Pathfinder RPG TRAP Design Page
Thassilonian Resurgence Adventure Path (TRAP): is an adventure path based on a combination of 1st edition storylines set in the nation of Varisia such Rise of the Runelords, Shattered Star and Return of the Runelords. I am also incorporating the storylines from Curse of the Crimson Throne, Second Darkness and the start of Jade Regent. Lastly I am including information from the seasons of Pathfinder society. This storyline spans ten years in game, with level progression every six months and each character has a home, a family, and a secret to keep. They will also be interacting with the Pathfinder Society, with the expectation they become members.
This is my design for a campaign I am calling the Thassilonian Resurgence Adventure Path. This has recently been cleaned up after I have written the following articles on the campaign, so I hope it makes more sense now. This design description goes into my choices with the campaign, the history of the setting, the structure, cities, languages, religions and character advancement.
Campaign Design
Design Overview
- Part 1 – The Concept - What i am trying to do for the overall campaign.
- Part 2 – Main Cities - The cities of the campaign that players are expected to know about.
- Part 3 – The Adventure Path - Going through all the resources I am using to build this new adventure path based on the existing ones. This also talks about incorporating Rise of the Runelords, Curse of the Crimson Throne, Second Darkness, Shattered Star, Return of the Runelords, Jade Regent. Incorporating Pathfinder Society senarios and published modules.
- Part 4 – House Rules - The changes I have made to the core rules for my home games.
- Part 5 – Thassilonia - This talks about the 10,000 years gone civilisation of Thassilonia that the ruins of in Varisia come from.
- Part 6 – Factions and Characters - This lists all the factions going around the setting, and includes what my players have chosen to play.
- Part 7 – Pathfinder Factions - This details all the pathfinder factions as of year 1 of the campaign set in 4708 AR the first year of the Pathfinder society. (ongoing information being moved to own faction pages)
- Part 8 – Learning from Conversion - things I have learnt while working on this project.
- Part 9 – Half-Breed - Here are detailed rules on how I am dealing with Half-Breed being the ability for any player race to have offspring from any other player race with the mother being a critical part of the outcome.
- Part 10 – Using Renown - Here are my base rules for the spending of renown in my campaign.
- Part 11 – Gaining Renown and Fame - Here are my base rules for gaining renown in my campaign.
- Part 12 – Location Feats - How the new location feats work in the campaign with two new rituals about using Portal Travel.
- Part 13 – Adventures - How do the adventures fit together.
- Part 14 – Faction Points - How characters have earnt and spent faction points over the campaign.
- Part 15 – Update AR 4709 - A letter from Shelia Hindmarsh to the members of her branch.
Design Part 1 - The Concept
This is my design for a campaign I am calling the Thassilonian Resurgence Adventure Path. This has recently been cleaned up after I have written the following ten articles on the campaign, so I hope it makes more sense now. This design description goes into my choices with the campaign, the history of the setting, the structure, cities, languages, religions and character advancement.
Why Run in Varisia? - With the upcoming release of Pathfinder 2 on August 1st, I have a grand new experiment for my players. This is taking in all the adventures set in Varisia and merging them into a single cohesive storyline I am calling Thassilonian Resurgence.
Pathfinder has been running for ten years of storylines. Each year has been introducing new elements as part of the Pathfinder Society, and adventure paths which have two released each year.
History of the Setting - Since the time of the Runelords 10,000 years ago there have been:
- an earth breaking asteroid strike known as Earthfall (the Age of Legend)
- 1,000 years of darkness (Age of Darkness)
- followed by 800 years of the surface recovering enough to sustain life (Age of Anguish)
- then 3,500 years of Osirian culture before the founding of the worlds capital at Absalom (Age of Destiny)
- About 4,600 years later the god of humanity died at his prophesied return to their world (Age of Enthronement)
- Now the current age was supposed to be “Age of Glory” but has instead become “Age of Lost Omens” with the characters starting 100 years after the age has started in the year AR 4708.
What is the Campaign Structure? - There are 78 separate adventure sources I will keep in mind for this exercise, with 28 of them part of adventure paths, 38 of them pathfinder society scenarios and the other 12 being modules.

What adventure paths fit the setting? - This makes good use of the following adventure paths:
- Rise of the Runelords
- Curse of the Crimson Throne
- Second Darkness
- Jade Regent
- Shattered Star
- Giantslayers
- Return of the Runelords
- It will also draw heavily on the Pathfinder Society adventures (mostly season 4) and will pull in quite a few modules from the region as well.
What language options fit the setting - This also gives me the base languages people should be able to speak as:
- Common
- Shoanti (nomadic barbarians)
- Varisian (gypsy locals)
Where to start the story? - What I have in mind is a group of characters who each belong to a different settlement starting the storyline with links to their home. While they may not adventure in their home, they will be expected to visit that location from time to time just to maintain what family holdings they retain.
The concept of this new adventure path will take the players from level 1 and to level 20 in a ten year story going through the history of the region. This history will be reworked to keep the narrative, and will incorporate the Pathfinder Society intrigue that also existed during this timeframe.
Cities of the Region

The character starting cities are planned to be:
- Crying Leaf – Elves, Half-Elves
- Galduria – Humans
- Janderhoff – Dwarves, Humans, Halflings and Gnomes
- Kaer Maga – Humans, Halflings, Half-Elves, Half-Orcs, Gnomes, Elves, Goblins
- Korvosa – Humans, Dwarves, Elves, Halflings, Half-Elves
- Magnimar – Humans, Halflings, Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs
- Palin’s Cove – Humans
- Riddleport – Humans, Dwarves, Half-Elves, Half-Orcs, Tieflings, Halflings, Gnomes
- Roderic’s Cove – Humans, Half-Elves, Halflings, Elves, Gnomes, Tieflings
- Sandpoint – Humans, Halflings, Elves, Gnomes, Half-Elves, Half-Orcs
- Sipplerose – Gnomes
- Urglin – Half-Orcs, Shoanti
Others based on discussion.


Religions of Varisia - While these religions will all be known by the players, they will not all be player options. To belong to one of the religions, they will need an appropriate backstory relating to the location their character is based in. So it will be story focused.
What religions are available for characters and the starting religions for this story would also be:
- Abadar
- Calistria
- Cayden Cailean
- Desna
- Erastil
- Gozreh
- Lamashtu
- Norgorber
- Pharasma
- Urgathoa
- Zon-Kuthon
What will be the starting resources? - The big starting resource for this campaign will be you have access to a teleportation circle within your family holdings as long as you maintain a membership with the Pathfinder Society in the setting, with no two characters to be based in the same settlement. Starting choices will not penalise the characters, so there is not a need to try and game the system of where you think the story should start.
As part of this, characters will be able to access these teleportation circles, and gain more during the course of the campaign, making the ability to travel between settlements trivial once you have earnt the right to use the circle.
Each character will also have a form of holdings associated with them where the teleportation circle is housed. This will depend on their background, family and standing in the community.

What is the planned advancement? - The idea at this stage is a character level ever six months of time in the game world. So no matter what the characters choose to do, they will be gaining a level regularly.
The downside to this is that I intend to have windows of opportunity for all the storylines, so if a group of characters fails to interact with a point of interest in that six month period (or year) then it may be resolved as if it was not successfully completed by heroes with ongoing repercussions.
With the scope of the adventures pulled together, I don’t expect any characters to be able to achieve all the storylines, so I can have forces at work competing with them, assisting them, or even getting in their way.
With the inclusion of the factions of the pathfinder society into the playing field of the characters, this will include more intrigue as not all factions will want characters to make it to the end of the storyline.
Lastly there is a special kind of magic in the setting relating to the power of the Sihedron rune and the seven virtues of rule, that also related to the seven sins.
Concluding Thoughts - This is a positive plan going ahead for my pathfinder games allowing me to potentially have two separate nights competing for the same objectives and influencing the world and storyline.
This will be a good addition to my two planned campaigns with Genesys and Star Wars and existing campaigns in Mystara. This time next year it will be interesting to see what games continued, and what systems I am will be running as I have three Mystara Dungeons and Dragons 5th Edition games and three Pathfinder 1st Edition games.
Design Part 2 - Main Cities
Now that I have introduced the concept of the campaign, an important element of the ongoing narrative of the storyline is the locations where the characters will be based. For this I will go into some detail about the cities.
The main locations of the campaign - So the second part of the building the world for the players is discussing the locations of the world available to the players during the campaign.
- Absalom – City at the Centre of the World, this is not in Varisia, but the home of the Pathfinder Society
- Korvosa – Centre of the Curse of the Crimson Throne
- Magnimar – Centre of Shattered Star, Return of the Runelords and Rise of the Runelords
- Riddleport – Centre of Second Darkness
There are lesser towns and villages, but these four represent the culture, knowledge and power of the current age of the world. Players are expected to be able to travel to any of these locations as part of the storyline.
Absalom – The Centre of the Pathfinder World
The start of the campaign is set here with the characters starting the game after spending the last three years of their life studying to become a Pathfinder Society Member. This adventure is described under Aspirant Pathfinders once it has been completed by my players.
Characters will get a chance to visit and interact with the centre of all things, Absalom, once they have gained enough prestige with the Pathfinder society. This includes access to the factions, the ability to find unusual materials and items, as well as news from abroad.
This is the location where the Test of the Starstone is located. This is a chance to become a god for those who are worthy, or lucky, or even on a drunk bet.
What is the Test of the Starstone - This is an deadly obstacle course set by the gods to test a persons worth to join the ranks of the gods by simply touching the star stone. Only a few have completed this test, but many have tried.
The actual test is possible during the campaign, but that becomes a one on one adventure with the player away from the others. Either way, they need to have their next character prepared because pass or fail, they no longer have a character in the campaign.
Campaign Cities
The three core cities that will be covered in the Varisian region are: Korvosa, Magnimar and Riddleport. Each of these have holdings that will be important as the storyline progresses. These are a view of the locations from history as taught by some of the locals. There will be other places of interest for characters, but these are the core places to visit in the storyline.
Korvosa

A city where the Chelliax settles built a town founded on the ideals of their nation before the fall of their god, and the rise of devil worship. Ruled by a king, and still in charge of many holdings in the south of Varisia. This is built around an ancient monument that has been incorporated into the kings castle.
Magnimar

A city where other settlers broke off from Chelliax ideas and founded their own settlement away from the influences of other countries. This has been built around a massive broken bridge to nowhere.
Riddleport

A city that sort of formed by accident when a bunch of pirates got together and formed an alliance. This has been built around a harbour at a massive circle of rune’ed stone over (and under) the harbour.
Design Part 3 - The Adventure Path
For the third instalment of my campaign notes I am going into what the adventure path is going to comprise, more details about using the Pathfinder Society in the storyline and a bit on my own adventure path guide in development.
Helping to Build a Campaign

