PZOP2DEMOADVE
PZOP2DEMOADVE
Welcome to Pathfinder Second Edition! This short adventure is designed to allow you, WHAT YOU’LL NEED
the Game Master, to present the game to newcomers, showcasing the new rules in a While this document presents a complete
quick and fun manner. This adventure can be run for four players within an hour, which adventure, you’ll need a few supplies to run it.
gives you enough time to explain the basic rules of the game to your players before The Pathfinder Core Rulebook
throwing them into the jaws of grand adventure. You can also run this adventure with (Second Edition).
up to six players, though the game might take a little longer to complete. At least one of each of the following
This demo assumes you’re using some or all of the six pregenerated characters dice: 4-sided, 6-sided, 8-sided,
included in this packet (Ezren the human wizard, Fumbus the goblin alchemist, Kyra 10-sided, 12-sided, and 20-sided.
the human cleric, Merisiel the elf rogue, Seelah the human champion, and Valeros the Pathfinder Flip-Mat Classics: Hill Country,
human fighter). But if your group is excited about creating their own characters, and or some way to replicate the features
you’re willing to teach them how to do so, this adventure is suitable for any group of of the back side of that Flip-Mat.
four to six 1st-level characters. You can either photocopy the character sheets in the A group of pawns or miniatures
back of the Core Rulebook or download black-and-white versions of the character sheet to represent the characters and the
at Paizo.com. At the end of this packet is a Pathfinder Rules Reference Sheet that the monsters. This adventure features
players can use during play. an ogre and a changeling. If you’re
expanding the adventure for larger
Preparation groups of players, you may also need
Before running this adventure, first read over the entire document to familiarize yourself a mitflit, giant centipede, and a wolf.
with the story and challenges. While the adventure is written to provide key rules A Pathfinder Combat Pad along with wet
reminders to streamline your job, you might come across something you’re unfamiliar or dry erase markers, or a piece of blank
with and want to use the Core Rulebook as reference. You’ll also want to grab the other paper and a pen or pencil to track initiative.
things you need to run this adventure (see the What You’ll Need sidebar), find a group A number of Pathfinder Hero Point
of players, and set a time to play. Tokens equal to the number of players
in the game. You could also use
Setup some other object to represent Hero
Place the back side of Pathfinder Flip-Mat Classics: Hill Country (or another map you’re Points, like chips, coins, or beads.
using) in the center of the play space. Place the Rules Reference Sheet and dice where
the players can easily reach them. Place a character sheet at each seat, along with its
corresponding miniature or pawn.
Allow the players to take a seat and pick whatever character they want. Let each player
take some time to get familiar with their character—the sheets include each character’s
statistics, abilities, and any special actions they can use. Point out to the players that they
can also review the Rules Reference Sheet for a general overview of play.
Keep this adventure, the Core Rulebook, your Pathfinder Combat Pad or the paper
you’re using to track initiative, and all of the enemy miniatures near you.
You should also take a minute or two to read the Introduction to Play given below,
which covers much of what is found on the Rules Reference Sheet and gives a simple
explanation of how to understand the character sheet.
Introduction to Play
Begin by asking if anyone has played a roleplaying game before. If not, begin by reading
or paraphrasing this short introduction; otherwise, move on to the game overview.
Cliffs
The cliffs are made of clay, dirt, and mud, and are somewhat
slick due to the recent rains. They are 15 feet tall at their highest
point and require a successful DC 17 Athletics check to Climb.
Fire
The fire takes up four squares about 15 feet away from the cave
entrance and next to the large boulders. Any creature that enters
or that is forced to move into the blaze takes 1d8 fire damage.
Standing Stones
A small group of magical standing stones is clustered here,
though one is toppled over. Those who attempt to Identify Magic
must succeed at a DC 14 Nature check, or a DC 17 Arcana,
Religion, or Occultism check to determine it is a primal anchor
for some form of teleportation magic. Critically succeeding at the
check also ascertains that it is used in a specific ritual.
Trail
The trail is somewhat muddy and shows signs of the ogre’s
Pathfinder Flip-Mat Classics: Hill Country passage.
MITFLIT CREATURE –1
LE SMALL FEY GREMLIN
Perception +4; darkvision, scent (imprecise) 30 feet
Languages Common, Undercommon
Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature +3, Stealth +5, Thievery +5
Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
Self-Loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4
penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things
of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most
arthropods have a starting attitude of indifferent to mitflits.
Items dart (10), shortsword
A light of recognition on Lazino’s face turns into sadness and then compassion. “Your father
never told you, did he?” the old sage says. “I can see it in your eyes and features. Your father was
a fool who gave of his heart too freely. Before you were born, he was deceived by a mysterious
woman that visited our small town. She was gone after only a fortnight, but nine months later,
a child was left on your father’s door. It was then that I knew that your mother was a hag, a
powerful creature and decidedly evil, but I hoped that through Ragir’s love you might be raised
to be an upstanding member of the community. It seems I was wrong, but it’s not too late. You
could still find a place with us!”
