos. As a member of the Pathfinder Society, your character will explore the dark alleys and political intrigue between far-flung travels in the world of the Pathfinder Roleplaying Game. Each Pathfinder Society agent also works for one of several competing factions, all with their own motivations and secret agendas.
Play is organized into Seasons, throughout which the actions and achievements of you and your fellow Pathfinders create an ongoing storyline. Each season consists of numerous scenarios set in a variety of exotic locations across Golarion.”

No Registration Necessary

Salt Lake Gaming Con 2017

Pathfinder Schedule

Friday, July 7th 2017

Quests

All have 6 player slots available, length 1 hour

Silverhex Chronicles
12:00 pm – Silverhex Chronicles (Mausoleum)
1:00 pm – Silverhex Chronicles (Mists)
2:00 pm – Silverhex Chronicles (Colony)
3:00 pm – Silverhex Chronicles (Crash)
4:00 pm – Silverhex Chronicles (Webs)
5:00 pm – Silverhex Chronicles (Finale)

6:00 pm – Silverhex Chronicles (Mausoleum)
7:00 pm – Silverhex Chronicles (Mists)
8:00 pm – Silverhex Chronicles (Colony)
9:00 pm – Silverhex Chronicles (Crash)
10:00 pm – Silverhex Chronicles (Webs)
11:00 pm – Silverhex Chronicles (Finale)

Silverhex Chronicles Description:
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 PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?

The Silverhex Chronicles includes six, 1-hour adventures that take the PCs to a graveyard in Gralton, a mist-choked forest in Ustalav, a brainwashed village in Razmiran, an ancient crash site in Numeria, and the perilous city of Daggermark. Experience the adventures in any order to create a unique story.

Honor’s Echo (Level 1)
12:00 pm – Honor’s Echo (Grove)
1:00 pm – Honor’s Echo (Basilica)
2:00 pm – Honor’s Echo (Blade)
3:00 pm – Honor’s Echo (Homestead)
4:00 pm – Honor’s Echo (Breakdown)
5:00 pm – Honor’s Echo (Cacophony)

6:00 pm – Honor’s Echo (Grove)
7:00 pm – Honor’s Echo (Basilica)
8:00 pm – Honor’s Echo (Blade)
9:00 pm – Honor’s Echo (Homestead)
10:00 pm – Honor’s Echo (Breakdown)
11:00 pm – Honor’s Echo (Cacophony)

Honor’s Echo Description:
The grand Taldan Empire once controlled half of Avistan, but during the Even-Tongued Conquest, it could not manage an ongoing war with both its neighbor Qadira and the secessionist rebels in its outer provinces. As Taldor struggled to control its crumbling territories, its monarchs sought scapegoats for its failures, including the righteous war hero Countess Honaria Alcasti. Stripped of its nobility, her family has survived in obscurity for seven hundred years. However, her descendant Remaio has identified evidence that might redeem the Alcasti name and his ancestor’s honor. Can the PCs help exonerate her name and bring glory to Taldor once more?

“Honor’s Echo” includes six, 1-hour adventures that take the PCs from the verdant wilds of Andoran to the arid wastes of Qadira to the cultural heart of Taldor itself. Experience the adventures in any order to create a unique story.

Phantom Phenomena (Level 1)
12:00 pm – Phantom Phenomena (Harrow)
1:00 pm – Phantom Phenomena (Lightning)
2:00 pm – Phantom Phenomena (Manor)
3:00 pm -Phantom Phenomena (Monolith)
4:00 pm -Phantom Phenomena (University)
5:00 pm – Phantom Phenomena (Epicenter)

6:00 pm – Phantom Phenomena (Harrow)
7:00 pm – Phantom Phenomena (Lightning)
8:00 pm – Phantom Phenomena (Manor)
9:00 pm – Phantom Phenomena (Monolith)
10:00 pm – Phantom Phenomena (University)
11:00 pm – Phantom Phenomena (Epicenter)

Phantom Phenomena Description:
Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?

Phantom Phenomena includes six, 1-hour adventures that take the PCs to a superstitious village, a lightning-scarred woodland, an ancient Kellid monolith, a haunted manor, an occult university, and finally into the storm-choked mountains. Experience the adventures in any order to create a unique story.

Scenarios

All have 6 player slots available, length 4 hours

6-10 The Wounded Wisp:
Friday 6p-10p (Level 1-2)

The Wounded Wisp Description:
A Pathfinder Society Scenario designed 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.

8-05 Ungrounded But Unbroken:

Friday 12p-4p (Level 1-5)

Ungrounded But Unbroken Description:
A Pathfinder Society Scenario designed for levels 1–5.
The Peerless Empire of shaitan genies has warred with their fiery counterparts for centuries, and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society’s few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months’ service could dramatically enhance the Society’s reputation (and fill those agents’ pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society’s first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.

7-02 Six Seconds to Midnight:
Friday 2p-6p (Level 3-7)

Six Seconds to Midnight Description:
A Pathfinder Society Scenario designed 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?

5-03 The Hellknight’s Feast:
Friday 8p-12a (Level 5-9)

The Hellknight’s Feast description:
A Pathfinder Society Scenario for characters of 5th to 9th level (Tier 5–9).