Now that I have the base cities of the world players need to know sorted out the next big thing is to figure out what stories are important to the game narrative.
- Rise of the Runelords (All)
- Curse of the Crimson Throne (All)
- Second Darkness (Half, send half might draw players away from the rest of the storyline)
- Jade Regent (Start, some of the other aspects may feature)
- The Shattered Star (All)
- Return of the Runelords (All)
- Modules – Various based in Varisia
- Pathfinder Society Modules – Various based in Varisia
Some of my players have played these adventures already, but as they will be altered to make them consistent with the overall storyline, don’t expect them to happen as they did before.
Over time most of my players discover I have a tendency to change things as I run them. This is not as an improvement on the original material, this is an adaptation to take into account what my players in that games have done to the storyline. Opponents might switch sides an become allies, based on the characters appearance and backstory.
Though that being the case, my players who have played these adventure path outside of my games should discuss with me what they remember from those storylines. This gives me a chance to then surprise them in game, or give tribute to what they remember.
For example, a the ranger in Sandpoint makes an appearance in at least three of the adventure paths. She appears at different parts of the story and if they are all running at the same time, she would be at different levels in the source material or even on different continents. So to correct this for the nps’s, certain events need to occur in different orders or not at all.
Most the storyline as written assumes that each adventure path starts after the previous one has finished. While I plan to be running their storylines concurrently, there will be significant modification to timeline references, and I expect to have all the Runelords around at the same time, so the story is really about rise and return of all the Runelords and their society. Which is where the name Thassilonian Resurgence comes from.
Everything is waking up, all over the country… how would you deal with it? that is the question my players get to answer.
Why Revisit Rise of the Runelords? - Firstly I will start with why I am incorporating Rise of the Runelords into the storyline.
It has been almost ten years since I started running Pathfinder, and it all started with this adventure path.
The Runelords are an interesting aspect of the campaign world storyline having been 10,000 years since the Thassilon empire was at its height, and only rumours and ruins are available at the start of the campaign.
There are seven Runelords from the ancient nation, and only one was in the first adventure path. They have brought in the rest over the last ten years, but I thought it might be a good story to have them all start to awaken at the start of the campaign.
Why use Curse of the Crimson Throne? - Also of importance is the next adventure path in consideration of the storyline Curse of the Crimson Throne. This is one that I think will work nicely alongside all the others that I am working on.
Bringing back the cities of Varisa into the storyline means that I can also revisit the storyline from Curse of the Crimson Throne. This is an interesting city, which I ran with the 3.5 version of the adventure path and I have the pathfinder revised book, to go with the pathfinder revised Rise of the Runelords. This gives me a chance to utilise these books and bring in a storyline that advances no matter what the characters do.
This adventure path is mostly focused around Korvosa and the strangeness that effects that region. So even in the players do not reach this part of the country, they will hear rumours.
Why use Second Darkness? - I will also discuss using Second Darkness as part of the storyline.
Second darkness introduces Riddleport and events going on there being the main three core cities that players will want to venture in. Making them also part of the storyline will hopefully improve the experience for all the character.
The ongoing story related to this might draw the party away from Varisia if they feel its need is more pressing than the ones they are currently facing. No matter what choice they make, bad things are going to happen somewhere as they can’t be everywhere at once. So the moral choice will be who they can afford not to save.
Why use the Shattered Star? - I have not actually run the Shattered Star adventure path so this is new territory for me as I am reading through the material and trying to work out how and where I will use the various aspects. This brings into the game storyline that other adventure paths utilise or refer to in the Varisian region. So definitely a good inclusion as it has a chance to reshape the players world.
The Shattered Star is centred around Magnimar as its starting point and as this is a key city in the ongoing narrative part of the campaign, having its evolution within the story will make things interesting for the players who have been there, but not done this storyline.
Why use Return of the Runelords? - The next adventure path I will also incorporated is Return of the Runelords.
I have not run the return of the Runelords adventure path, but I am excited to adapt it to the continuing thread of the storyline. The characters in this storyline look amazing and complete the collection of Runelords to be available as part of the storyline.
This is a story that changes the face of Varisia, and brings it in line with how the 2nd Edition of the game views the region. So I look forward to incorporating its storyline with the others. It will be interesting to incorporate it with the others that are assumed to have completed before this one starts.
Why use Jade Regent? - As with the other instalments I have also included details on another of the overall storyline expansions.
Jade Regent has a single book of the adventure path in the region, but would be a good addition to the storyline showing the world change over time, with many quests happening at once that the players can’t all be involved in.
Hopefully this helps make the setting feel more vibrant as characters they know head off on their own quests. This is also being used by my Tuesday Night group so including conversions from that game will just enhance the overall storyline.
Why use Pathfinder Society Scenario’s? - These are the backbone of the ongoing storyline with the politics running behind the 10 year, 20 level campaign storyline.
I have not run the return of the runelords adventure path, but I am excited to adapt it to the continuing thread of the storyline.
Using the actual in game pathfinder society makes the world more vibrant and alive especially as there is a ten year write up of changes to the society, and events for the characters to participate in.
A lot of the scenarios expand on the details, personalities and events of the setting. They also help set the scene for the evolving ongoing political storyline as the various factions try to gain dominance.
Why use Pathfinder Modules? - I have been working on this now for a few months in preparation for release, then it was released, and now I have the books. The modules that have been released from the 1st edition has a lot of interesting storylines that will help improve the overall storyline. Plus having bought the modules and not used them its a good chance to test out converting from 1st edition to 2nd edition.
Each of the modules introduces a story which helps fill out the tale of the region, just as “the seven sword of sin” and I believe will make the overall storyline better.
Design Part 4 - House Rules
For this instalment of the expansion to the TRAP campaign information I go into the basics of my thoughts on Pathfinder 2 at release and the house rules I will be using for my Pathfinder 2 campaigns and why.
The Campaign Players Guide - Players will also be receiving a players guide to the adventure path, updated as we play, and taken from various products in pathfinder’s ten years of material. Included you will have the following:
- Guide to character creation - How to build characters for the campaign.
- Racial Options - Where to find the racial feats, and how these feats will be treated in my campaign (if different). At this stage, Heritage is an additional aspect of a characters ancestry.
- Background Feats - Where to find the background feats, and how these feats will be treated in my campaign (if different). At this stage, there are two feats per character, a location background, and a occupational background.
- Class Options - Where to find the class abilities and feats, and how these feats will be treated in my campaign (if different)
- Actions - Where to find the various actions available to characters.
- Reactions - Where to find the various actions available to characters.
- Free Actions - Where to find the various actions available to characters.
- Downtime Activities - Where to find the various actions available to characters.
- Languages of Varisia - The main languages of the campaign adventure path. Now in character creation where it is most needed.
- Factions of the Pathfinder Society - What players need to know about the pathfinder society as the game progresses.
- Locations - The main locations around Varisia and Absalom for the characters to be aware of.
- Religions of Varisia - These are the gods that characters are able to follow during the campaign.
- Historical Events - These are points of interest that have happened before and during the campaign.
- Annotated Stat Block - Here are the guidelines for building an annotated stat block in pathfinder 2 for me to reference during the game.
- References - Here are a list of sourcebooks that the material was referenced from.
- Index - a master index to help players find things easier.
This was origianlly done as a PDF, which while still mostly a skeleton, the players guide was about 110 pages long. The intention is to move this to the blog as source material always on hand and available, and then to the website as it evolved.
The Adventure Path Guide
This is the core GM document, which could be made available at a later stage (once I have finished the campaign):
- Adventures - A breakdown of where and when each of the 70-ish adventures from the Paizo releases will be run and merged together to form the ongoing narrative of the story. This will need to include a timeframe to complete, and a notation on what will happen if the heroes are not taking part in it, or fail.
- Story Timeline - a history of the setting before the story starts.
- Pathfinder Society Factions - How the factions are intended to change over the course the ten game years.
- Locations - Details on the various locations around Varisia.
- Personalities - Details on people found in and around Varisia.
- Magical Items - Story specific magical items that are being converted over to pathfinder 2 for the storyline.
- Bestiary of Varisia - The creatures of the region that can be encountered that will also need to be converted over to pathfinder 2.
- Heroes of Golarion - The Iconic heroes converted over to pathfinder 2 that can be brought in to fill gaps or complete storylines players are not able to reach. Player characters will be added to this list as a resource for future games.
- References - Where all the material comes from.
- Index - a master index that will hopefully make things easier to find.
This was originally done as a PDF, while still mostly a skeleton, the adventure path guide is currently about 100 pages long. I intend it to be moving this document to the blog, which is them migrated to the new site.
House Rules
Here are all the house rules, and what they effect, that I am using in the campaign.
- New Content
- Alignment
- Archetypes
- Character Creation
- Half-Breed Heritage
- Background Location Feat
- Encumbrance
- Leveling a Character
- Equipment Changes
- Adventure and Purchase Items
New Content
No new content released can be used unless it is referenced in the TRAP Players Guide (now this site). This is usually done after I get a physical copy of the material and not just the digital version.
Alignment
PC’s have no alignment at the start of the game. They will start as True Neutral on their character sheet and evolve an alignment (if necessary) with play.
NPCs needing an alignment is currently under investigation, though likely to go with my D&D house rule that all outsiders have a set alignment while mortals on the material plane get to let their actions choose for them. This does fit in with legends and tales throughout history, from religion to fairy tales, that mortal choice is the one gift greater beings have bestowed upon us.
Archetypes
In the book, all the archetypes have prerequisites with ability score stats there. While Pathfinder 2 does have more impressive stats, I have discussed this with some of my players and for this campaign we are removing the ability score restriction on them.
This should hopefully bring in more interesting character concepts and builds. This is a test and might not be the norm for the game ongoing.
Character Creation
The rules on character creation are fairly simple, they are not intended to replace the base building of a character but to enhance it.
- Character stats are gained through boosts - This is a good system and gets away from the randomness of dice rolls and allows players to build characters away from the table. I have had players who have used app rolls 50+ times to get their stats before coming to a game in the past.
- Prepared casters - all use spellbooks and have starting spells as if they were a wizard using their spellcasting ability in place of the wizards spellcasting ability. This give all prepared casters the same chance to learn spells, and when a new spell comes out it is not automatically part of the game.
- Pathfinder Society Membership - is Mandatory for all primary characters, players will need to work to obtain and keep it. This is a story choice.
- Encumbrance - also is affected by a negative strength modifier. This was done to encourage teamwork.
- Background Location - is important to all characters and needs to be chosen before game starts. Once the campaign starts all new characters home location is determined by the games master. This is a story choice.
Half-Breed Heritage
Note: This is an option that replaces Half-Elf and Half-Orc from the game.
I have removed the human heritage of Half-Elf and Half-Orc from the game. What I have done is move it to a section of my Players Guide called Half-Breed. Any race that is playable can take the Half-Breed heritage instead of one included with their race.
What this means is that it is possible to have a Dwarf Half-Dwarf where you have two different dwarven heritages as well as the Elf who is Half-Human being different than the Human who is Half-Elven.
While being more flexible, it makes it easier to introduce any half-race or racial combination without saying “only humans can breed” when we can have amazing stories springing out of how your parents got together and how you were perceived by your community.
Including devil, demon and celestial half-breeds makes aasimir and tieflings very easy to integrate into the game as well. I intend to make any playable race and half-race option for my group.
I intend to work with the players to extend the different class options available to the players based on what humanoids are in the game.
Background Location Feat
Note: Every character starts with a home location)
All character have a home in Varisia, which will lead to how their characters will be able to advance their travel options and move around the setting faster.
As a restraint on character options every uncommon element of your character (Selected Background Location, Race or Feats) adds 1 level to the earliest you can unlock your home runegate. If you have any Rare elements (which usually requires GM to create) then that adds 2 to the level for when you can access your runegate.
A base character with no uncommon or rare build options can activate their home location runegate at 1st level.
This is where some of the advice about character choices was provided with this as the only penalty.
Encumbrance
Encumbered: When you reach your encumbrance limit, it works differently in this campaign. Instead of being able to technically carry the world on your shoulders with rules as written you have the following:
- No Str Modifier: You have a threshold of 1 - And for every multiple you have exceeded the threshold, apply the encumbered penalty an additional time.
- Str positive modifier - Your initial carrying capacity is already increased by your modifier. This is still by the book rules.
- Str negative modifier - Your modifier reduces your bulk capacity before you become overloaded. i.e. a -2 modifier will mean you apply the encumbered trait at bulk 3 instead of bulk 5. (Note: By the book rules allows a Str 1 character to carry as much as a Str 10 character before slowing down, yet allows a Str 12 character to carry more)
Levelling a Character
- Ability Boosts – When you want to increase an ability modifier above +4, it costs two of the free boosts instead of one. This can be done once per 10-character levels. (Note: Actual rule is increasing the stat by 1 instead of the modifier, this just simplifies it)
- Characters Starting Beyond 1st Level – Build them as if they are first level, and advance them. They gain equipment as if they were starting first level characters.
Equipment Changes
- Books - Spellbooks, Formula Books, Craft Books, Journals all are built the same way. Though each has a different purpose. A character needs to name each of their books.
- Spells take up two pages per spell, rituals take up four, and items take up a page per level of the item. (Note: by the book rule state that each spell, ritual and item take up only one page, and I expect a 20th level character to still have only one book with this rule)
Adventure and Purchase Items
All Items will have ID codes to represent when and where you found them. Giving it a unique id means that you can then refer to the item at a later time, write up more world lore, or incorporate it into a future storyline.
- Quest Items – #[module][number] represents and item found in a set adventure.
- Purchase Items – [session number]-[number] this covers items not planned that were claimed in session by players.
Design Part 5 - Thassilonia
For this expansion of the TRAP campaign I will be going into more detail about Thassilonia, the Runelords and Sin Magic.
- What is Thassilonia
- Who are the Runelords?
- What is Sin Magic?
What is Thassilonia
This is an ancient empire that was destroyed 10,000 game years ago, leaving behind massive constructions that while crumpled or damage in places, are still standing today and have unknown magic and lore associated with them.
They have a seven pointed star as the symbol of power with each of the points of the star being an aspect of rule – sometimes called virtues, but mostly referred to as sins. So the seven deadly sins is a good concept to be aware of before starting the campaign as it features heavily and influences what the players will be capable of doing over the breadth of the storyline.
This is a not so subtle hint to the return of the the culture in the campaign under the Thassilonian Resurgence Adventure Path as I have called my campaign. This spells out TRAP as an abbreviation.
Who are the Runelords?
The Runelords are a bunch of slumbering gods who each rule over one of seven provinces across the nation of Thassilonia, each one of them specialising in a particular branch of magic known as Sin magic styled after the seven deadly sins.
Historically there are also the seven virtues of rule that these came from:
- The Runelords of Envy
- Base colour of white with gold highlights.
- Envy Aspected - Complaining loudly or frequently about another party member’s good fortune, skill, or luck.
- Charity Aspected - Spending significant time tending the wounded, free of charge.
- Sin Magic Envy (Abjuration) - The art of suppressing magic other than your own. Prohibited Schools: evocation, necromancy.
- The Runelords of Gluttony
- Base colour of black with copper highlights.
- Gluttony Aspected - Getting drunk multiple times during the game session.
- Temperance Aspected - Spending a game session without drinking at a tavern when at least two other PCs engage in such acts during the session.
- Sin Magic Gluttony (Necromancy) - Magic that manipulates the physical body to provide for an unending hunger for life. Prohibited Schools: abjuration, enchantment.
- The Runelords of Greed
- Base colour of brown with platinum highlights.
- Greed Aspected - Robbing another PC, or hiding a significant amount of treasure for yourself.
- Generosity Aspected - Turning life savings over to a Mayor.
- Sin Magic Greed (Transmutation) - Magically transforming things into objects of greater value or utility, and enhancing the physical self. Prohibited Schools: enchantment, illusion.
- The Runelords of Lust
- Base colour of yellow with silver highlights.
- Lust Aspected - Eagerly accepting solicitations.
- Love Aspected - Giving a PC or NPC a romantic gift worth at least 1,000 gp per level your character possesses.
- Sin Magic Lust (Enchantment) - Magically controlling other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. Prohibited Schools: necromancy, transmutation.
- The Runelords of Pride
- Base colour of grey with brass highlights.
- Pride Aspected - Bragging about how nothing was scary.
- Humility Aspected - Refusing to accept an NPC’s reward for a mission, or giving all credit to others.
- Sin Magic Pride (Illusion) - Perfecting your own appearance and domain through trickery and illusions. Prohibited Schools: conjuration, transmutation.
- The Runelords of Sloth
- Base colour of green with different types of highlights.
- Sloth Aspected - Encouraging the party to stop and rest for a day after only having one or two significant encounters in that day. Missing more game sessions than attending for the adventure.
- Zeal Aspected - Encouraging the party to continue adventuring after the group has already dealt with at least five significant encounters that day.
- Sin Magic Sloth (Conjuration) - Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools: evocation, illusion.
- The Runelords of Wrath
- Base colour of red with copper highlights.
- Wrath Aspected - Eagerly torturing a prisoner.
- Kindness Aspected - Releasing an enemy that has surrendered and healing its wounds so it has a better chance at surviving.
- Sin Magic Wrath (Evocation) - Mastery of the raw destructive power of magic, and channeling those destructive forces. Prohibited Schools: abjuration, conjuration.
Characters will have their progression down either path checked at the end of each adventure asking for them to describe what acts they did during that adventure that count towards this.
What is Sin Magic?
Sin magic is a variant on the magic system which focuses on one of seven schools of magic: Abjuration, Conjuration, Enchantment, Evocation, Illusion, Necromancy and Transmutation.
The society did not think of Divination as its own school so it is utilised as a tool by all the variations of Sin magic.
This will need to be thought out about how it will translate into 2nd edition, and it is on the pile to be converted for the storyline. I am enjoying the challenge of putting this all together, when my technology is not fighting against it.
- These Schools are
- Envy (Abjuration) - The art of suppressing magic other than your own. Prohibited Schools: evocation, necromancy.
- Gluttony (Necromancy) - Magic that manipulates the physical body to provide for an unending hunger for life. Prohibited Schools: abjuration, enchantment.
- Greed (Transmutation) - Magically transforming things into objects of greater value or utility, and enhancing the physical self. Prohibited Schools: enchantment, illusion.
- Lust (Enchantment) - Magically controlling other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. Prohibited Schools: necromancy, transmutation.
- Pride (Illusion) - Perfecting your own appearance and domain through trickery and illusions. Prohibited Schools: conjuration, transmutation.
- Sloth (Conjuration) - Calling agents and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools: evocation, illusion.
- Wrath (Evocation) - Mastery of the raw destructive power of magic, and channeling those destructive forces. Prohibited Schools: abjuration, conjuration.
Design Part 6 - Factions and Characters
There are various factions in the game world that are relevant to the ongoing storyline, as well as what player characters are part of each of the groups.
What are the Factions of Golarion? - These factions are competing for resources, adventurers and political power in the Varisian region where the campaign is set. Player characters are associated with the Pathfinder Society, but awareness of the other factions is a plot point that will be used multiple times.
- Arcanamirium - This is the largest and oldest school of Absalom, and the most prestigious school of magic in the setting, Characters who are part of the Pathfinder Society can also be a part of this group.
- Aspis Consortium - This is a trade organisation touching on each of the major ports of the setting. They have a regional headquarters based out of the Bronze House in Magnimar’s Vista District.
- Esoteric Order of the Palatine Eye - The Esoteric Order of the Palatine Eye (rarely known as the Eldritch Order of the Palatine Eye) is a very secretive organisation thought to be based in Ustalav. The organisation works against the Whispering Way.
- Green Faith - Also known as the Old Faith, is a naturalistic philosophy based on the belief that natural forces are worthy of attention and respect.
- Hellknights - They are a collection of knights interested in the promulgation of law and order at all costs. Order of the Nail operates out of Korvosa in Citadel Vriad.
- Lantern Bearer - A secretive society of Elves wandering Varisia.
- Ninth Battalion - A inter-clan group of dwarves dedicated to the preservation of the Sky Citadels.
- Old Cults - These are groups of people who worship beings like the Outer Gods and the Great Old Ones.
- Pathfinder Society - This is a group people who document the hidden and lost corners of the world to help society understand their world and history better. Player characters are encouraged to trying out for membership as part of their background.
- Red Mantis Assassins - A society of people who always seem to know when and where people need to be assassinated for a price.
- Religious Factions - Each of the religions in the region will have its own active faction. This will include those that have been introduced as part of player character backstory and in game actions.
- Varisian Wanderers - A group of travellers who gather once a year when the spring rains subside at Magnimar to celebrate their goddess Desna.