Lazino’s sincerity gives Haanar enough pause that the characters have a minute to Make
an Impression (Core Rulebook 246) on Haanar and calm the situation. While Haanar
arrived with an attitude of hostile, Lazino’s words shift his attitude to unfriendly. If the
characters can change his attitude to at least friendly, he reveals that over the past few
years he has felt a calling to find his mother, but given Lazino’s revelation, he agrees to
return to the town and try to overcome his more sinister impulses. More importantly, he
decides not to torture Lazino for withholding this knowledge from him for so many years.
If his attitude ever returns to hostile, however, he becomes enraged and attacks.
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 10 (+0)
Perception +6
Languages Common, Draconic, Infernal
DEFENSES
Hit Points 16
Armor Class 15 (16 with shield cast)
Fortitude +5
Reflex +5
Will +6
ACTIONS
Stride 25 feet
Melee Strike staff +3 (two-hand d8), Damage 1d4 bludgeoning
Melee Strike dagger +5 (agile, finesse, thrown 10 feet, versatile S),
Damage 1d4 piercing
Ranged Strike crossbow +5 (range 120 feet), Damage 1d8 piercing
SPELLS
Spell Attack Roll +7
Spell DC 17
Cantrips (1st) acid splash, detect magic, light, shield
1st burning hands, magic missile
Focus Spell hand of the apprentice
Focus Points 1
OPTIONS
Ancestry Feat Natural Ambition*
General Feat Canny Acumen*
Class Feats Hand of the Apprentice, Widen Spell
Class Features Arcane bond (staff), arcane thesis (spell substitution)*,
arcane school (universalist)*
SKILLS
Arcana +7 Nature +4
Crafting +7 Occultism +7
Deception +3 Society +7
Diplomacy +3 Stealth +5
Lore (heraldry) +7
Skill Feat Courtly Graces*
GEAR
Worn backpack, material component pouch
Ready staff, dagger, crossbow (10 bolts)
Stowed rations (3), scroll case, spellbook
Coins 9 gold, 8 silver, 5 copper
Bulk 1, 8L
Rules marked with an asterisk (*) are worked into the character’s Cast [one-action] action]to [three-actions] (somatic, verbal)
statistics and are not included here. Range 120 feet; Target 1 creature
You send a dart of force streaking toward a creature that you can see. It
Spells automatically hits and deals 1d4+1 force damage. For each additional action
You can cast the following spells. You can cast burning hands and you use when Casting the Spell, increase the number of missiles you shoot
magic missile once each. You can cast hand of the apprentice by by one, to a maximum of three missiles for 3 actions. You choose the target
spending a Focus Point, which you regain by taking 10 minutes to for each missile individually. If you shoot more than one missile at the same
Refocus. You can cast cantrips at will. target, combine the damage before applying bonuses or penalties to damage,
resistances, weaknesses, and so forth.
ACID SPLASH CANTRIP 1
ACID ATTACK CANTRIP EVOCATION SHIELD CANTRIP 1
Cast [two-actions] somatic, verbal ABJURATION CANTRIP FORCE
Range 30 feet; Targets 1 creature or object Cast [one-action] verbal
You splash a glob of acid that splatters creatures and objects alike. Make a Duration until your next turn starts or until dismissed
spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. You raise a magical shield of force to protect you. This counts as using the
On a critical success, the target also takes 1 persistent acid damage. Raise a Shield action, giving you a +1 circumstance bonus to AC until the start
of your next turn, but it doesn’t require a hand to use.
BURNING HANDS SPELL 1 While the spell is in effect, you can use the Shield Block reaction with your
EVOCATION FIRE magic shield (see the sidebar). The shield has Hardness 5. After you use Shield
Cast [two-actions] somatic, verbal Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal
Area 15-foot cone Shield Block, you can use the spell’s reaction against the magic missile spell.
Saving Throw basic Reflex
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures Shield Actions
in the area. After casting shield, you gain the following actions.