War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society’s agents can attempt to sway the political opinions of Absalom’s movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?

Modules

All have 6 player slots available, length 8+ hours

Master of the Fallen Fortress:
Friday 1p-9p (1st level)

Master of the Fallen Fortress Description:
A dungeon-based adventure for 1st-level characters.

The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower’s empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?

Saturday, July 8th 2017

Quests

All have 6 player slots available, length 1 hour

Silverhex Chronicles
10:00 pm – Silverhex Chronicles (Mausoleum)
11:00 pm – Silverhex Chronicles (Mists)
12:00 pm – Silverhex Chronicles (Colony)
1:00 pm – Silverhex Chronicles (Crash)
2:00 pm – Silverhex Chronicles (Webs)
3:00 pm – Silverhex Chronicles (Finale)

4:00 pm – Silverhex Chronicles (Mausoleum)
5:00 pm – Silverhex Chronicles (Mists)
6:00 pm – Silverhex Chronicles (Colony)
7:00 pm – Silverhex Chronicles (Crash)
8:00 pm – Silverhex Chronicles (Webs)
9:00 pm – Silverhex Chronicles (Finale)

Silverhex Chronicles Description:
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 PCs recover this hidden wealth and claim the powerful Silverhex before an assassin finds their friend?

The Silverhex Chronicles includes six, 1-hour adventures that take the PCs to a graveyard in Gralton, a mist-choked forest in Ustalav, a brainwashed village in Razmiran, an ancient crash site in Numeria, and the perilous city of Daggermark. Experience the adventures in any order to create a unique story.

Honor’s Echo (Level 1)
10:00 pm – Honor’s Echo (Grove)
11:00 pm – Honor’s Echo (Basilica)
12:00 pm – Honor’s Echo (Blade)
1:00 pm – Honor’s Echo (Homestead)
2:00 pm – Honor’s Echo (Breakdown)
3:00 pm – Honor’s Echo (Cacophony)

4:00 pm – Honor’s Echo (Grove)
5:00 pm – Honor’s Echo (Basilica)
6:00 pm – Honor’s Echo (Blade)
7:00 pm – Honor’s Echo (Homestead)
8:00 pm – Honor’s Echo (Breakdown)
9:00 pm – Honor’s Echo (Cacophony)

Honor’s Echo Description:
The grand Taldan Empire once controlled half of Avistan, but during the Even-Tongued Conquest, it could not manage an ongoing war with both its neighbor Qadira and the secessionist rebels in its outer provinces. As Taldor struggled to control its crumbling territories, its monarchs sought scapegoats for its failures, including the righteous war hero Countess Honaria Alcasti. Stripped of its nobility, her family has survived in obscurity for seven hundred years. However, her descendant Remaio has identified evidence that might redeem the Alcasti name and his ancestor’s honor. Can the PCs help exonerate her name and bring glory to Taldor once more?

“Honor’s Echo” includes six, 1-hour adventures that take the PCs from the verdant wilds of Andoran to the arid wastes of Qadira to the cultural heart of Taldor itself. Experience the adventures in any order to create a unique story.

Phantom Phenomena (Level 1)
10:00 pm – Phantom Phenomena (Harrow)
11:00 pm – Phantom Phenomena (Lightning)
12:00 pm – Phantom Phenomena (Manor)
1:00 pm -Phantom Phenomena (Monolith)
2:00 pm -Phantom Phenomena (University)
3:00 pm – Phantom Phenomena (Epicenter)

4:00 pm – Phantom Phenomena (Harrow)
5:00 pm – Phantom Phenomena (Lightning)
6:00 pm – Phantom Phenomena (Manor)
7:00 pm – Phantom Phenomena (Monolith)
8:00 pm – Phantom Phenomena (University)
9:00 pm – Phantom Phenomena (Epicenter)

Phantom Phenomena Description:
Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?

Phantom Phenomena includes six, 1-hour adventures that take the PCs to a superstitious village, a lightning-scarred woodland, an ancient Kellid monolith, a haunted manor, an occult university, and finally into the storm-choked mountains. Experience the adventures in any order to create a unique story.

Scenarios

All have 6 player slots available, length 4 hours

5-04 The Stolen Heir:
Saturday 10a-2p (Level 1-5)

The Stolen Heir Description:
A Pathfinder Society Scenario designed for levels 1–5.

The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

6-15 The Overflow Archive:
Saturday 12p-4p (Level 1-5)

The Overflow Archive Description:
A Pathfinder Society Scenario designed 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.

8-06 Reaping What We Sow:
Saturday 4p-8p (Level 1-5)

Reaping What We Sow Description:
A Pathfinder Society Scenario designed for levels 1–5.

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

4-19 Night March of the Kalkamedes:
Saturday 6p-10p (Level 1-5)

Night March of the Kalkamedes Description:
A Pathfinder Society Scenario designed for levels 1–5.

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes’s dreams.

Modules

All have 6 player slots available, length 8+ hours

Carrion Hill:
Saturday 11a-7p (Level 4-6)

Carrion Hill Description:
A dark urban horror adventure for 5th-level Pathfinder Roleplaying Game characters.

The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

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