The Pathfinder Society
This is the namesake of the game, what the social world wide “living” game is named after, and something that creates conflict, provokes storylines and helps change the world with its rich history. There are 11 seasons of the pathfinder society (was started with a season 0) and I intend to bring in related intrigue and story to my players as part of this ongoing narrative.
Each game year will provide hooks, storylines and events based on the level of the group, and their participation with the society as a whole.
Being a member of the Pathfinder society is a requirement in the game, it is not even guaranteed as the in game lore has the characters needing to spend three games years in training before proving their worth in one of three tests based on their preference and teachers. And this is done in Absalom so not an easy feat for characters to get.
What I have on offer is the ability to start the game having done their three years, with just their test to be completed. This is something my players will discover as we build characters to play.
Players can read ahead about the changes, or if they have played with the society will know some of what to expect, just don’t expect anything to happen exactly as it did before. This is a home game after all.
Who are the Characters
There are many characters in each game, some concepts have changed with time, and new characters have come and gone.
Note - This will be updated as players changes things.
With my three separate groups (one finishing an existing adventure path) I have the following:
- Jade Regent AP Characters
- This campaign has ended before completing book 5.
- Tuesday (Jade Regent Players)
- Annie – Orc Half-Hag Witch
- Emmesy – Dwarf Druid
- Grave – Human Cleric
- Jeremy – Elf Rogue
- Mark – Human Fighter
- Matt – Halfling Sorcerer
- Richard – Halfling Summoner
- Ross – Goblin Monk
- Thassilonian Resurgence AP Characters
- This group has medged with the friday group at the start of level 4.
- Wednesday (TRAP Players)
- Annie (picked up Nexa from Suzy)
- Nexa of Andoran
- Human Half-Orc (Korvosa)
- Player lost insterest and character disappeared
- David (Starting Player)
- Belath of Cheliax
- Human Sorcerer (Korvosa)
- Migrated to Friday group
- Ethan (Starting Player – No longer in campaign)
- Dain of Lantern Lodge
- Dwarf Ranger (Jangerhoff)
- Killed in Godsmouth Ossuary early Year 1
- Eve (New player early year 1 – No longer in campaign)
- Flatface of TBA
- Elven Half Goblin Sorcerer (Crying Leaf)
- Character failed to become a pathfinder. (NPC)
- Player lost insterest and character disappeared
- Jeremy (Starting Player)
- Kordar of Grand Lodge
- Human Fighter (Sandpoint) –
- Migrated to Friday group
- Mark (Starting Player)
- Pimwinkle Stout of Shadow Lodge
- Halfling Rogue (Magnimar) –
- Killed in Godsmouth Ossuary early year 1 – Resurrected
- Killed in Burnt Offerings early year 2 – Resurrected
- Joined the forces of Lamastu (NPC)
- Sparky of
- Dwarven Rogue (Janderhoff)
- Joined Magnimar pathfinder Lodge early Year 2
- Migrated to friday group
- Shadow (new player early year 1 – No longer in campaign)
- Reep-a-skeep of Osirion
- Ratfolk Rogue (Riddleport)
- Killed in Godsmouth Ossuary early year 1
- Stefan (Starting Player fill in from Friday Team)
- Krol (from Friday)
- Suzy (Starting Player – No Longer in Campaign)
- Nexa of Andoran
- Human Half Orc (Korvosa) –
- Player lost insterest and character moved over to Annie
- Victor (Starting Player)
- Cangaciero of Grand Lodge
- Human Half-Elf Druid (Kaer Maga) –
- Defected to work for the Runelords early Year 2 (NPC)
- Luna of Shoanti Lands
- Human Shoanti Oracle of TBA
- Joined magnimar pathfinder lodge early Year 2
- Migrated to friday group
- Thassilonian Resurgence AP Characters
- This group has had the Wednesday group merge with it at the start of level 4.
- Friday (TRAP Players)
- Adam (Starting Player – No longer in campaign)
- Sharp of Grand Lodge
- Human (Shoanti) Half-Shadowkin Rogue (Kaer Maga)
- Chose to serve the Runelords late Year 1 (NPC)
- Player lost insterest and character disappeared
- Ciara (Starting Player – No longer in campaign)
- Figit of ?
- Gnome Barbarian (Lurkwood Area)
- Failed to become a pathfinder (NPC)
- Margo of ?
- Joined the Magnimar Pathfinder Lodge Early Year 1
- Joined the Goblin forces late Year 1 (NPC)
- Player lost insterest and character disappeared
- David (Wednesday Starting Player)
- Belath of Cheliax
- Human Sorcerer (Korvosa)
- Migrated to Friday group
- Weilder of Shard of Pride for a time
- Player lost insterest and character disappeared
- Eme (Starting Player)
- Duzah of Sczarni
- Human (Shoanti) Half-Orc Ranger (Urglin)
- Died in the deserts of the Osirion region - has a task to defeat the sandpoint devil within a year of being brought back.
- Jeremy (Wednesday Starting Player)
- Kordar of Grand Lodge
- Human Fighter (Sandpoint) –
- Migrated to Friday group
- Wielder of Shard of Greed
- Josh (Starting Player)
- Parry Hotter of Cheliax
- Elf Half-Dwarf Wizard – Cypermage (Riddleport)
- Wielder of the Shard of Greed for a time
- scar of sparky's face on his back
- Current wielder of the Shard of Pride
- Current wielder of the Sword of Pride
- Mark (Wednesday Starting Player)
- Pimwinkle Stout of Shadow Lodge
- Halfling Rogue (Magnimar) –
- Killed in Godsmouth Ossuary early year 1 – Resurrected
- Killed in Burnt Offerings early year 2 – Resurrected
- Joined the forces of Lamastu (NPC)
- Sparky of
- Dwarven Rogue (Janderhoff)
- Joined Magnimar pathfinder Lodge early Year 2
- Migrated to friday group
- Scar of parry's face on her chest
- Bringing Luna back from the dead at the cost of hair for life
- Morgan (Starting Player)
- Quest of Roderic's Cove
- Orc Half-Goblin Bard (Roderic’s Cove)
- Player lost insterest and character disappeared
- Paul (Starting Player – no longer in the campaign)
- Passim of
- Human (Varisian) Bard (Magnimar)
- Failed to become a pathfinder (NPC)
- Player lost insterest and character disappeared
- Peter (Starting Player)
- Lady Dawn of
- Dwarf Fighter (Janderhoff)
- Failed to become a pathfinder. (NPC)
- Willy of Cheliax/Shadow Lodge
- Human Monk (homeland TBA)
- Married late year 1 to – TBA
- Died fighting demonic insects - rivarly with Duzhar lost
- Died in the catacombs of wrath under Roderic's cove - lost ability to be sarcastic
- Stefan (Starting Player)
- Krol of Shadow Lodge
- Elf Half-Gnome Cleric of Eristil (Sipplerose)
- Player lost insterest and character disappeared
- Victor (Wednesday Starting Player)
- Cangaciero of Grand Lodge
- Human Half-Elf Druid (Kaer Maga) –
- Defected to work for the Runelords early Year 2 (NPC)
- Luna of Shoanti Lands
- Human Shoanti Oracle of TBA
- Joined magnimar pathfinder lodge early Year 2
- Migrated to friday group
- Died in the Catocombs of Wrath under Roderic's Cove - Lost all hair
Design Part 7 - Pathfinder Factions
What are the Factions in the pathfinder society? - They are the authority figures of the pathfinder society with the leaders of each faction being on the ruling council of the Pathfinder Society. The society is still subject to higher authority so while these leaders control the day to day business, the higher authority controls the long term plans.
- As of AR 4708
- Andoran Faction - The Andoran faction within the Pathfinder Society represented the interests of the nation of Andoran and advocated for freedom throughout the Inner Sea.
- Cheliax Faction - The Cheliax faction within the Pathfinder Society represented the interests of House Thrune and strove to expand Cheliax’s diabolic influence over Golarion.
- Grand Lodge Faction - The Grand Lodge faction within the Pathfinder Society represents its ruling Decemvirate and the organization’s larger philosophical and pragmatic goals.
- Lantern Lodge Faction - The Lantern Lodge faction within the Pathfinder Society represented the interests of Venture-Captain Amara Li and the Dragon Empires of Tian Xia.
- Osirion Faction - The Osirion faction within the Pathfinder Society represented the interests of the Ruby Prince in Osirion’s attempts to reclaim past glory through the recovery of ancient artefacts of power.
- Qadira Faction - The Qadira faction within the Pathfinder Society represented Qadiran satrapy of the Keleshite Empire, particularly its trade interests in the Inner Sea region.
- Sczarni Faction - The Sczarni faction within the Pathfinder Society represented Sczarni crimelord Guaril Karela and the rest of the Varisian crime organization.
- Shadow Lodge Faction - The Shadow Lodge faction within the Pathfinder Society represented dissenters of the Decemvirate.
- Silver Crusade Faction - The Silver Crusade faction within the Pathfinder Society represents Pathfinders who want to apply the Society’s resources toward making the world a better place.
- Taldor Faction - The Taldor faction within the Pathfinder Society represented the interests of Taldor as it struggled to solidify its standing in the Inner Sea region.
Note - Over the course of the ten years of the Pathfinder Society play, these factions will change in leadership, structure and name. These represent those who are available from the first adventure “Aspirant Pathfinders” and are all expected to be known by players with the above information during the game.
How do factions interact with play? - Characters are going to be sponsored by one of these factions to be able to continue in the campaign. Those who loose sponsorship will be stepping out of the game.
Not only do you need to gain favour of your sponsor, you also need to avoid angering the other factions.
The level of anger you obtain from a faction is indicated in the faction tokens they offer as a bounty for your death. This is also the easiest way to earn favour with any faction is to kill a pathfinder who has gone out of their way to anger and not appease a faction leader.
The only penance is to the faction who has lost a member, which is to provide them one of their faction tokens, or two from another faction or risk the same offer being made against your own character.
A pathfinder who can’t work within the societies system, and keep the peace, must atone or be removed.
This is most relevant to the starting adventure where the faction leaders have invested 3 years in the training of the characters and need to know if their investment was something they can work with, dismiss or need to remove.
Design Part 8 - Learning from Conversion
Lessons Learned - Here is a lessons learnt update on what I have learnt. What have I learnt while putting this game together:
- The first thing I have picked up from setting this up for a campaign is masterwork items is no longer a thing, and the items with expert, master and legendary quality from the playtest also dropped. This is not a bad thing, but it does mean you need to look to different materials to make the switch for masterwork items in a conversion.
- Creating NPCs is a lot of fun, not as much as a struggle as it was for higher levels in 1st edition without some tool you hoped got it right. I have adapted a couple of monsters to convert over the we be goblins 2 module farmhouse encounter, and it has allowed my players to learn various rules and changes to the system while I take time to set up this campaign.
- Making an annotated stat block to help with GM management and teaching players how to play the game was a useful exercise and will become one of my standard tools for maintaining characters. Though this does not stop players from wanting to change it or do their own thing. I don’t mind if they do, but it does not count for my game management. For example – use of images or symbol in the annotated stat block will frustrate and annoy me because it can no longer be cut and pasted where I need it.
- The scope of the campaign is larger than I had intended from the start and this campaign may actually go longer than any of my other pathfinder games, with the longest to date being Kingmaker at over three years.
- Making the in game pathfinder society a big part of the ongoing narrative will be challenging but worthwhile. I have taken it back to where it all started, and will take into account the ten years of changes. It might not turn out the same, but that is the fun of running and building a story based on what the players do in game. It is a vibrant and growing community that has many stories to tell.
- Two groups using the same setting should provide some overlap, but they will never meet in game but could influence the other groups storyline.
- The intention to record every session and post it to my YouTube channel will provide some level of accountability and allow those who miss a game to catch up. Players can also relive the session at a later stage.
Converting and Playtest Material - Because of what characters and classes exist in my Jade Regent game, I will bring in the playtest material into my game for players to be able to use so I can reduce the amount of systems I am adjudicating each week. I am looking forward to the simplification of pathfinder 2 on both running the games, and maintaining them. Even if it will require more game prep between sessions. And writing about the campaign as it runs will also be an interesting ongoing discussion.
The material has been enjoyable to work on, and it has helped me formulate a process for converting all future work, including building up a base of NPCs for the campaign, which will all be detailed in the Game Master guide for the adventure path.
I have converted over three of the existing classes, the Samurai, the Summoner and a partial conversion of the Witch (I will complete this one next month depending on how Pazio’s playtest turns out). These were kept in the same themes of the existing classes, using focus and trying to limit abilities to the new rules constraints.
Notes: I have abandoned further development on the witch as I like how Paizo’s version turned out for the playtest and it will cover what I need for the game at this stage.
As part of converting my Jade Regent Adventure Path campaign over mid book 3 I have started converting over the special items found in that campaign.
While converting the items, I first needed to put together a list of how to create a magical item in the first place so I knew what was needed to build it and what power levels to aim to place it.
Converting on the Fly - With running six games a fortnight I could spend all my free time doing conversions or developing a system to convert on the fly without a need to map it all out ahead of time.
Here are the basic principles that I apply when setting numbers:
- PF1 HD sets the base number.
- Depending on the first number then I add 2 for trained, 4 for expert, 6 for master or 8 for legendary.
- This number is added to 10 to represent the Base DC of action or used by itself to represent the attack of the creature.
- If it seems low, I might add values from their attributes, but this little cheat sheet has helped me wing games from 1st level up to 10th level with it working well so far.
- I intend to put together a list of abilities to pull out when I need to so creatures can have appropriate actions and not the variables and how to calculate them quickly.
Thoughts on Pathfinder 2 at release - After working on this for about a month, the books have finally been released and here are my first impressions of it: (as these posts are written a few weeks before release your only getting my impressions based on the august 1st release and a week of looking at the pdf’s).
- Mixed race did not go far enough – I have some house rules to cover this.
- Paladin now split into three alignment bound classes. I think this could have been done better with alignment removal, like D&D 5E, but I will see how it plays out before making any changes.
- Goblin making it into the start book not an improvement, though not a detriment either, still on the fence for this one.
- Fighters and Monks don’t appear to have subtypes like most of the other classes. This struck me as strange, and a missed opportunity.
- Not having Oracle, Summoner, Inquisitor, Magus and Witch in the core books I think is a missed opportunity of making Pathfinder more of a signature brand. Even if the subtypes of wizard was school, witch or summoner just to bring them out. Oracle would easily fit in as a subtype of sorcerer considering you get to set the spell list for the subtypes.
- The new character sheets are amazing, players take note, give new players the class specific sheets for their characters before they start making them. Let them know that some of it has been pre-marked for them so they don’t have to fill it all in.
Thoughts on Pathfinder 2 at campaign launch - With the campaign launching this week, I am excited to see what happens, with little bits of information provided to players, we will see how the first session goes, and hope that we can continue with the storyline as we progress.
As a starting point all characters have been asked to prioritise writing implements and something to write in. And for players to take notes.
Converting on the fly with a rules-lawyer in the group can cause a lot of issues, I had one in my group who kept trying to make all the rules decisions and be the authority on the game, this caused me a lot of grief as they would interrupt game play, throw a tantrum when they was not taken as the source of rules as a player and become very disruptive. Though the player also suffered from GM’itis which is the illness of a player trying to run the game from the players seat to the detriment of the other players and the games master. Not as easy to solve as just a rules lawyer because they also try to be the source of the setting lore as well. So definitely a cautionary tale.
Design Part 9 - Half-Breeds
Another aspect of my Thassilonian Resurgence Adventure Path (TRAP) that has been house ruled is half-races. Unlike my D&D world where half races are not available, here they are part of the core setting, and as such I have tried to enhance the experience and make it easier to extend over time.
What is a Half-Breed, and how is it being represented in game? - In the base rules, a half-race is always human and a second race. This was not where I wanted to go with the game so modified it to be different.
The main change here is that you can have any combination of races and classes.
Basic design principles:
- The mother is always the core species that the character is built from. Even if she is a half-race, she will still have a core race she was built from. This is the starting race for all the racial options.
- The half-race replaces the heritage of the creature and provides additional racial aspects based on the selected heritage.
- If either of the parent races is small, then the child is also small.
- Lifespan is equal to the mothers race, not the half-race.
This leads to races being described as follows:
- a Human Half-Elven
- a Elven Half-Human
- a Goblin Half-Orc
Half-Breed Options - In my campaign I have the following base race options currently available: (note: as per the rules, an Uncommon race require GM approval before they are taken, so make sure you have it in an email to be sure.)
- Mothers Race is the Base Race
- Common Base Race - Dwarf, Elf, Gnome, Halfling, Human,
- Uncommon Base Race - Goblin, Hobgoblin (lopg), Lizardfolk (lopg), Orc (gm),
- Rare Base Race - Hag (gm), Leshies (lopg), Ratfolk (gm), Shadowkin (gm),
A character gains ALL the character build mechanics of the mothers race and is identifiable as that race.
- Fathers Race is the Half-Race Option
- Common Base Race - Elf, Orc,
- Uncommon Base Race - Gnome, Hag, Halfling, Human,
- Rare Base Race - Dwarf, Goblin, Hobgoblin, Leshie, Lizardfolk, Ratfolk, Shadowkin,
A character only gains the details listed in the “Half-Breed” Heritage feat for the fathers race, and while having a resemblance to that race. They don’t get any further character creation bonuses of the fathers race.
Each of these base races can choose to take as their heritage “Half-Breed” which means they can then select one of the half-breed options based on the same race list. This has been designed so that any one race can have offspring with any other race. The core race is always the mother’s core race, even if she is a half-breed herself.
The race the father passes on is always their core race (inherited from their mother) so certain genetic markers always breed true, and most of the linage see’s those traits passed down. With GM approval you can have the Half-breed race be passed down, but this is another feature that will require GM approval, best in email.
Note: The word “QUALIFY” does not mean you gain something, it means your character is able to selected it as one of its advancement options.
For example, A Dwarf Half-Dwarf qualifies for the Dual Ancestry feat, meaning that they meet the prerequisites for that feat even if the previously did not.
Race: Dwarf
Heritage: Half-Dwarf
Ancestry Feat: 1st level feat Dual Heritage (allowing for you to then
take two Dwarf Heritage options)
Thoughts - What this gives me is a stable and consistent format to add new half races such as Tiefling (half fiend) or Aasimiir (half celestial) to the options in my pathfinder 2 campaign. This page has room to group, and there are plans for it to be expanded with articles on each race details how they can be a base race, or a half race.
This needed clarification as the difference between Heritage and Ancestry was not clear enough for my players, I will be expanding this further in a look at each of the races in more depth.
Design Part 10 - Using Renown
Here is a list of all the ways a character in my Thassilonian Resurgence Adventure Path (TRAP) can spend their renown within the Pathfinder Society. This is set at year one of the storyline, so expect it to change over the course of the ten game years.
What is Renown, and how is it being represented in game? - Renown is a currency with a group, society or organisation that will grant you favours based on what you have done for them in the storyline.
In the game I have allocated badge’s from the factions to represent individual achievements. Once they obtain their own wayfinder, they will see the ongoing method of tracking their renown with each faction. I am making a pathfinders wayfinder a crucial aspect of their development and advancement.
Using Renown with an Organisation or Faction - Here I am showcasing the planned uses for renown, and I will later build each into their own section which will be updated over time.
- Organisation Examples - See PSO under Factions.
- Faction Examples - See other tabs under Factions.
Design Part 11 - Gaining Renown and Fame
Welcome back to another instalment of my blog regarding the Thassilonian Resurgence Adventure Path (TRAP). If you want to read more posts about this design, you will find all the links at the bottom of the page.
What is Renown? - Renown is a currency for having players achieve objectives for stakeholders in the campaign. They earn them by doing jobs for them, and they spend them by asking for favours from the stakeholder.
So to be able to use and maintain renown, a character needs to be connected or engaged with something in the setting. This provides rewards and incentives to work with the pathfinder society (and other factions for them to discover).
So if a character starts behaving in contradiction to that of the organisation they have gained renown with, they might also lose it, reduce it, or have requests to use it denied. This makes it a useful tool for Game Masters to utilise in managing player expectations and what their characters are able to get away with in game.
How can I earn it? - In my TRAP campaign, I have the characters all starting with a quest line based on the pathfinder scenario’s called First Steps that I have called “Aspirant Pathfinders” set in Absalom and deals with the characters taking the final tests to become trainee pathfinders.
What I have introduced in this storyline is that when characters have done what the pathfinder society factions wanted them to achieve, they received a badge (token) for which they can measure their success by how many tokens they have earned during the three trials.
Once they successfully become pathfinders, these tokens will be converted over to standing (points) once they obtain a wayfinder and have it bonded it to become their link to the society. This also becomes a way for the character to track or compare their standing in the factions.
The plan for characters to gain renown ongoing is around the missions they are asked to do. A character will receive one point for the faction that sponsored the mission if it succeeds, if it is their faction they receive a extra point. If there are any side quests attached to that mission by any faction (including the sponsor) achieving it will also gain you a point in that faction (with an additional one if its your faction).
Heroic actions that other characters report on and are verified by the society also earn you renown if it is in the interest of the society you present it to. This provides renown to both the character committing the act, and the one reporting on it.
Characters can never gain equal or more renown in a faction when compared to the faction they belong to. If a character was to change factions (with a story reason) then they loose standing in all other factions until they are at least one less than the one they joined.
There was an intention for who a character belongs to be secret from the table, but that was not a style of play I felt comfortable continuing.
Characters will gain renown in the society as a whole for each chronicle they complete detailing their exploits.
How do I lose it? - The easiest way to loose renown is to spend it on faction favours. Some favours will be limited to the members of that faction which may change during the storyline.
The next way characters will loose renown is to take on a quest and fail to achieve the outcome requested (without providing a suitable alternative).
Another way of loosing renown is to act against the interest of one of the factions and having it reported to that faction. Once it is verified, the person who reports it gains the amount of renown lost by the other party.
What is Fame? - Fame can be used for multiple things, but in the case of the TRAP campaign I am running there is an internal Fame rating that will be based on your character level, plus certain titles you acquire in the course of the game.
When conversing with another Pathfinder, you will be able to compare fame scores as well as Renown. In some situations (which will be discovered in play) having a high or lower score than your opponent will provide you an advantage in that encounter.
This may even affect other party members, with your most famous member being given the most attention, or the character with the most renown in that faction treated as party leader.
Once gained, fame stays with you. Though alternate identities can be made, and work up until it is outed as you. Any fame earned by the alternate identity will apply to you character once this happens.
Thoughts - Renown and Fame are just two extra mechanics to help enhance the role-playing experience and while they are not always used, they will help my TRAP campaigns keep their society feel, with the internal intrigue and the external pressures. I am looking forward to seeing where this will end up going.
Design Part 12 - Location Feats
As part of character creation, all players have access to gaining a location feat with a runegate as their one Uncommon character option from building the character.
An example of uncommon character options are taking character build options from something other than the Core Book. Not everything outside the Core Rulebook is uncommon, but if that mechanic is necessary to build a character then fast travel is not one of their ongoing options.
Note: If there is no appropriate ruins in your home, then this feature will not be easily available to your character. As for getting the GM to agree to options against his wishes, you can still get the runegate in your location, you just might need to work for it.
Added details of TRAP Location Feat to TRAP Campaign Menu, as well as the rituals to the Pathfinder Portal Network on the same page.
Design Part 13 - Adventures (and Storyline)
This is a guide I am using to manage my overall campaign adventures. So for my players this will contain spoilers so it is up to you if you want to know what is to come and when it might happen.
As this is an adventure path, the adventure is what makes the path, split into two different groups to allow a hybrid adventure where they will be setting the other group up to succeed.
As part of the storyline, events happen, whether the party is there or not, so if I have lined up a storyline, or NPCs have asked them to do multiple things, some of them might be time sensitive, and if they do something else first, it might be too late to return and do it later. This is also by design as players (and their characters) are influencers of the storyline, but not guaranteed to be given all the storyline. If a player wants their character to participate in as much as possible, they need to connect with the setting, the NPCs and the settlements.
AR 4704 – Background – Missing in Action
Characters disappear from their former lives appearing in Absalom and being given the offer to spend three years training to be pathfinders. The location where they disappeared from is associated with a runic circle made up of Thassilonian Runes which activated and sent them to Absalom. This gives the character lore on this city, as well as a teleportation circle associated with their family.
AR 4705 – Background – Training Year 1
Characters are in the start of their three years in Absalom training to be pathfinders.
AR 4706 – Background – Training Year 2
Characters are in the middle of their three years in Absalom training to be pathfinders.
AR 4707 – Background – Training Year 3
Known as the Year of Awakening. Characters are in their final year at the pathfinder society in Absalom. This is also called season 0 in the pathfinder society adventures, but as I wanted ten years of gameplay I had to skip over one of the years to fit it in so season 0 was done in background only.
AR 4708 – Season One – Year of Expansion

