Professional Documents
Culture Documents
SS99 Fate in the Future
SS99 Fate in the Future
ADDITIONAL DEVELOPMENT
Appendix 1: Level 1–2 Encounters . . . . . . . . . . . . . . . 33
Linda Zayas-Palmer
DESIGN LEAD
Appendix 2: Level 3–4 Encounters . . . . . . . . . . . . . . 48
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 64
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
EDITORS
Addley C. Fannin, Avi Kool, and K. Tessa Newton
COVER ARTISTS
GM Resources
Sebastian Rodriguez and Riley Spalding Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTISTS Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Gamemastery Guide
Gislaine Avila, Carol Azevedo, Przemysłąw Gołąb, Maps: Pathfinder Flip-Map: Arcane Library, Pathfinder Flip-Mat Classics: Ancient Dungeon,
Raphael Madureira, Riccardo Moscatello,
Sebastian Rodriguez and Riley Spalding Pathfinder Flip-Mat Classics: Dungeon, and Starfinder Flip-Mats: Ice World
Online Resource: Pathfinder Reference Document at paizo.com/prd
CARTOGRAPHER
Jason Engle, Sean Macdonald, Corey Macourek and
Damien Mammoliti
SCENARIO TAGS
ART DIRECTION AND GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
DEVELOPMENT MANAGER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer
CREATIVE DIRECTOR
James Jacobs SUMMARY
DIRECTOR OF GAME DEVELOPMENT When all paths of the Pathfinder’s Maze of the Open Road—a recently repaired
Adam Daigle extradimensional shortcut that enables rapid travel throughout Golarion—turn
toward a single unknown location, the Pathfinders launch an expedition to the Maze’s
PUBLISHER
Erik Mona new destination. There, in long-abandoned ruins, they discover a powerful artifact
known as the Eternity Arch, which is acting as a planar beacon as it resonates with
HOW TO PLAY something deeper in the ruins. To free the Maze of the Open Road from the grasp
of the Eternity Arch, the Pathfinders search for the source of the resonance. At the
ruin’s surface entrance, the Pathfinders discover their target—a dragonkin from the
PLAY TIME: 4–5 HOURS future separated from her partner during a temporal escapade and stranded in the
present. The Pathfinders must protect the dragonkin long enough to help send her
home, then quickly flee through the Maze of the Open Road or be stranded forever on
an alien world!
LEVELS: 1–4
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Fate in the Future
Fate in the Future (Levels 1–4)
By Jessica Catalan
In the distant future, across an immeasurable gulf of time, Where on... Golarion?
a dragonkin named Heraxia and her bonded ryphorian The introduction of Fate in the Future takes place
partner, Felise, dabbled in mischief and misadventure. at Woodsedge Lodge in Galt. During Part 1, the PCs
They embarked on countless ill-conceived schemes, each quickly traverse the Maze of the Open Road to a
more daring than the last. Soon, the duo’s foolhardy mysterious ruin. This ruin is in the Winterlands of
adventures were taking place not on distant worlds but Akiton, the fourth planet from the sun in Golarion’s
distant planes. Felise’s newfound passion for exploring solar system. You can find information on Woodsedge
forbidden temporal byways, however, attracted the Lodge beginning on page 106 of the Lost Omens
attention of hounds of Tindalos during one of their Pathfinder Society Guide, on Galt beginning on page
journeys. Outnumbered and overpowered, the two fled, 126 of the Pathfinder Lost Omens World Guide, and
and during the chase, they stumbled upon a fissure in the on Akiton on page 16 of Pathfinder Campaign Setting:
Dimension of Time. They sought to use it to escape, but Distant Worlds. For information on Akiton during the
the unstable fissure instead caused a terrible temporal Starfinder era, see page 442 of the Starfinder Core
accident, and the two were separated. While Felise Rulebook and page 48 of Starfinder Pact Worlds.
returned home to their original timeline, Heraxia was
shunted backward in time—to the present.
Even across such a distance, Heraxia and Felise have
still been able to empathically communicate for brief
periods. In the years since their separation, they’ve
employed numerous artifacts, magical rituals, and
experimental technology to try to bring Heraxia back to
the future, and none have worked. Fortuitously, they’ve
both recently come across a magical artifact known as
the Eternity Arch in their respective timelines and believe
it could finally provide an answer to their long isolation.