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 12 (+1)
DEFENSES
Hit Points 15
Armor Class 17
Fortitude +6
Reflex +8
Will +3
Resistance fire 1
ACTIONS
Stride 25 feet
Melee Strike dogslicer +6 (agile, backstabber, finesse, goblin), Damage
1d6 slashing
Ranged Strike acid flask +6 (range 20 feet, splash),
Damage 1 acid damage plus 1d6
persistent acid plus 1 acid splash damage
Ranged Strike alchemist’s fire +6 (range 20 feet, splash),
Damage 1d8 fire plus 1 persistent fire plus 1
fire splash damage
OPTIONS
Ancestry Feat Goblin Weapon Familiarity*
Class Feats Quick Bomber
Class Features Alchemy (infused reagents 5, 1
remaining), research field (bomber)*
SKILLS
Arcana +5
Crafting +5
Deception +2
Lore (underworld) +5
Society +5
Stealth +4
Thievery +4
Skill Feats Alchemical Crafter*, Experienced Smuggler
GEAR
Worn leather armor, backpack
Ready dogslicer, lesser acid flask (2), lesser alchemist’s fire (4),
minor elixir of life (2)
Stowed Alchemist’s tools, hooded lantern, oil (5), rations (3),
repair kit
Coins 3 gold, 5 silver
Bulk 4, 5
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 10 (+0)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 14 (+2)
Perception +7
Languages Common, Kelish
DEFENSES
Hit Points 17
AC 18
Fortitude +5
Reflex +4
Will +9
ACTIONS
Stride 20 feet
Melee Strike scimitar +5 (forceful, sweep) Damage 1d6+2 slashing
Ranged Strike sling +4 (range 50 feet, propulsive), Damage 1d6+1
bludgeoning
SPELLS
Spell Attack Roll +7
Spell DC 17
Cantrips (1st) detect magic, forbidding ward, light, stabilize
1st bless, heal (x3), magic weapon
Focus Spell fire ray
Focus Points 1
OPTIONS
Ancestry Feat Natural Ambition*
General Feat Toughness*
Class Features Divine Font (heal, 3/day)*, doctrine (warpriest)*
Class Feat Domain (fire)*
SKILLS
Athletics +3 (+5 when using attack actions)
Diplomacy +5
Medicine +7
Performance +5
Lore (farming) +3
Religion +7
Survival +7
Skill Feats Assurance (Athletics)
GEAR
Worn backpack, chain mail, religious symbol (wooden)
Ready scimitar, sling (10 bullets)
Stowed bedroll, material component pouch, rations (3), religious
text, waterskin
Coins 5 gold, 9 silver, 8 copper
Bulk 3, 9L
©2019 Paizo Inc.
HEAL SPELL 1
Rules Reference HEALING NECROMANCY POSITIVE
Rules marked with an asterisk (*) are worked into the character’s Cast [one-action] to [three-actions]
statistics and are not included here. Range varies; Targets one willing living creature or one undead creature
You channel positive energy to heal the living or damage the undead. If the
Spells and Domain Power target is a willing living creature, you heal it for 1d8 Hit Points. If the target
You can cast the following spells. You can cast bless and magic weapon is undead, you deal that amount of positive damage to it, and it gets a basic
once each. You can cast heal 3 times. You can cast fire ray by spending Fortitude save. The number of actions you spend when Casting this Spell
1 Focus Point, which you regain by taking 10 minutes to Refocus. You determines its targets, range, area, and other parameters.
can cast cantrips at will. • [one-action] (somatic) The spell has a range of touch.
• [two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing
BLESS SPELL 1 a living creature, increase the healing by 8.
ENCHANTMENT MENTAL • [three-actions] (material, verbal, somatic) You disperse positive energy in a 30-
Cast [two-actions] somatic, verbal foot aura. This targets all living and undead creatures in the burst.
Area 5-foot aura; Targets you and your allies in the aura
Duration 1 minute LIGHT CANTRIP 1
Blessings from beyond help your companions strike true. They each gain a CANTRIP EVOCATION LIGHT
+1 status bonus to attack rolls. Once per turn, starting the turn after you cast Cast [two-actions] somatic, verbal
bless, you can use a single action, which has the concentrate trait, to increase Range touch; Target 1 unattended, nonmagical object of 1 Bulk or less
the aura’s radius by 5 feet. Bless can counteract bane. Duration until the next time you make your daily preparations
The object begins to glow with pure light, casting bright light in a 20-foot
DETECT MAGIC CANTRIP 1 radius (and dim light for the next 20 feet) like a torch. If you cast this spell
CANTRIP DETECTION DIVINATION again on another object, the light on the last object you cast it on is dismissed.
Cast [two-actions] somatic, verbal
Area 30-foot emanation MAGIC WEAPON SPELL 1
You send out a pulse that registers the presence of magic. You receive no TRANSMUTATION
information beyond the presence or absence of magic. You can choose to Cast [two-actions] somatic, verbal
ignore magic you’re fully aware of, such as the magic items and ongoing Range touch; Targets one non-magical weapon that is unattended or wielded
spells of you and your allies. by you or a willing ally
You detect illusion magic only if that magic’s effect has a lower level Duration 1 minute
than the level of your detect magic spell. However, items that have an The weapon glimmers with magic and energy. The target becomes a +1
illusion aura but aren’t deceptive in appearance (such as an invisibility potion) striking weapon, gaining a +1 item bonus to attack rolls and increasing the
typically are detected normally. number of weapon damage dice to two.