Known as the Year of Expansion. Why did I choose to start the game here, you might have wanted to ask, instead of setting it when Pathfinder 2 is set about 11 years in the future. I wanted the game to cover the storyline of the Pathfinder Society as well as the changes wrought by the various adventure paths. This is designed from the ground up to be an epic (as in long) story, which the players were warned off before they built characters for the storyline.
The base concept is the character are finishing three years of study with the Pathfinder society and have a final test to gain membership with the society as the first adventure of the campaign.
Adventure sources for AR 4708 – First Half of the Year (Level 1)
- Aspirant Pathfinders – Based around the introduction adventures of the Pathfinder Society centred in Absalom “In Service to Lore”, “To Delve the Dungeon Deep” and “A Vision of Betrayal”. During this storyline the characters are interacting with each of the society leaders to help them decide which one they wish to gain sponsorship through. Both teams do this adventure.
- Doomsday Dawn – The Lost Star – Based around the retrieval of the Star of Desna and introducing the doomsday dawn storyline to the campaign. This has been done as an introduction to Magnimar for the A Team.
- The City of Strangers (PFS) – This is a pair of adventures “The Shadow Gambit” and “The Twofold Demise” that have been modified to change how the Shadow Lodge is perceived and where they open up the first branch of the Shadow Lodge outside of the main headquarters of the society. This is also an introduction to Kaer Maga, the Shadow Lodge and Politics of the region. This is designed for the B Team.
- Murder’s Mark – This is a published adventure set in Ilsurian as a bridge between travel from Magnimar to Kaer Maga or the other way around set for either of the teams depending on how they were progressing.
- The Godsmouth Heresy – This is a published adventure set in Kaer Maga and meants as the main mission planned for the B Team while they are in Kaer Maga, but due to player choices was moved over to the A Team.
- Terror at Whistledown (PFS) – This is a high level pathfinder society adventure being down by the NPC Team based out of Magnimar’s Pathfinder Lodge. Rumours of it to be dropped at later stage with part of the museum of antiquities in the lodge showing what the various groups have achieved.
Now all of this constituted the first level for the characters, and they then start the second half of the year as members of the Magnimar Pathfinder Lodge. After effects of their actions for the storyline will be felt, with changes to the settlements where they spent time being reported.
As part of transitioning to level 2, I have planned for characters to pick up the Pathfinder Dedication Feat depending on how they are progressing in the storyline as a congratulations your doing well gift from the lodge. Also during this time they learn the Hell Knights of Chelaxia have come to Varisia in an naval armada based in Magnimar with a vessel from each of the outlined 20 chapters I have detailed. Some of them are pre-existing some are new. The premise of the Knights against Hell who stand to protect the people, but are no longer part of people they are protecting being part of the price they willingly pay. They have been invited to Varisia by the Pathfinder Society due to the awakening of the Gods of Sin known as the Runelords.
Adventure sources for AR 4708 – Second Half of the Year (Level 2)
- Rise of the Runelords – Book 1 – Burnt Offerings – In dealing with the Star of Desna, the group would be bringing it to Sandpoint as part of the delayed Swallowtail festival which happened because of delays in material for the Sandpoint Cathedral. During this the Goblins attack and various events are kicked off including the abduction of important characters. This combines the Part 1 to 3 aspects of the story into a single narrative. Finishing with the goblins retreating. Assigned to the B Team as the A Team had found the Star to link in each of the groups to the ongoing story.
- Jade Regent – Book 1 – The Brinewall Legacy – The mayor of Sandpoint asks the group to find out why the Goblins attacked, then retreated so he sends them to the Brinestump Marsh doing Part 1 of the book. The events of the attack have effected the storyline, so no goblins were there when they arrived having not followed the goblins or given them time to return and rushed to their known encampment. This was also assigned to the B Team.
- Shattered Star – Book 1 – Shards of Sin – Taking on more work in Magnimar, A Team is seeking out contacts of the lodge and a lost Artefact covering Parts 1 and 2 of the book. This introduces them to the shard of Pride and they delve into Part 3 as well.
- Second Darkness – Book 1 – Shadow in the Sky – To gain a foothold in the north, the B Team is sent to Riddleport to work in the Golden Goblin establishment. The characters experience Part 1 to 2.
- Curse of the Crimson Throne – Book 1 – Edge of Anarchy – Introducing the characters of A Team to the settlement of Korvosa to gain a foothold in the south as an investigation into the rumours of the Kings health. The characters meet important people in the ongoing storyline and make a connection with the city.
These adventures make up the second level for the characters and give them a good grounding in the setting with ties to the communities. Each of the adventure parts have associated campaign traits that I have turned into social feats linked to the storyline. These should be available to characters from these teams.
- Curse of the Crimson Throne – A Team
- Jade Regent – B Team
- Rise of the Runelords – A and B Team
- Second Darkness – B Team
- Shattered Star – A Team
AR 4709 – Season Two – Year of the Shadow Lodge