Though the arch was originally intended for psychic
transference across time, Heraxia and Felise have been
independently experimenting on it to modify it, in the
hopes of finally bringing Heraxia back home. locations across Golarion and beyond. Thanks to the
Their tinkering has had consequences in both efforts of numerous Pathfinder agents, the Pathfinder
timelines. In the distant future, Felise’s meddling has led Society was able to establish some degree of control
to rumors of haunted ruins hidden in Akiton’s southern over its destinations and add several Pathfinder lodges
glaciers, drawing the Starfinder Society’s attention. In the to the network, including the newly founded Open Road
present, Heraxia’s attempts to attune to the Eternity Arch Lodge. Now, the Maze’s exits have realigned and all lead
has caused the pair to function as a powerful beacon to a single unknown destination: the lair of the Eternity
that cuts across time and space, attracting dimensional Arch. Initial investigations by the Pathfinder Society
pathways—pathways like the Maze of the Open Road. indicate the trouble lies not within the Maze of the Open
The Maze of the Open Road is a magical hedge maze Road but beyond it.
that enables its wanderers to walk interdimensional By order of the Pathfinder Society’s Decemvirate
pathways to reach distant destinations in a short time. leadership, Venture-Captain Armeline Jirneau of the
Since its creation, the Maze has included portals to many Woodsedge Lodge has assembled a large expedition to
TIMELINE
Fate in the Future is designed to take less than 5 hours,
including a modest amount of time for mustering and
setup. Each section transitions automatically after a
certain amount of time passes, though the introduction
is somewhat flexible based on mustering needs. The
following is a measure of how long each part should last.
Introduction: 15 minutes (or longer, if mustering
requires)
Part 1: 90 minutes
Part 2: 80 minutes
Part 3: 30 minutes
Part 4: 60 minutes
Conclusion: 15 minutes
Introduction: Gathering at
Woodsedge Lodge
During the introduction portion of this event, Pathfinder
Society leaders ensure that Society members are fully
prepared for the expedition ahead. As players arrive at
the table and get ready for the event, Table GMs should
read the following to orient them.
MAGICAL INVESTIGATIONS
Relevant Skills Arcana, Nature, Occultism, Religion
Task Details Ashasar stands outside a magnificent hedge
maze, examining it with interest. “This is the fabled Maze
of the Open Road. Our divinations indicate the maze’s
misalignment is due to an outside source beyond the maze
and not a problem with the maze itself. Still, I prefer to
conduct a second assessment to ensure nothing’s changed.
I’d like you to assist by gathering magical readings—just
don’t enter the maze!”
Standard Reward Ashasar rewards each PC with their choice
of an owlbear claw, a potency crystal, a scroll of burning
hands, or a scroll of true strike. For levels 3–4, they instead
each receive their choice of a bloodseeker beak, a feather
step stone, a 2nd-level scroll of burning hands, or a scroll of
restoration.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed options.
Urwal MUSTERING
Relevant Skills Diplomacy, Perception, Society
SUPPLIES
Relevant Skills Athletics, Society, Survival
Task Details Vigilant Seal faction leader Eando Kline sifts
through crates and wagons, divvying gear up into piles.
“Help me sort this equipment according to the supply list,
then deliver it to the assembling teams. We need to ensure
everyone is well equipped for the upcoming mission.”
Standard Reward Each PC receives their choice of a lesser
antidote or lesser antiplague as part of their assigned
equipment. For levels 3–4, add lesser cheetah’s elixir and
lesser eagle eye elixir to the list of items they can select from.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed options.
PURCHASES
After acquiring free supplies from the Pathfinder Society’s
leaders, the PCs are free to make purchases from a supply
caravan that follows the expedition. The PCs can purchase
common equipment from the Pathfinder Core Rulebook
of up to their level from the caravan. If they need supplies
during the adventure, they can return to the caravan to Calisro Benarry
make purchases between encounters in Parts 1 and 2 as
Use the map on page 11 for this area. The pits are 15
feet deep and require a successful DC 15 Climb check
to scale, with the bottom 5 feet filled with humanoid
skeletons of varying sizes. Leaping across the pit is
easier than normal because of the low gravity (see Ruin
Eando Kline Features sidebar on page 9).
