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Pleasanton/Danville Room

Welcome to Pathfinder Society Roleplaying Guild!

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. Every member shares one common dream: to contribute to the Pathfinder Chronicles, printed editions of secret lore coveted by the Society wherein only the most impressive finds and bravest exploits of the Pathfinders are immortalized. The campaign’s home base is Absalom, the so-called City at the Center of the World, which stands astride the great Inner Sea on the mountain-capped Isle of Kortos. A Pathfinder’s adventures range from exploring the dark alleys and political intrigues of Absalom to embarking on far-flung travels to the most interesting and exotic locales in the world of the Pathfinder Roleplaying Game.

In Pathfinder Society Roleplaying Guild, you play a member of the Pathfinder Society, seeking fortune and glory all over the face of Golarion. At the same time, your character works for one of the seven competing factions, all with their own motivations and secret agendas.

Pathfinder Society Roleplaying Guild is a constantly evolving mega-campaign played by thousands of players and the adventures you experience are shared by players around the world. 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 at least 28 Pathfinder Society scenarios (short, 4-hour adventures) set in a variety of exotic locations across Golarion.

To sign up for games, please register at the Warhorn website.
At-Con signups are in the San Ramon room.

Special Events

Blood Under Absalom

The Ruby Phoenix Tournament is nigh, and organizations and individuals throughout the Inner Sea are scrambling to secure a spot in the legendary Tian fighting competition, among them the Pathfinder Society. In an underground qualifier event overseen by an enigmatic old monk and his oni spokesman, the Pathfinders must overcome the opposition to ensure the Society can send representatives to distant Goka to compete in the Ruby Phoenix Tournament itself. Battles will rage and blood will flow under the streets of Absalom, and only the greatest combatants will emerge victorious.

This will be a huge event for up to 60 players, Levels 1-11

Join the battle Friday, Feb 18 at 7pm.

Through Maelstrom Rift

A Pathfinder Society Special designed 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.

Serpents' Ire

A Pathfinder Society Scenario designed 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.

Modules

These special adventures span several time-slots. Be sure to sign up for every slot if you want to play the adventure.

The Ruby Phoenix Tournament

A tournament-style adventure for 11th-level characters

Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!

Can the PCs’ team of contestants survive six bouts in the Grand Pavilion arena against the mightiest combatants and cleverest battle mages on Golarion? Can they prove their mettle in tests of mind and body? Can they foil the plans of an evil organization and its powerful allies who hope to destroy the Ruby Phoenix Tournament and see its champions dead? Step into the arena to find out!

The Ruby Phoenix Tournament is an event-based adventure for 11th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. Set in the Dragon Empires of the Pathfinder campaign setting, the adventure serves as an ideal introduction to the folk and fighting styles of the lands encompassing the Eastern-inspired continent of Tian Xia, and contains a fully detailed island location and a brand-new monster sure to challenge players in any campaign setting.

Fangwood Keep

Claim the Castle!

Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep.

This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.

"Fangwood Keep" is an adventure of infiltration, investigation, and dungeon exploration for 4th-level characters.

From Shore to Sea

An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.

They Come from Beneath the Sea!

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?

From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.

This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax.

Gallows of Madness

The Abyss Approaches!

Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations!

Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order.

Thornkeep: Sanctum of a Lost Age

Scholars claim the dungeons below Thornkeep were built by the Ancient Azlanti, but how do they know, really? If Rozimus of Tymon speaks true, one level of Thornkeep’s dungeon holds survivors of that long-dead empire eager to return to the world and share the lore of their glorious age. They’re not undead, Rozimus claims, or illusory phantoms, but true living and breathing High Azlanti! But why does Rozimus know so much about them, and why is he so eager to return to the dungeon he claims almost killed him 5 years ago?

Introductory Scenarios

We Be Goblins (T1 Pregens)

We B4 Goblins (T1 Pregens)

Honor’s Echo (T1 Pregens)

First Steps 1 (T1)

#5-08: The Confirmation (T1-2)

#7-10: The Consortium Compact (T1-2)

Low Tier Scenarios

#0-07: Among the Living (T1-5)

#6-06: Hall of the Flesh Eaters (T1-5)

#7-24: Dead Man’s Debt (T1-5)

#8-01: Portent’s Peril (T1-5)

#8-05: Ungrounded but Unbroken (T1-5)

#8-06: Reaping what we Sow (T1-5)

#8-08: Tyranny of Winds 1: The Sandstorm Prophecy (T1-5)

#8-10: Tyranny of Winds 2: Secrets of the Endless Sky (T1-5)

#0-24: Decline of Glory (T1-7)

#1-43: The Pallid Plague (T1-7)

#1-49: Among the Dead (T1-7)

#1-55: The Infernal Vault (T1-7)

Mid Tier Scenarios

#3-06: Song of the Sea Witch (T3-7)

#3-08: Among the Gods (T3-7)

#6-09: By Way of Bloodcove (T3-7)

#7-19: Labyrinth of Hungry Ghosts (T3-7)

#7-27: Beyond Azlant Ridge (T3-7)

#8-02: Ward Asunder (T3-7)

#8-07: From the Tome of Righteous Repose (T3-7)

#8-12: Tyranny of Winds 3: Caught in the Eclipse (T3-7)

#0-25: Hands of the Muted God (T5-9)

#6-21: Tapestry’s Toil (T5-9)

#7-09: The Blakros Connection (T5-9)

#7-25: Orders from the Gate (T5-9)

#8-03: Captives of Toil (T5-9)

#8-09: Forged in Flame 1: The Cindersworn Pact (T5-9)

#8-11: Forged in Flame 2: Cleansed with Fire (T5-9)

High Tier Scenarios

#1-38: No Plunder, No Pay (T7-11)

#2-12: Below the Silver Tarn (T7-11)

#2-18: The Forbidden Furnace of Forgotten Koor (T7-11)

#3-04: The Kortos Envoy (T7-11)

#7-23: Abducted in Aether (T7-11)

#7-28: Ageless Ambitions (T7-11)

#8-04: Wardens of Sulfur Gulch (T7-11)

#8-13: What Sleeps in Stone (T7-11)