Known as year of the Shadow Lodge. Season two of the story is meant to build upon what they achieved in season one with more of the pathfinder societies stories brought in for them to deal with.
Adventure sources for AR 4709 – First Half of the Year (Level 3)
- Rise of the Runelords – Book 1 – Burnt Offerings – Both groups heading to Sandpoint region, A Team taking on the Catacombs of Wrath (Part 3) while the B Team is taking on Part 4 and the amassed goblin army.
- Curse of the Crimson Throne – Book 1 – Edge of Anarchy – Returning to Korvosa, characters from A Team complete Parts 2 and 3.
- Shattered Star – Book 1 – Shard of Sin – Finishing up the storyline of this book in Magnimar, characters from A Team are tackling Part 4 to recover their second shard with the intention of it going to B Team. Each of the shards ongoing should be handed to the other team to use to continue the storyline.
- Return of the Runelords – Book 1 – Secrets of Roderic’s Cove – Seeing this quest as punishment for how they have acted in some of their activities, B Team are investigating disappearances and strangeness in the home of one of their number Roderic’s Cove. This covers Part 1 to 3 with the characters reporting into the society after discovering and investigating Thassilonian ruins.
- Feast of Ravenmoor – Another module set in the settlement of Ravenmoor, completed by B Team.
- The Chasm of Screams (PFS) – This is another high level adventure being down by the NPC team out of Magnimar. Details to come to the characters at a later stage.
Characters are still investigating this storyline at 3rd level so future information will be added as they encounter it. There will be a planned outline for 4th level but I am reluctant to delve too far into the games future before the players are encountering those storylines in game.
Adventure sources for AR 4709 – Second Half of the Year (Level 4)
- Return of the Runelords – Book 1 – Secrets of Roderic’s Cove – Completion of the first books storyline
- Rise of the Runelords – Book 1 – Burnt Offerings – Option to return to Thistletop, though unwise with the Sandpoint Devil and Thistletop Devil working together.
- Second Darkness – Book 1 – Shadow in the Sky – Completion of the first books storyline.
- Return to the City of Strangers (PFS) – Completion of the Shadow Lodge mission.
- Doomsday Dawn – In Pale Mountain’s Shadow – Another adventure.
These adventures make up the second level for the characters and give them a good grounding in the setting with ties to the communities. Each of the adventure parts have associated campaign traits that I have turned into social feats linked to the storyline. These should be available to characters from these teams.
- Curse of the Crimson Throne – A Team
- Jade Regent – B Team
- Return of the Runelords – B Team
- Rise of the Runelords – A and B Team
- Second Darkness – B Team
- Shattered Star – A Team
AR 4710 – Season Three – Year of the Shadow Lodge Ascention