B. PATHFINDER FOUND
C C C
A dead wolverine is sprawled on the ground partway down
this narrow hallway, punctured with dozens of long darts.
Beyond the animal is a wounded Pathfinder agent, pierced by
Pit Pit similar darts, sitting in a pool of his own blood. The Pathfinder
breathes shallowly, barely clinging to life.
PCs Start
Here
Eternity
eternity Arch
arch
C. Temporal Pools
1 square = 5 feet C
(Kobold Base) T
Junk or Rock
Launchers
PCs Start
Here
T = Trap
Pathfinder Flip-Map Classics: Ancient Dungeon
elementals are compelled to attack with lethal force until Levels 3–4
they are knocked unconscious.
FIRESPARK TRAP HAZARD 3
Levels 1–2 Page 51
FIRE WISPS (2) CREATURE 0 Reporting: If the PCs save Dalver and discover Carine
Page 35 is dead, the table should report a Rescue success.
D. Library
PCs
Start
Here
A
A
A = Animal
1 square = 5 feet Pathfinder Flip-Map: Arcane Library
E. Ascension Exit
PCs Start
Here
16 Nature check can calm the wolverine down enough the journey changes the traveler, or the traveler’s spirit
that it ceases its attack. A character who succeeds at a or mind travels through the gate while the body is left
second DC 16 Nature check can lure the wolverine back behind. Nearby imagery depicts sleeping or perhaps dead
to its home in the Maze of the Open Road. These DCs bodies being placed into a deep trench. The lowest levels
increase to 18 for levels 3–4, as the wolverines are more of bodies in these pits are skeletons.
agitated. If the any PC takes a hostile action against a The rest of the wall carvings depict a variety of moments
wolverine, avoiding combat is no longer possible. PCs in time. Moments depicted that are relevant to this
with wild empathy gain a +2 circumstance bonus on these adventure include a dragon rising from a coffin (Heraxia
skill checks and can choose to use Diplomacy instead. possibly exiting a stasis pod in the distant future); a group
of people wearing strange attire and carrying futuristic
Levels 1–2 firearms, led by a slender four-armed man with an elongated
cranium (the Starfinders led by First Seeker Ehu Hadif);
WOLVERINE CREATURE 2 an underground hedge maze connecting to the ruins (the
Page 38 Maze of the Open Road in its current location); the PCs
fighting off strange doglike monsters (PCs battling hounds
Levels 3–4 of Tindalos in Part 4), and a crowd of people bowing before
the Eternity Arch. The people depicted bowing include Hylki
WOLVERINES (2) CREATURE 2 humans, ikeshtis, ratfolk and shobhads (see Ancestries
Page 54 Beyond Golarion on page 4).
Literature: Much of the literature in this library has
Development: When the PCs defeat or calm the wolverine, been damaged by time, cold temperatures, and animals.
they can examine the chamber’s carvings and books. A character who succeeds at a DC 15 Society check; a DC
Carvings: The carvings fall into two categories: 17 Arcana, Nature, Occultism, or Religion check; or a
centerpiece carvings depicting the Eternity Arch and DC 19 Perception check (DC 18, 20, and 22 respectively
surrounding depictions of different moments in time. for levels 3–4) learn the remnants of the information in
The Eternity Arch appears to be a magical gateway or the library mostly detail rituals and artifacts dealing with
portal. A character who succeeds at a DC 16 Arcana, time manipulation.
Occultism, or Society check (DC 19 for levels 3–4) Reporting: If the PCs defeat the wolverines and succeed at
notices subtle differences in the carved figures before one or more checks to identify the contents of the carvings
and after they pass through the gateway, indicating that or the literature, the table should report a Lore success.
We’ve sealed a time rift! Excellent work, Pathfinders! The Levels 3–4
Time Rift Sealed condition is now in effect.
GHASTS (2) CREATURE 2
When the House has acquired enough Supplies Page 56
successes from area H, read the following aloud.
GHOUL CREATURE 1
We’ve discovered a lost cache. Supplies incoming! The Page 56
Supplies Discovered condition is now in effect.