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 12 (+1)
DEFENSES
Hit Points 16
Armor Class 18
Fortitude +5
Reflex +9
Will +6 (+1 vs emotion)
ACTIONS
Stride 30 feet
Melee Strike rapier +7 (deadly 1d8, disarm, finesse), Damage 1d6+4
piercing
Ranged Strike dagger +7 (agile, finesse, thrown 10 feet, versatile S),
Damage 1d4+4 piercing
OPTIONS
Ancestry Feat Forlorn
Class Feats Nimble Dodge
Class Features Finesse striker*, rogue’s racket (thief)*, sneak attack
(1d6), surprise attack
SKILLS
Acrobatics +6 (+7 when using attack actions)
Athletics +2 (+3 when using attack actions)
Crafting +4
Deception +4
Diplomacy +4
Intimidation +4
Lore (underworld) +4
Performance +4
Religion +4
Society +4
Stealth +6
Thievery +6
Skill Feats Cat Fall, Experienced Smuggler
GEAR
Worn backpack, studded leather armor
Ready rapier, daggers (6), thieves’ tools
Stowed lantern (hooded), oil (5), rations (3), rope (50 ft, silk)
Coins 4 gold, 3 silver
Bulk 3, 2L
Strength 18 (+4)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 14 (+2)
Perception +4
Languages Common, Osiriani
DEFENSES
Hit Points 19
Armor Class 18 (20 with shield raised)
Fortitude +6
Reflex +4
Will +6
ACTIONS
Stride 25 feet
Melee Strike longsword +7 (versatile P), Damage 1d8+4 slashing
Melee Strike shield bash +7, Damage 1d4+4 bludgeoning
Ranged Strike short bow +4 (range 60 feet, deadly 1d10), Damage
1d6 piercing
SPELLS
Spell Attack Roll +5
Spell DC 15
Focus Spells athletic rush, lay on hands
Focus Points 1
OPTIONS
Ancestry Feat General Training*
Class Feats Deity’s Domain (might)*
Class Features Champion’s code, cause (paladin), deific weapon*,
devotion spells, Retributive Strike, Shield Block
SKILLS
Athletics +5 (+7 when using attack actions)
Diplomacy +5
Intimidation +5
Lore (city of Solku) +3
Medicine +4
Religion +4
Survival +4
Thievery +2
Skill Feats Battle Medicine, Pickpocket
GEAR
Worn backpack, chain mail, silver religious symbol
Ready heavy steel shield, longsword, shortbow (10 arrows)
Stowed rations (3)
Coins 6 silver, 5 copper
Bulk 5, 5L
Retributive Strike
As a paladin, you are a stalwart protector of those under your charge,
and a furious opponent to any who would dare harm them. You gain
the retributive strike reaction.
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 10 (+0)
Perception +5
Languages Common, Dwarven
DEFENSES
Hit Points 20
Armor Class 18 (20 with shield raised)
Fortitude +7
Reflex +7
Will +3
ACTIONS
Stride 20 feet
Melee Strike longsword +9 (versatile P), Damage 1d8+4
slashing
Melee Strike dagger +9 (agile, finesse, thrown 10, versatile
S), Damage 1d4+4 piercing
Melee Strike shield bash +9, Damage 1d4+4 bludgeoning
Ranged Strike shortbow +7 (range 60, deadly 1d10),
Damage 1d6 piercing
OPTIONS
Ancestry Feat Natural Ambition*
General Feat Die Hard
Class Feats Reactive Shield, Sudden Charge
Class Features Attack of Opportunity
SKILLS
Acrobatics +3 (+5 when using attack
actions)
Athletics +7 (+5 when using attack
actions)
Crafting +4
Deception +3
Intimidation +3
Lore (Farming) +4
Lore (Warfare) +4
Survival +3
Skill Feats Assurance (Athletics), Die Hard
GEAR
Worn backpack, breastplate
Ready dagger, heavy steel shield, longsword,
mug, shortbow (20 arrows)
Stowed bedroll, flint and steel, rations (3), rope
(50 ft, hemp), torch (10)
Coins 2 silver, 7 copper
Bulk 5, 8L
©2019 Paizo Inc.
DIE HARD FEAT 1
Rules Reference GENERAL SKILL
Rules marked with an asterisk (*) are worked into the character’s It takes more to kill you than most. You die from the dying condition at dying
statistics and are not included here. 5, rather than dying 4.
ASSURANCE FEAT 1
GENERAL SKILL
Prerequisites Trained in at least one skill
Even in the worst circumstances, you can perform basic tasks with your skill.
Choose a skill you are trained in. You can forgo rolling a skill check for your
chosen skill to instead receive a result of 10 + your proficiency modifier (do
not apply any other bonuses, penalties, or modifiers).
paizo.com