AR 4711 – Season Four – Year of the Ruby Phoenix
Known as year of the Ruby Phoenix. Features the following modules ontop of the five adventure paths and levels five to six.
- Dawn of the Scarlet Sun
- Portal of the Sacred Rune (PFS)
- Conquest of Bloodsworn Vale
- The House on Hook Street
AR 4712 – Season Five – Year of the Risen Rune

Known as year of the Risen Rune. Features the following modules ontop of the five adventure paths and levels seven to eight.
- The Night March of Kalkamedes (PFS)
- Halls of Dwarven Lore (PFS)
- Feast of Sigils (PFS)
- Seven Swords of Sin
- The Green Market (PFS)
- Fortress of the Nail (PFS)
- The Veteran’s Vault (PFS)
- Rise of the Goblin Guild (PFS)
- The Golemworks Incident (PFS)
- My Enemy’s Enemy (PFS)
- Race for the Runecarved Key (PFS)
- The Cultists Kiss (PFS)
- Severing Ties (PFS)
- The Cyphermages Dilemma (PFS)
- Rivslry’s End (PFS)
- The Sanos Abduction (PFS)
- King of the Stoval Stairs (PFS)
- The Price of Friendship (PFS)
- The Secret Stone Keep (PFS)
- Tower of the Ironwood Watch (PFS)
- The Refuge of Time (PFS)
- In Wrath’s Shadow (PFS)
- The Fabric of Reality (PFS)
- Words of the Ancients (PFS)
- The Walking Rune (PFS)
- Extra Adventure Path – Giantslayer Book 3 – Forge of the Giant God
- Doomsday Dawn – Affair at Sombrefell Hall – Another adventure.
AR 4713 – Season Six – Year of the Demon
Known as year of the Demon. Features the following modules ontop of the five adventure paths and levels nine to ten.
- The Stranger Within (PFS)
- Doomsday Dawn – The Mirrored Man – another adventure
AR 4714 – Season Seven – Year of the Sky Key
Known as year of the Sky Key. Features the following modules ontop of the five adventure paths and levels eleven to twelve.
- Doomsday Dawn – The Heroes of Undarin – another adventure.
AR 4715 – Season Eight – Year of the Serpent
Known as year of the Serpent. Features the following modules ontop of the five adventure paths and levels thirteen to fourteen.
- Academy of Secrets
- The Bronze House Reprisal (PFS)
- Doomsday Dawn – Red Flags – another adventure
AR 4716 – Season Nine – Year of the Stolen Storm
Known as year of the Stolen Storm. Features the following modules ontop of the five adventure paths and levels fifteen to sixteen.
- Wrath of the Fleshwarped Queen (PFS)
- Potent’s Peril (PFS)
AR 4717 – Season Ten – Year of Factions Favour
Known as year of the Factions’ Favour. Features the following modules ontop of the five adventure paths and levels seventeen to eighteen.
- Beyond the Halflight Path (PFS)
- Doomsday Dawn – When the Stars Go Dark – another adventure
AR 4718 – Season Eleven – Year of the Ten
Known as year of the Ten. Features the following modules ontop of the five adventure paths and levels nineteen to twenty.
- What the Helms Hide (PFS)
- Testament of Souls (PFS)
- The Howling Dance (PFS)
- Debe to the Quah (PFS)
Design Part 14 - Faction Points
This is a guide I am using to manage my overall campaign faction points. So for my players this will contain information on when your were awarded points and why so it is up to you if you want to know what is to come and when it might happen.
AR 4708 – Season One – Year of Expansion