Development: When the PCs defeat the ghouls,
When the House has acquired enough Local successes they can inspect the bodies in the tunnels. One of the
from area I, read the following aloud. Pathfinders is still barely alive, and the PCs can bring
him back to the Pathfinders’ camp to begin recovering
We’ve secured an alliance with the locals! The Local Alliance from his ordeal. Some of the people here are from Akiton
condition is now in effect. rather than the Pathfinder Society’s expedition, including
a large four-armed humanoid (a shobhad) and a pair of
After the House has successfully completed all 4 crimson-skinned humans dressed in warm furs.
missions or after 75 minutes have passed, whichever Reporting: If the PCs defeat the ghouls, the table
comes first, read or paraphrase the following to give should report a Predator success.
tables a 5-minute warning.
G. RIFT WATCHERS MODERATE
Abnormal presences have been detected! The focus is close!
Rendezvous at the glacial cave, Pathfinders! Calisro Benarry paces in a chilly tunnel, laughing with a few
fellow Pathfinders as they pass around a flask and take a
Five minutes after reading this warning, proceed to short break. She shakes her head. “Teach me to travel with
Part 3. these layabouts, eh? You’ll want to go on ahead, but be sure
to save me the exciting path!”
F. Living Quarters
Corpse
Pile
G
PCs
Start
Here
G = Ghoul/Ghast
1 square = 5 feet Pathfinder Flip-Map: Ancient Dungeon
G. Rift Watchers
PCs
Start
Here
H
R
R = Time Rift
H = Changeling/Hag
1 square = 5 feet Starfinder Flip-Map: Ice World
I. Dreambound
PCs
Start
Here
F A
A = Arabuk Young
C = Cog
F = Fipp
1 square = 5 feet Starfinder Flip-Map: Ice World
Part 3: The Focus That’s it, Pathfinders! The focus is almost in position!
The House GM should read or paraphrase the following.
After 5 minutes have passed, or when all Table GMs
Venture-Captain Armeline Jirneau gathers the Pathfinders are ready to move on, the House GM should continue
in the remains of a shattered chamber, beneath a starry to Part 4.
night sky. “Congratulations on making it this far! You’ve all
earned a break. Let’s set up camp. We’ll pick up the focus’s EVENT #1: THE TIME RIFT
trail tomorrow.”
Before the Pathfinders scatter, Urwal interjects. “Look at Dozens of jagged tears in reality cut through the terrain, forming
the stars. Take it in. You’ll never see a sky like this again. The a glowing purple barrier that blocks further passage. Howls,
stars tell us we’re on Akiton, fourth planet from the sun.” He snarls, and voices displaced through time issue from the rifts,
points at a blue dot on the distance. “That’s Golarion. Savor and movement is visible within. Ashasar and Venture-Captain
the sky. It’s breathtaking.” Armeline Jirneau spread the Pathfinders out, then reach out
with hands, magic, and mind. “Now! Seal the rift!”
All PCs can take an overnight rest. Pathfinder Society
medics heal everyone completely and remove any The Pathfinders must work together to seal their
lingering conditions such as poisons or diseases. While assigned time rift. Each PC can attempt one DC 15 skill
the PCs rest, other agents keep watch in shifts. At dawn, check (DC 18 for levels 3–4). The options are as follows.
while the Pathfinders eat breakfast, scouts are sent out • The PCs can attempt an Arcana check to wield
to find the focus. magical forces.
After 5 minutes have passed, or when all Table GMs • The PCs can attempt a Diplomacy check to
are ready to move on, the House GM should read or encourage fellow Pathfinders to greater heights.
paraphrase the following. • The PCs can attempt a Nature check to control
primal magic.
Ashasar and a team of scouts stride into camp. • The PCs can attempt an Occultism check to
“We’ve found the focus. It’s beyond a time rift far stronger understand the nature of the time rift and the
than any we’ve yet encountered.” Dimension of Time.
“You heard him!” Armeline shouts, “We’ve got some • The PCs can attempt a Performance check to
reality to repair. Let’s move.” emulate other skilled Pathfinders.
• The PCs can attempt a Religion check to call upon
At this time, Table GMs should run Event #1: The the blessing of a deity.
