Season 0 summary
This page contains spoilers for the following products: Pathfinder Society Roleplaying Guild Season 0.
- This article covers the first season of the Pathfinder Society Organized Play campaign for Pathfinder First Edition. For the first season using the Pathfinder Second Edition rules, see Year of the Open Road.
Season 0 of the Pathfinder Society Roleplaying Guild campaign ran from August 2008 to July 2009.
In the summer of 4708 AR, the Pathfinder Society held its annual Grand Convocation at the Grand Lodge in Absalom, the City at the Center of the World. Hundreds of new agents had recently joined the Society, some graduating from the Grand Lodge's training program, others earning field commissions through their previous exploits. This influx of new (and untried) agents gave the Society's leadership, the anonymous Decemvirate, the opportunity to expand the Society's activities in an unprecedented manner. The Decemvirate expanded cautiously, not pushing the limits of these new agents too hard.
From the Grand Lodge in Absalom, Pathfinders were sent all over the Inner Sea region. Some teams were sent to explore newly-discovered ruins or investigate strange items; others went in aid of members or allies of the Society. Through its actions, the Society gained several new allies, including Skelg the Ripper, an envoy from the Lands of the Linnorm Kings, and Nigel Aldain, curator of the (now infamous) Blakros Museum in Absalom. Agents were sent to many of the nations in the Inner Sea, including Taldor, Andoran, Cheliax, and Qadira. Teams were dispatched to locations as far-flung at the lawless River Kingdoms, revolution-wracked Galt, and the jungles of the Mwangi Expanse.
Throughout the year, various national governments saw the Pathfinder Society as a tool to further their own goals, and quietly began to support individual agents within the Society. These national factions garnered much support, and began to co-opt Society missions for their own ends. Pathfinders who once worked as a team instead carried hidden agendas from one of five national factions: the Eagle Knights of Andoran; the nobility of devil-worshiping Cheliax; the Sapphire Sage of Osirion; the merchants of Qadira; or the nobles of Taldor. While not leading to outright conflict between members, these factions often distracted Pathfinders from the Society's goals.
By the end of the season, the Decemvirate had tested their crop of new agents, weeding out those unable to handle the duties of a Pathfinder. The Society's masked leaders had also noted the increase in nationalism among the Society's members. Rather than clamp down on the national influences, the Society embraced them, and Pathfinders began overtly assisting various nations as troubleshooters and investigators, alongside their normal duty of exploration. But there were some in the Society who saw this rise of nationalism as an ill omen, and yet others who saw it as an opportunity to strike.
Season 0 releases
The following adventures were released as part of Season 0, although a number of them (marked below) were retired and can no longer be played for credit. This table may be sorted by scenario number, title, level tier, metaplot arc, venture-captain (or other official) assigning the mission, location, or country.