- Belath (of Korvosa)
- Aspirant Pathfinder (W01-10) 16 out of 24 faction awards – Pride and PFS (4) (+4 Cheliax bonus) -> Andoran (1), Cheliax (5), Grand Lodge (2), Lantern Lodge (3), Osirion (1), Qadira (3), Shadow Lodge (3), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Pride + Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Faction + Lust + Cheliax (1)
- Pharasma’s Quest (W17-23) PFS + Faction + Pride + Osirion (1)
- Shard of Pride (W24-32) PFS + Faction + Pride
- Welcome to Korvosa (W33-35) Pride + PFS + Faction + Cheliax (1)
- Cangacerio (of Kaer Maga)
- Aspirant Pathfinders (W01-10) 18 out of 24 faction awards – Humility and PFS (3) (+3 Grand Lodge bonus) -> Andoran (1), Grand Lodge (7), Lantern Lodge (3), Osirion (1), Qadira (3), Sczarni (1), Shadow Lodge (3), Silver Crusade (1), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Sloth + Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Faction + Pride + Cheliax (1)
- Pharasma’s Quest (W17-23) PFS + Faction + Wrath + Osirion (1)
- Shard of Pride (W24-32) PFS + Faction + Wrath + Runelord of Wrath
- Welcome to Korvosa (W33-35) Pride + Faction + Wrath + Cheliax (1)
- Dain (of Janderhoff)
- Aspirant Pathfinders (W01-10) 19 out of 24 faction awards – Zeal and PFS (3) (+2 Lantern Lodge bonus) -> Andoran (1), Chelliax (1), Grand Lodge (3), Lantern Lodge (6), Osirion (1), Qadira (3), Shadow Lodge (3), Silver Crusade (1), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Wrath + Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Faction + Wrath + Cheliax (1)
- Duzhar (of Urglin)
- Aspirant Pathfinders (F01-12) 12 out of 24 faction awards – Pride and PFS (3) – Scar from Crocodile (+6 Sczarni) -> Andoran (1), Cheliax (1), Grand Lodge (2), Lantern Lodge (3), Qadira (1), Sczarni (7), Shadow Lodge (2), Silver Crusade (1)
- Welcome to Kaer Maga (F12-17) – PFS + Faction + Zeal + Shadow Lodge
- Sandpoint Festival (F18-24) – PFS + Faction + Wrath + Cheliax
- Welcome to Riddleport (F24-36) – PFS + Faction + Pride + Osirion
- Kordar (of Sandpoint)
- Aspirant Pathfinders (W01-10) 19 out of 24 faction awards – PFS 4 – Zeal (+2 Grand Lodge bonus) -> Andoran (2), Grand Lodge (6), Lantern Lodge (3), Osirion (1), Qadira (3), Sczarni (1), Shadow Lodge (3), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Zeal+ Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Zeal + Faction + Cheliax (1)
- Pharasma’s Quest (W17-23) PFS + Faction + Zeal + Osirion (1)
- Shard of Pride (W24-32) PFS + Faction + Zeal
- Welcome to Korvosa (W33-35) Zeal + PFS + Faction + Cheliax (1)
- Krol (of Sipplerose)
- Aspirant Pathfinders (F01-12) 16 out of 24 faction awards PFS (4) and Kindness (+4 Shadow Lodge) -> Andoran (1), Cheliax (1), Grand Lodge (3), Lantern Lodge (3), Osirion (2), Qadira (1), Silver Crusade (1), Shadow Lodge (9)
- Welcome to Kaer Maga (F12-17) PFS + Faction + Zeal + Shadow Lodge
- Sandpoint Festival (F18-24) – PFS + Faction + Kindness + Cheliax
- Welcome to Riddleport (F24-36) – PFS + Faction + Pride + Osirion
- Margo (of Kaer Maga)
- Aspirant Pathfinders (F01-12) PFS (3)
- Welcome to Kaer Maga (F12-17) PFS + Faction + Wrath + Shadow Lodge
- Nexa (of Korvosa)
- Aspirant Pathfinders (W01-10) 19 out of 24 faction awards – PFS 6 – Scar from Acid – Zeal (+2 Andoran) -> Andoran (3), Chaliax (1), Grand Lodge (2), Lantern Lodge (3), Osirion (1), Qadira (3), Sczarni (1), Shadow Lodge (3), Silver Crusade (2), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Pride + Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Faction + Pride + Cheliax (1)
- Pharasma’s Quest (W17-23) PFS + Faction + Wrath + Osirion (1)
- Shard of Pride (W24-32) PFS + Faction + Zeal
- Welcome to Korvosa (W33-35) Zeal + Faction + Pride + Cheliax (1)
- Parry (of Riddleport)
- Aspirant Pathfinders (F01-12) 15 out of 24 faction awards – PFS (4) + Lust. Scar from Fire (+4 Cheliax) -> Andoran (1), Cheliax (6), Grand Lodge (3), Lantern Lodge (3), Qadira (1), Shadow Lodge (3), Silver Crusade (2)
- Welcome to Kaer Maga (F12-17) – PFS + Faction + Lust + Shadow Lodge + Cheliax (Mapping the Path)
- Sandpoint Festival (F18-24) – PFS + Faction + Pride + Cheliax + Hellknights
- Welcome to Riddleport (F24-36) – PFS + Faction + Pride + Osirion + Cyphermages
- Pimwinkle (of Magnimar)
- Aspirant Pathfinders (W01-10) 18 out of 24 faction awards – Scar from Pastries – Lust (+3 Shadow Lodge) -> Andoran (1), Cheliax (1), Grand Lodge (3), Lantern Lodge (3), Qadira (3), Sczarni (1), Shadow Lodge (7), Taldor (2)
- The Lost Star (W10-13) PFS + Faction + Pride + Silver Crusade (1)
- Ilsurian Carnival (W13-17) PFS + Faction + Pride + Cheliax (1)
- Pharasma’s Quest (W17-23) PFS + Faction + Envy + Osirion (1)
- Shard of Pride (W24-32) PFS + Faction + Envy
- Welcome to Korvosa (W33-35) Zeal + Faction + Lust + Cheliax (1)
- Quest (of Roderic’s Cove)
- Aspirant Pathfinders (F01-12) 16 out of 24 faction awards – PFS (4) + Pride. Scar from Gnome Head, Crocodile (+4 Sczarni) -> Andoran (1), Cheliax (1), Grand Lodge (3), Lantern Lodge (3), Osirion (1), Qadira (2), Sczarni (6), Shadow Lodge (2), Silver Crusade (1)
- Welcome to Kaer Maga (F12-17) – PFS + Faction + Zeal + Shadow Lodge
- Sandpoint Festival (F18-24) – PFS + Faction + Sloth + Cheliax
- Welcome to Riddleport (F24-36) – PFS + Faction + Pride + Osirion
- Willy (of tba)
- Aspirant Pathfinders – PFS (3) Shadow Lodge (3)
- Welcome to Kaer Maga (F12-17) – PFS + Faction + Zeal + Shadow Lodge + Challiax (mapping the path)
- Sandpoint Festival (F18-24) – PFS + Faction + Lust + Cheliax + Hellknights + Temple of Asmordigan
- Welcome to Riddleport (F24-36) – PFS + Faction + Pride + Osirion + Hellknights + Temple of Asmordigan
- Zed (of Kaer Maga)
- Aspirant Pathfinders (F01-12) PFS (4) and Pride. 15 out of 24 faction awards (+4 Grand Lodge) -> Andoran (2), Grand Lodge (8), Lantern Lodge (3), Osirion (1), Qadira (1), Sczarni (1), Shadow Lodge (2), Silver Crusade (1)
- Welcome to Kaer Maga (F12-17) – PFS + Faction + Pride + Cheliax
- Sandpoint Festival (F18-24) – PFS + Faction + Pride + Osirion
AR 4709 – Season Two – Year of the Shadow Lodge

- Barak (of Riddleport)
- Aspirant Pathfinders – PFS (3) + Faction
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Pride + Cheliax, Sczarni, Silver Crusade
- Belath (of Korvosa)
- Korvosa Gone Mad (W36-W37) PFS + Faction + Envy + Andoran (1), Silver Crusade (1)
- Missing people in Sandpoint (W38-W40) PFS + Faction + Pride + Osirion (1)
- Shard of Greed (W41-W48) Hellknights (2), PFS + Faction + Pride + Cheliax, Osirion, Silver Crusade.
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Pride + Cheliax, Sczarni, Silver Crusade
- Cagacerio (of Kaer Maga)
- Korvosa Gone Mad (W36-37) PFS + Faction + Wrath + Andoran (1), Silver Crusade (1)
- Missing people in Sandpoint (38-40) – Runelord of Wrath
- Duzhar (of Urglin)
- Rescue of Ameiko (F36-F40) – PFS + Faction + Andoran + Silver Crusade + Wrath + Runelord of Wrath
- Welcome to Roderic’s Cove (F40-F50) – PFS + Faction + Envy + Runelord of Wrath + Andoran, Cheliax, Lantern Lodge, Osirion
- Feast at Ravenmoor (F51-F56) – PFS + Faction + Hell Knights (5) + Magnimar (2)+ Greed + Andoran, Cheliax, Grand Lodge, Osirion (5), Sczarni (2), Shadow Lodge (1), Silver Crusade (2)
- Kordar (of Sandpoint)
- Korvosa Gone Mad (W36-37) PFS + Faction + Zeal + Andoran (1), Silver Crusade (1)
- Missing people in Sandpoint (38-40) PFS + Faction + Wrath + Osirion (1)
- Shard of Greed (W41-W48) PFS + Faction + Zeal + Cheliax, Osirion, Silver Crusade
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Zeal + Cheliax, Sczarni, Silver Crusade
- Krol (of Sipplerose)
- Rescue of Ameiko (F36-F40) – PFS + Faction + Andoran + Silver Crusade + Kindness + Runelord of Wrath
- Welcome to Roderic’s Cove (F40-F50) – PFS + Faction + Pride + Runelord of Wrath + Andoran, Cheliax, Lantern Lodge, Osirion
- Feast at Ravenmoor (F51-F56) – PFS + Faction + Hell Knights (5) + Magnimar (2) + Sloth + Andoran, Cheliax, Grand Lodge, Osirion (5), Sczarni (2), Shadow Lodge (1), Silver Crusade (2)
- Luna (of the Shoanti)
- Aspirant Pathfinders – PFS (3) + Faction
- Shard of Greed (W41-W48) PFS + Faction + Pride + Cheliax, Osirion, Silver Crusade
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Envy + Cheliax, Sczarni, Silver Crusade
- Nexa (of Korvosa)
- Korvosa Gone Mad (W36-37) PFS + Faction + Wrath + Andoran (1), Silver Crusade (1)
- Missing people in Sandpoint (38-40) PFS + Faction + Wrath + Osirion (1)
- Shard of Greed (W41-W48) PFS + Faction + Wrath + Cheliax, Osirion, Silver Crusade
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Sloth + Cheliax, Sczarni, Silver Crusade
- Parry (of Riddleport)
- Rescue of Ameiko (F36-F40) – PFS + Faction + Andoran + Silver Crusade + Wrath + Runelord of Wrath
- Welcome to Roderic’s Cove (F40-F50) – PFS + Faction + Envy + Runelord of Wrath + Andoran, Cheliax, Lantern Lodge, Osirion
- Feast at Ravenmoor (F51-F56) – PFS + Faction + Hell Knights (5) + magnimar (2) + Pride + Andoran, Cheliax, Grand Lodge, Osirion (5), Sczarni (2), Shadow Lodge (1), Silver Crusade (2)
- Pimwinkle (of Magnimar)
- Korvosa Gone Mad (W36-37) PFS + Faction + Lust + Andoran (1), Silver Crusade (1)
- Missing people in Sandpoint (38-40) – Runelord of Wrath
- Quest (of Roderic’s Cove)
- Rescue of Ameiko – PFS + Faction + Andoran + Silver Crusade + Pride + Runelord of Wrath
- Welcome to Roderic’s Cove (F40-F50) – PFS + Faction + Pride + Runelord of Wrath + Andoran, Cheliax, Lantern Lodge, Osirion
- Feast at Ravenmoor (F51-F56) – PFS + Faction + Hell Knights (5) + Magnimar (2) + Gluttony + Andoran, Cheliax, Grand Lodge, Osirion (5), Sczarni (2), Shadow Lodge (1), Silver Crusade (2)
- Sparky (of Janderhoff)
- Aspirant Pathfinders – PFS (3)
- Shard of Greed (W41-W48) PFS + Faction + Pride + Cheliax, Osirion, Silver Crusade
- Curse of the Crimson Throne – Edge of Anarchy (W48-56) PFS + Faction + Greed + Cheliax, Sczarni, Silver Crusade
- Willy (of tba)
- Rescue of Ameiko – PFS + Faction + Andoran + Silver Crusade + Wrath + Runelord of Wrath
- Welcome to Roderic’s Cove – (F40-F50) – Helknights + PFS + Faction + Envy + Runelord of Wrath + Andoran, Cheliax, Lantern Lodge, Osirion
- Feast at Ravenmoor (F51-F56) – PFS + Faction + Hell Knights (5) + magnimar (2) + Gluttony + Andoran, Cheliax, Grand Lodge, Osirion (5), Sczarni (2), Shadow Lodge (1), Silver Crusade (2)
AR 4710 – Season Three – Year of the Shadow Lodge Ascention