Time Rift. • The PCs can attempt a Survival check to find
When the House GM announces that the PCs have supplemental components to help close the rift.
sealed the time rift, Table GMs should run Event #2: • The PCs can attempt a Thievery check to detect
Heraxia Appears. weakness in the time rift’s defenses.
When the House GM announces that the focus is • The PCs can attempt an applicable Lore check
almost in position, Table GMs have 5 minutes to finish to assist as well; the form this assistance takes
their current missions before beginning Part 4. depends upon the specific Lore skill.
The PCs can earn Rift Points depending upon the • Their travels through temporal byways attracted
results of their checks. the attention of dangerous beasts, particularly
Critical Success The PCs earn 2 Rift Points. strange bug-eyed hounds that hunted them. The
Success The PCs earn 1 Rift Point. pair fled but were separated. Felise was shunted
Critical Failure The PCs lose 1 Rift Point. back to their home time, while Heraxia was
stranded in the distant past.
After each PC has had one attempt to seal the rift, the • Heraxia and Felise retained the ability to
rift begins to lash out at them. The PCs can all continue communicate empathically, but it happens rarely
to attempt checks to seal the rift. Each time beyond the and for short periods.
first that a PC attempts a check to seal the rift, they • In the years since their separation, they’ve
take 1d8 cold damage (DC 15 basic Fortitude save). For employed numerous artifacts, magical rituals,
levels 3–4, the rift instead deals 2d8 cold damage (DC and experimental technology to try to bring
18 basic Fortitude save). Once the total number of Rift Heraxia back to the future, all in vain.
Points is equal to at least twice the number of PCs, the
PCs close their time rift.
Reporting: When the total number of Rift Points is
equal to at least twice the number of PCs, the table
should report a Rift success. If the House GM has not
yet announced that the time rift has been sealed, the
party can move to another part of the rift and attempt
to further close it by running the event again. This
could allow the table to submit multiple successes for
the House.
R R
R = Mission 6
Time Rift
1 square = 5 feet
Temporal Echo
Location
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
2
Character Name Organized Play # Character #
Adventure Summary
Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled
into the Society’s Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the
area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known
as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the
future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to
return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know.
Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (Second Edition) Achievement Starting XP
Points, a currency that be redeemed on our website at paizo.com for special character boons, such as access
to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to paizo.com/ XP Gained
organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo.com account
and registered a character before you can begin making Achievement Point transactions.. Total XP
This adventure qualifies you for a unique Achievement Point boon: Time Traveler.
Starting GP
Total GP
Items Purchases
Items Sold / Conditions Gained
Notes Downtime
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: YLB7
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club
Second Edition
ADDITIONAL DEVELOPMENT
Appendix 1: Level 5–6 Encounters . . . . . . . . . . . . . . . 33
Linda Zayas-Palmer
DESIGN LEAD
Appendix 2: Level 7–8 Encounters . . . . . . . . . . . . . . 48
Mark Seifter
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 63
EDITING LEAD
K. Tessa Newton
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
EDITORS
Addley C. Fannin, Avi Kool, and K. Tessa Newton
COVER ARTISTS
GM Resources
Sebastian Rodriguez and Riley Spalding Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Advanced Player’s Guide, Pathfinder Bestiary,
INTERIOR ARTISTS Pathfinder Bestiary 2, Pathfinder Bestiary 3, and Pathfinder Gamemastery Guide
Gislaine Avila, Carol Azevedo, Przemysłąw Gołąb, Maps: Pathfinder Flip-Map: Arcane Library, Pathfinder Flip-Mat Classics: Ancient Dungeon,
Raphael Madureira, Riccardo Moscatello,
Sebastian Rodriguez and Riley Spalding Pathfinder Flip-Mat Classics: Dungeon, and Starfinder Flip-Mats: Ice World
Online Resource: Pathfinder Reference Document at paizo.com/prd
CARTOGRAPHER
Jason Engle, Sean Macdonald, Corey Macourek and
Damien Mammoliti
SCENARIO TAGS
ART DIRECTION AND GRAPHIC DESIGN Scenario tags provide additional information about an adventure’s contents. For more
Tony Barnett information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
DEVELOPMENT MANAGER
http://www.organizedplayfoundation.org/paizo/guides/.
