Secondary Conditions

#29: The Devil We Know, Part 1: Shipyard Rats
Primary: The PCs find and rescue the Pathfinder Cestis.
Secondary: The PCs learn of the derro threat either by capturing and questioning Luscilia or by recognizing the creatures described by the prisoners in Act 6 with a DC 13 Knowledge (local) check. This increases to DC 18 in Subtier 6–7 due to conflicting and vague reports by the prisoners.
#30: The Devil We Know, Part 2: Cassomir’s Locker
Primary: The PCs recover the jet rat and deliver it to Venture-Captain Hestia Themis.
Secondary: Succeeding at the primary mission also counts as succeeding at the secondary mission.
#31: Sniper in the Deep
Primary: The PCs recover The Sniper.
Secondary: The PCs find the remains of Airk Jarigan in Act 2 and return his wayfinder to Venture-Captain Adril Hestram.
#32: Drow of the Darklands Pyramid
Primary: The PCs slay or drive off Jevana, the driders, and the other drow.
Secondary: The PCs slay Jevana, preventing her from fleeing and later plotting against the society.
#33: Assault on the Kingdom of the Impossible
Primary: The PCs defeat the self-styled bandit lord Zamir (whether this is by killing him, negotiating a truce, or causing him to flee).
Secondary: The PCs convince Zamir to join the Pathfinder Society, earning the organization a capable ally in the area.
#34: Encounter at the Drowning Stones
Primary: The PCs defeat the skum guarding the Drowning Stones.
Secondary: The PCs either close off the temple in Act 5 forever or extract all 1,000 pounds of the stones to return to Osprey.
#35: Voice in the Void
Primary: The PCs end the threat to the Blakros Museum by destroying the sorcerer Kubburum Ishmedagan.
Secondary: The PCs complete their mission without killing Imrizade.
#36: Echoes of the Everwar, Part 1: The Prisoner of Skull Hill
Primary: The PCs recover Akila’s ring.
Secondary: The PCs find Heralt’s body, determine his cause of death, and find his hidden message in area B11.
#37: The Beggar’s Pearl
Primary: The PCs clear the Hall of Wonders of derro, nightmare creatures, and other threats.
Secondary: The PCs rescue all three of the prisoners in area 9 and heal Lyrehawk’s blindness.
#38: No Plunder, No Pay
Primary: The PCs recover the defiled disks of Urgathoa from the shipwreck.
Secondary: The PCs ensure that Caradoc Alazario survives to pay for his crimes in Egorian.
#39: The Citadel of Flame
Primary: The PCs recover the idol of Moloch.
Secondary: The PCs not only close the portal to Malebolge but also destroy the nearby obsidian relief. If one of the PCs is an active worshipper of Moloch, the PCs succeed at the secondary mission even if they do not destroy the relief.
#40: Hall of Drunken Heroes
Primary: The PCs discover the archive beneath Cayden’s Hall.
Secondary: The PCs defeat the primordial demon.
#41: The Devil We Know, Part 3: Crypt of Fools
Primary: The PCs explore the Crypt of Fools and defeat Dalirio Teppish.
Secondary: The PCs find both the manuscript of Dalirio’s plans and the switch that rotates the room in area B5.
#42: Echoes of the Everwar, Part 2: The Watcher of Ages
Primary: The PCs recover the corpse of Meskhenet.
Secondary: The PCs recover the maps and correspondence in area 5 that detail a smuggling route that the Pathfinder Society might use to access Cheliax (see the Andoran faction mission).
#43: The Pallid Plague
Primary: The PCs recover Isandrea’s Basin and find a cure for palepox.
Secondary: The PCs help Laurel develop a cure as quickly as possible, ensuring that they can stop the plague before it spreads too far. In Act 3, the PCs must reduce Laurel’s skill check penalty to 0 by making no more than 5 skill checks per PC (increase this threshold to 6 skill checks for a party of 4 PCs).
#44: Echoes of the Everwar, Part 3: Terror at Whistledown
Primary: The PCs recover the body, ring, and sword of Kamilah.
Secondary: The PCs destroy Vanyth, sparing Whistledown his continued attacks.
#45: Delirium’s Tangle
Primary: The PCs recover Izryen’s Hourglass and deliver it to the Pathfinder Society.
Secondary: The PCs rescue a live Nuar Spiritskin and lead him out of the maze.
#46: Eyes of the Ten, Part 1: Requiem for the Red Raven
Primary: The PCs complete the adventure.
Secondary (individual): The PC earns 4 or more Campaign Points.
#47: The Darkest Vengeance
Primary: The PCs rid Miregrold Manor of the squatters and dark folk that inhabit it.
Secondary: The PCs rescue Skeldon Miregrold, ensuring that he answers to the Decemvirate.
#48: The Devil We Know, Part 4: Rules of the Swift
Primary: The PCs end the derro threat beneath Swift Prison.
Secondary: The PCs confirm the magical (combining detect magic and a successful DC 18 Spellcraft check) or historic (with a successful DC 18 Knowledge conditions: find Besel Ardoc within 30 hours during Act 3, avoid angering Dakar by discovering his true identity in Act 4 (performing the Taldor faction mission does not count toward this condition), or question Wymund Pratt about other cities with active Shadow Lodge cells in Act 6.
#52: City of Strangers, Part 2: The Twofold Demise
Primary: The PCs defeat all seven Shadow Lodge agents in Acts 2 and 3.
Secondary: The PCs gather essential intelligence about the Shadow Lodge’s operations in other regions. They can accomplish this either by capturing and questioning Guarin or Kanna or by finding the Shadow Lodge missives in both areas 4 and 6.
#53: Echoes of the Everwar, Part 4: The Faithless Dead
Primary: The PCs disrupt Zuberi’s ritual and help the three spirits find rest.
Secondary: The PCs ensure the safety of their fellow Pathfinders and official records and identify future threats to the society. The PCs accomplish two of the following three conditions: prevent Venture-Captain Norden Balentiir from being reduced to 0 hp or less, prevent the destruction of the records in area 5 in Act 1, or identify the wizard in area 7 in Act 3 (members of any faction may attempt the Perception check).
#54: Eyes of the Ten, Part 2: The Maze of the Open Road
Primary: The PCs defeat Chorkak and rescue Kyalla.
Secondary (individual): The PC earns 2 or more Campaign Points.
#55: The Infernal Vault
Primary: The PCs secure the documents in area A6 and defeat Celeena Deckland.
Secondary: Succeeding at the primary mission also counts as succeeding at the secondary mission.
#56: The Jester’s Fraud
Primary: The PCs recover the alabaster urn and return it to House Bourtze.
Secondary: The PCs not only fulfill Makarius Bourtze’s request but also do so without instigating further conflict between the Bourtzes and their rivals, House Disaren. The PCs accomplish two of the following three conditions: defeat Wager without killing him in Act 2, defeat Baran without killing him in area 4D, or recover the three cursed items without triggering any of their curses.

Secondary Conditions

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