- Duzhar (of Urglin)
- Rise of the Runelords - Thistletop – TBA
- Kordar (of Sandpoint)
- Rise of the Runelords - Thistletop – TBA
- Luna (of the Shoanti)
- Rise of the Runelords - Thistletop – TBA
- Parry (of Riddleport)
- Rise of the Runelords - Thistletop – TBA
- Sparky (of Janderhoff)
- Rise of the Runelords - Thistletop – TBA
- Willy (of tba)
- Rise of the Runelords - Thistletop – TBA
AR 4711 – Season Four – Year of the Ruby Phoenix
AR 4712 – Season Five – Year of the Risen Rune

AR 4713 – Season Six – Year of the Demon
AR 4714 – Season Seven – Year of the Sky Key
AR 4715 – Season Eight – Year of the Serpent
AR 4716 – Season Nine – Year of the Stolen Storm
AR 4717 – Season Ten – Year of Factions Favour
AR 4718 – Season Eleven – Year of the Ten
Design Part 15 - Update AR 4709
This is a letter of reminder to all pathfinders associated with the Varisian region providing a much needed boost to them and their activities.
Letter to Varisian Members of the Pathfinder Society AR 4709

To all who read this, this letter has been approved by the Grand Lodge, and each of the faction heads as factual and represent a binding agreement between myself and the pathfinders who serve in the Magnimar Lodge.
This is your time to renew your vows to the society, which is done roughly once per year, and allows for those of your who wish to leave a graceful exit and removal of responsibilities within the society. Unlike when you first too vows I will aim to specify what you are agreeing to as one of the reasons I accepted the role of venture-captain was it allowed me to step out of the faction disputes that darken the inner workings of the society. Not everyone in the society agree with what I have written, but this has been kept between my lodge, the Venture-Captain of Absalom and the faction leaders.
The Pathfinder Society Vows
As a member of the society, you vow to uphold the values of the society, to journal your discoveries and to share those discoveries with the society.
What this means is maintaining a journal of your travels and experiences, and with each new discovery prioritising informing the Society and not using this information for personal gain.
The benefits you gain from this is that your wayfinders have been attuned with Absalom and you can make use of other waygates attuned to your wayfinder to travel here. Also upon presentation of your wayfinder you gain access to any pathfinder Lodge. Lastly when using the light of the wayfinder, you can identify other members who have no broken their oath to the society.
The drawbacks, your oaths bind you against certain actions, if you bring the society in disrepute by using its name for your own agenda, as a reason to escape justice, or to bring someone else to justice, and lastly to share the secrets of the society with non-members then you will have broken your oath to the society.
The Magnimar Lodge Vows
As a member of the Magnimar lodge, you vow to serve with honestly, integrity and preservation.
What this means is keeping the workings of the pathfinders in Varisia secret, to keep the Magnimar lodge informed of your actions, what you believe, and to preserve the knowledge of the various societies of the region, including the Varisian, Shoanti, Giantkin and Goblinoids tribes. For example it is not a coincidence that there are seven tribes of the Shoanti, and that each has folklore and history tied to a specific Runelord as their founder and patron. Knowledge of the history of these four group is sought urgently as part of your task, and ruins associated with the Runelords needs to be explored and documented as a high priority, with only your ability to return with the information valued higher.
The benefits you gain from this is that your wayfinders have been attuned with the Magnimar lodge, your have free lodging there and can obtain services of myself, and other society members stationed there as part of your service. As such as long as you keep the pathfinder name out of your activities, this lodge will use its influence to help you, feed your, and train you.
The drawbacks, your oaths bind you again lying to the Venture-Captain of the Magnimar lodge in person, providing access to the lodge to non-members without taking them immediately to the member on duty, and failing to document items, customs and beliefs of the people of the region.
The Factions of the Society AR 4709
As a starting point, the factions are really the last note of importance in the society, they provide a lot of benefits, and require the most work to adhere to, but are the least important aspect of life in Varisia. Because of this I have obtained permission for each of you to be given the title of representative of one of the ten factions of the society. And while those ten are still active, you will be their voice, eyes and ears of the region. Unfortunately, only one of you may serve each faction in this capacity and have been given leave to change allegiance as part of your oaths. Each of the Factions has their own vow, benefits and drawback, what their vow means is between you and the faction.
- Andoran Faction – Assigned to
- Vow to follow a common rule for all, and to light the fires of freedom.
- Benefit of advantage on any escape check, or check involving rule of laws your familiar with and gain magical tome of laws that always match the location your in.
- Drawbacks of unable to to personally bind another to your will, including a companion or a familiar.
- Cheliax Faction – Assigned to (First option to Belath or Parry)
- Vow to deal with Hell of Golarion and to utilise the kiss and the lash.
- Benefit of advantage on any charm checks used for seduction or checks to inflict pain for information and gain Lore – Contracts.
- Drawback of unable to enter into a agreement without it being written in a contract that you have personally read and understood.
- The Grand Lodge Faction – Assigned to (First option to Kordar)
- Vow to serve the Society with Virtue, Honour and Integrity
- Benefits of being the spokesperson of the Society, able to enter into agreements on its behalf, and are the party leader. You are able to use an action to tell if there are pathfinder items, locations or society members and how many, as long as they are within the range of your light even without it being active.
- Drawback of being the party leader, and responsible for their wellbeing.
- The Lantern Lodge Faction – Assigned to
- Vow to spread the understanding and beliefs of the Tian people.
- Benefit of access to to a few more undisclosed locations via the waygates and gain Lore – Tian.
- Drawback of being unable to share or take others to those locations.
- Osirion Faction – Assigned to Luna (First option to Luna)
- Vow to gain power through knowledge and to hide your power, least your enemy seek to take it from you.
- Benefit of treating a successful knowledge check as a critical success.
- Drawback of treating a failed knowledge check as a critical failure.
- Qadira Faction – Assigned to
- Vow to live no life without trade and that all the glitter is power.
- Benefit of able to purchase items at half their price and sell items at half their price without needing to spend time haggling when dealing with merchants of Qadira.
- Drawback of being unable to use this benefit to purchase, share or sell items for non-members of the Qadira faction without being paid one quarter the cost of the item involved.
- Sczarni Faction – Assigned to Duzhar (First option Duzhar or Quest)
- Vow to live for personal gain.
- Benefit of being treated as a member of the Sczarni family where ever you encounter them, and being honourary members of all major thieves guilds.
- Drawback of being unable to vouch or intercede for other pathfinders with those guilds without gaining something personally.
- The Shadow Lodge Faction – Assigned to Willy (First option Willy)
- Vow to hold your leaders accountable.
- Benefit of being able to tell if a pathfinder oathbreaker is within the light radius of your wayfinder as an action, even with the light being inactive. You have authority to bring non-members into the society grounds, and act as second only to the party leader.
- Drawback of being responsible for the security of your team, your lodge and each of the waygates you have access to. You are also tasked with hunting down oathbreakers.
- Silver Crusade Faction – Assigned to
- Vow to use the society for good
- Benefit of being able to deal with the Hell Knights as an equal, gain access and support of all Shrines, Churches, Temples and Cathedral.
- Drawback of being unable to turn down a request for aid from the Hell Knight or religious organisation as long as the request furthers good by its deeds and outcome.
- Taldor Faction – Assigned to
- Vow to get humanity back in the game and the belief of the wolf and tiger
- Benefit of having advantage on deception check and gain the Lore – Rivalries.
- Drawback of being unable to further non-human agenda or beliefs.
The Representative Vows
The final vows you have been asked to take are these, you promise to faithfully work with and support the other Magnimar Faction Representatives.
What this means is that you will not knowingly work to harm, hinder or undermine the other members of your party, and while able to keep secrets from them (such as any faction specific goals).
The benefits you gain from this is trust. The drawback is that once that trust is broken, it is unlikely to be regained.
Oathbreakers
A pathfinder to breaks one of the above vows, will trigger a magical backlash the immediately breaks their connection with the society, records themselves as an oathbreaker on the society roll, and becomes hunted with intent to capture or kill. Current Varisian oathbreakers:
- Pimwinkle – No direct action permitted while under the protection of the Queen of Korvosa and the Lords of Magnimar and Korvosa. Contacts within the Hell Knights warn of a triggering reprisal upon his death from on of the Demon he now serves as the High Priest of Lust.
- Cangacerio – Runescared (Black) and unable to be seen by divination magic, his capture is considered to be a high priority, just not at the expense of a mission your on.
- Zack – Runscared (Blue) and unable to be seen by divination magic, his capture is considered to be a high priority, just not at the expense of a mission your on.
A Final Note
This letter forms a binding contract between myself with the Authority as a Venture-Captain of the Pathfinder Society, as a master of contracts, and as your employer, guardian and sponsor.
Shelia Hindmarsh
Venture-Captain of Varisia
Head of Magnimar Lodge
Content Updates
- 2023-04-25 - Migration of Part 14 to 15. Reogansised content during migration
- 2023-04-24 - Migration of Part 11 to 13. Reogansised content during migration
- 2023-04-20 - Migration of Part 1 to 10. Reogansised content during migration.
- 2022-09-01 - Created this page.
- 2022-07-01 – Added in first option to characters after publication.
- 2022-05-20 – Updated faction points layout sizing.
- 2022-04-10 – Updated faction points for completion of Level 3 Adventures.
- 2022-04-09 – Added content to Pathfinder Races Page.
- 2022-04-08 – Updated for level 4 character progression.
- 2022-01-12 – Updated layout of Factioin Points and linked into the adventures.
- 2021-08-04 – Cleaned up the menu and headings.
- 2021-07-30 – Updated layout and links, with some content updates.
- 2021-07-29 – Content layout cleanup, with linking updates.
- 2022-07-01 – Added part 15
- 2021-10-28 – Added part 14
- 2021-10-26 – Added part 13
- 2021-08-05 – Fixed heading. Updated the layout.
- 2021-08-04 - Updating the layout, links and content.
- 2020-12-20 – Layout cleanup.
- 2020-10-07 – Cleanup and links to Organisations.
- 2020-06-15 – Noting what has been moved from the Players Guide to the blog. Cleaned up working for Half-Breed and added Location Feat into the house rules. Added Levelling, Encumbrance and Equipment. Expanded Runelords. Expanded factions. Added a section on converting on the fly. Racial rarities moved around to work better with location feat. Updated Organisation and Faction information. Cleaned up working on the Location feat.
- 2020-06-06 – Feat wording clarification.
- 2020-04-22 – Added part 12.
- 2020-03-25 – Treasure notation for adventure path.
- 2020-03-24 – Structure update and cleanup.
- 2020-03-10 – Added part 11.
- 2020-03-09 – Structure and content update with more house rules been added and clean up. Adding in more infor on conversions.
- 2020-03-08 – Structure and content update.
- 2020-02-11 - Published Part 10 - Using Renown on WordPress.
- 2020-02-04 - Published Part 9 - Half-Breeds on WordPress.
- 2019-12-19 – Published Pathfinder 2 TRAP Design on WordPress.
- 2019-12-13 – Adding in house rule about new content. Details on why using Factions. Notes on why I use faction.
- 2019-12-06 – Updating the list of players in the games.
- 2019-10-22 - Published Part 8 - Conversion Learning on WordPress.
- 2019-09-27 – Updating which PC options are planned for the campaign.
- 2019-09-24 - Published Part 7 - Society Factions on WordPress.
- 2019-09-10 - Published Part 6 - Factions and PCs on WordPress.
- 2019-08-20 - Published Part 5 - Thassilonia on WordPress.
- 2019-08-20 - Published Part 4 - House Rules on WordPress.
- 2019-08-16 – Reworked the content with additional information.
- 2019-08-13 - Published Part 3 - Adventure Path on WordPress.
- 2019-08-12 – Migrated from old site.
- 2019-08-06 - Published Part 2 - Main Cities on WordPress.
- 2019-07-09 - Published Part 1 - Concept on WordPress.