Linda Zayas-Palmer
CREATIVE DIRECTOR
James Jacobs SUMMARY
DIRECTOR OF GAME DEVELOPMENT When all paths of the Pathfinder’s Maze of the Open Road—a recently repaired
Adam Daigle extradimensional shortcut that enables rapid travel throughout Golarion—turn toward
a single unknown location, the Pathfinders launch an expedition to the Maze’s new
PUBLISHER
Erik Mona destination. There, in long-abandoned ruins, they discover a powerful artifact known
as the Eternity Arch, which is acting as a planar beacon as it resonates with something
HOW TO PLAY deeper in the ruins. To free the Maze of the Open Road from the grasp of the Eternity Arch,
the Pathfinders search for the source of the resonance. At the ruin’s surface entrance,
the Pathfinders discover their target—a dragonkin from the future separated from her
PLAY TIME: 4–5 HOURS partner during a temporal escapade and stranded in the present. The Pathfinders must
protect the dragonkin long enough to help send her home, then quickly flee through the
Maze of the Open Road or be stranded forever on an alien world!
LEVELS: 5–8
PLAYERS: 3–6
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Fate in the Future
Fate in the Future (Levels 5–8)
By Jessica Catalan
In the distant future, across an immeasurable gulf of time, Where on... Golarion?
a dragonkin named Heraxia and her bonded ryphorian The introduction of Fate in the Future takes place
partner, Felise, dabbled in mischief and misadventure. at Woodsedge Lodge in Galt. During Part 1, the PCs
They embarked on countless ill-conceived schemes, each quickly traverse the Maze of the Open Road to a
more daring than the last. Soon, the duo’s foolhardy mysterious ruin. This ruin is in the Winterlands of
adventures were taking place not on distant worlds but Akiton, the fourth planet from the sun in Golarion’s
distant planes. Felise’s newfound passion for exploring solar system. You can find information on Woodsedge
forbidden temporal byways, however, attracted the Lodge beginning on page 106 of the Lost Omens
attention of hounds of Tindalos during one of their Pathfinder Society Guide, on Galt beginning on page
journeys. Outnumbered and overpowered, the two fled, 126 of the Pathfinder Lost Omens World Guide, and
and during the chase, they stumbled upon a fissure in the on Akiton on page 16 of Pathfinder Campaign Setting:
Dimension of Time. They sought to use it to escape, but Distant Worlds. For information on Akiton during the
the unstable fissure instead caused a terrible temporal Starfinder era, see page 442 of the Starfinder Core
accident, and the two were separated. While Felise Rulebook and page 48 of Starfinder Pact Worlds.
returned home to their original timeline, Heraxia was
shunted backward in time—to the present.
Even across such a distance, Heraxia and Felise have
still been able to empathically communicate for brief
periods. In the years since their separation, they’ve
employed numerous artifacts, magical rituals, and
experimental technology to try to bring Heraxia back to
the future, and none have worked. Fortuitously, they’ve
both recently come across a magical artifact known as
the Eternity Arch in their respective timelines and believe
it could finally provide an answer to their long isolation.
Though the arch was originally intended for psychic
transference across time, Heraxia and Felise have been
independently experimenting on it to modify it, in the
hopes of finally bringing Heraxia back home. locations across Golarion and beyond. Thanks to the
Their tinkering has had consequences in both efforts of numerous Pathfinder agents, the Pathfinder
timelines. In the distant future, Felise’s meddling has led Society was able to establish some degree of control
to rumors of haunted ruins hidden in Akiton’s southern over its destinations and add several Pathfinder lodges
glaciers, drawing the Starfinder Society’s attention. In the to the network, including the newly founded Open Road
present, Heraxia’s attempts to attune to the Eternity Arch Lodge. Now, the Maze’s exits have realigned and all lead
has caused the pair to function as a powerful beacon to a single unknown destination: the lair of the Eternity
that cuts across time and space, attracting dimensional Arch. Initial investigations by the Pathfinder Society
pathways—pathways like the Maze of the Open Road. indicate the trouble lies not within the Maze of the Open
The Maze of the Open Road is a magical hedge maze Road but beyond it.
that enables its wanderers to walk interdimensional By order of the Pathfinder Society’s Decemvirate
pathways to reach distant destinations in a short time. leadership, Venture-Captain Armeline Jirneau of the
Since its creation, the Maze has included portals to many Woodsedge Lodge has assembled a large expedition to
PREPARATIONS
PCs can attempt the following tasks in any order while
the House musters. For each task, the Table GM provides
a description, engages the PCs in some brief roleplaying
(1–2 minutes), and then prompts the PCs to each attempt
one of the listed skills for that task. The DC of the task is
Armeline Jirneau 20 (DC 23 for levels 7–8). If the highest result succeeds at
the task, the PCs receive the standard reward. If anyone
MAGICAL INVESTIGATIONS
Relevant Skills Arcana, Nature, Occultism, Religion
Task Details Ashasar stands outside a magnificent hedge
maze, examining it with interest. “This is the fabled Maze
of the Open Road. Our divinations indicate the maze’s
misalignment is due to an outside source beyond the maze
and not a problem with the maze itself. Still, I prefer to
conduct a second assessment to ensure nothing’s changed.
I’d like you to assist by gathering magical readings—just
don’t enter the maze!”
Standard Reward Ashasar rewards each PC with their choice
of an emerald grasshopper, tiger menuki, scroll of haste,
or a 3rd-level scroll of heal. For levels 7–8, they instead
each receive their choice of a murderer’s knot, swift block
cabochon, scroll of fly, or a 4th-level scroll of restoration.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed
options.
MUSTERING
Relevant Skills Diplomacy, Perception, Society
Task Details Venture-Captain Armeline Jirneau proffers a long
list of names. “I’ve organized all the Pathfinders into teams
Urwal of between four and six agents. Take this list and help
everyone gather in their assigned units.”
SUPPLIES
Relevant Skills Athletics, Society, Survival
Task Details Vigilant Seal faction leader Eando Kline sifts
through crates and wagons, divvying gear up into piles.
“Help me sort this equipment according to the supply list,
then deliver it to the assembling teams. We need to ensure
everyone is well equipped for the upcoming mission.”
Standard Reward Each PC receives their choice of a moderate
antidote or moderate antiplague as part of their assigned
equipment. For levels 7–8, add moderate cheetah’s elixir
and moderate eagle eye elixir to the list of items they can
select from.
Greater Reward As the standard reward, but each PC also
receives a second item of their choice from the listed
options.
PURCHASES
After acquiring free supplies from the Pathfinder Society’s
leaders, the PCs are free to make purchases from a
supply caravan that follows the expedition. The PCs can
purchase common equipment from the Pathfinder Core
Rulebook of up to their level from the caravan. If they
need supplies during the adventure, they can return to
the caravan to make purchases between encounters in
Parts 1 and 2 as well as during the overnight rest at the Calisro Benarry
beginning of Part 3; doing so takes 10 minutes.
A. Sanctum Guardians
1 square = 5 feet
PCs
C start
here C = Construct
C3
C3 = Additional
Construct for Levels5-6
Pathfinder Flip-Map Classics: Dungeon
B = Cave Bear
1 square = 5 feet Pathfinder Flip-Map Classics: Ancient Dungeon
Creatures: When the pillar is rotated and the sealed Reporting: If the PCs destroy the constructs, the table
exits opened, one guardian enters the chamber from should report a Construct success.
each newly opened door. These are necrophidiuses for
levels 5–6 or clockwork soldiers for levels 7–8 (the B. PATHFINDER FOUND
clockwork soldiers can each operate for 3 more hours
before they need to be wound up again). For levels A small yellow rabbit hops into sight, gesturing frantically at
5–6, a third necrophidius also climbs up out of the the hallway it emerged from. Once spotted, it bounds away,
central pit through a hole that opens along with the back the way it came.
sealed doors. Recognizing the PCs as intruders, the
constructs attack. Area B is a series of three linked encounters. In area
B1, the party follows the rabbit through a maze of halls.
Levels 5–6 In area B2, the party sneaks past or battles a dangerous
predator, and in area B3, the party discovers a trapped
NECROPHIDIUSES (3) CREATURE 3 Pathfinder in need of rescue.
Page 33 A character who succeeds at a DC 18 Arcana, Nature,
Occultism, or Religion check to Recall Knowledge (DC
Levels 7–8 21 for levels 7–8) determines the rabbit is behaving oddly
and is likely someone’s familiar.
CLOCKWORK SOLDIERS (2) CREATURE 6
Page 48 B1. THE MAZE TRIVIAL
This is an unmapped encounter. The rabbit leads the
Development: A character who examines the skeletal party through a maze of halls and dead ends. Following
remains in the pits and succeeds at a DC 21 Medicine the rabbit requires a successful DC 20 Survival check
or Perception check (DC 24 for levels 7–8) determines (DC 23 for levels 7–8). On a failed check, the party loses
there are four types of skeletons in the pits: Medium the rabbit and takes a wrong turn, encountering a scythe
humans, Small tailed reptilian humanoids with a blade trap (or a clump of yellow mold for levels 7–8)
snout, Small ratfolk, and Large four-armed humanoids followed by a dead end before regaining the rabbit’s trail.
with a broad build and prominent lower tusks. These After the PCs either succeed at their check to follow the
are humans, ikeshtis, ratfolk and shobhads (see the rabbit or contend with the traps, proceed to area B2.
Ancestries Beyond Golarion sidebar on page 5). On a
critical success, the character determines they died of Levels 5–6
starvation. The PCs have the opportunity to learn more
about the history of these people whose skeletons they BLOODLETTING SCYTHE BLADES HAZARD 6
find here in area D. Page 34
B3. Trapped!
Trap
Area
C. Time Travel
S2
PCs
Start
Here S = Scientist
S2 = Additional Scientist for Levels 7-8
U = Uby
1 square = 5 feet Pathfinder Flip-Map: Arcane Library
D. Library
PCs
Start
Here
G = Golem
1 square = 5 feet Pathfinder Flip-Map: Arcane Library
F. Living Quarters
A A
PCs
Start
Here
A = Arabuk
1 square = 5 feet Pathfinder Flip-Map: Ancient Dungeon
G. Vermin
B
PCs
Start
Here
R = Time Rift
B = Bergworm
1 square = 5 feet Starfinder Flip-Map: Ice World
I. Shobhad Investigators
S
S
PCs
Start
Here
S = Shobhad
1 square = 5 feet Starfinder Flip-Map: Ice World
R R
R = Mission 6
Time Rift
1 square = 5 feet
MISSION 1 LOW
Creatures: A host of constantly shifting entities makes
its way towards the Eternity Arch from throughout
the chamber. These incomprehensible creatures are the
temporal echoes from the past and future that converge
to stop Heraxia’s tinkering with time. They advance,
attacking the assembled Pathfinders. This combat
represents the PCs battling against a small number of the
host descending on the Eternity Arch.
Levels 5–6
TEMPORAL ECHOES (2) CREATURE 4
Page 44
Levels 7–8
TEMPORAL ECHOES (2) CREATURE 6 Temporal Echo
Page 59
Temporal Echo
Location
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name:
□ Radiant Oath □ Horizon Hunters □ Dead
-2 □ Vigilant Seal □ Verdant Wheel
Org Play #: Level □ Infamy
□
2
Character Name Organized Play # Character #
Adventure Summary
Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled
into the Society’s Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the
area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known
as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the
future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to
return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know.
Boons Rewards
Congratulations on completing the adventure! You’ve earned Pathfinder Society (Second Edition) Starting XP
Achievement Points, a currency that be redeemed on our website at paizo.com for special character boons,
such as access to rare or uncommon ancestries, feats, and more! To redeem your Achievement Points, go to XP Gained
paizo.com/organizedPlay/myAccount and click on the Boons tab. Note that you must have created a paizo.
com account and registered a character before you can begin making Achievement Point transactions. Total XP
This adventure qualifies you for a unique Achievement Point boon: Time Traveler.
Starting GP
Total GP
Items Purchases
Items Sold / Conditions Gained
Notes Downtime
FOR GM ONLY
EVENT EVENT CODE DATE GM Organized Play #
Chronicle Code: XOUZ
For more information about the Pathfinder Society Organized Play program, including how to use this Chronicle Sheet, visit pathfindersociety.club