Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four (1/day) for a certificate.
Description:
Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group is sent by Pathfinder Society Venture-Captain Sheila Heidmarch to the town of Galduria to investigate rumors of an undead uprising. There, they must question the townsfolk. Afterward, they must venture into the cemetery late at night to confront the menace that plagues the town. Hopefully, the Pathfinders can put an end to the fell magical item that is raising the dead from their graves and can save the town before it is too late.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four (1/day) for a certificate.
Description:
Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group is sent by Pathfinder Society Venture-Captain Sheila Heidmarch to the town of Galduria to investigate rumors of an undead uprising. There, they must question the townsfolk. Afterward, they must venture into the cemetery late at night to confront the menace that plagues the town. Hopefully, the Pathfinders can put an end to the fell magical item that is raising the dead from their graves and can save the town before it is too late.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four (1/day) for a certificate.
Description:
Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group of Pathfinders are dispatched by Venture-Captain Sheila Heidmarch to visit an old acquaintance of hers. The acquaintance, Professor Montrovale, agreed to turn over a book, the Azlanti Apprentice’s Codex, in return for funds to ease her dire straits. After arriving at a magic academy, the PCs make inquiries to find Montrovale’s classroom and discover her in a state of distress. The Academae is a dangerous institution and Pathfinders should be wary, for not everything in this school of magic is as it may appear to be.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four (1/day) for a certificate.
Description:
Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. Your group of Pathfinders are dispatched by Venture-Captain Sheila Heidmarch to visit an old acquaintance of hers. The acquaintance, Professor Montrovale, agreed to turn over a book, the Azlanti Apprentice’s Codex, in return for funds to ease her dire straits. After arriving at a magic academy, the PCs make inquiries to find Montrovale’s classroom and discover her in a state of distress. The Academae is a dangerous institution and Pathfinders should be wary, for not everything in this school of magic is as it may appear to be.
Your team was looking forward to some leave on the Citadel. However, when the daughter of a prominent Asari matriarch is kidnapped by a criminal syndicate your team is mobilized to rescue her.
Description:
Your most recent mission complete, your team was looking forward to some well deserved leave on the Citadel. However, when the daughter of a prominent Asari matriarch is kidnapped by a criminal syndicate your team is mobilized to rescue her. The question is why are the Quarian Migrant Fleet and the Geth involved?
The Treasury Islands are taken, but a garrison of Japanese troops still hold the high ground. There’s a powerful mad Talent up there, and he’s not leaving peacefully. Kick him off the hill.
Description:
The NZ 8th Brigade have taken the rest of the Treasury Islands, but a garrison of Japanese troops on the highest point on Mono Island have thrown back everything that’s come their way. There’s a powerful mad Talent up there, and he’s not leaving peacefully. Your squad drew the short straw and now you have to deal with him.
Dark Elves which have been raiding the locals for decades suddenly have asked for help. Lord Ambrozy wants to broker an alliance and needs the group to discover what happened.
Description:
In the Kingdom of Poland, the local village has over the centuries dealt with raids from the Dark Elves from time to time. They never expected the anything like the Dark Elves asking for their help to happen though. Yesterday, a few dozen Dark Elves emerged from their underground lairs, battered, broken and beaten. Survivors of a vicious attack that left most of them dead, with mostly children amongst the survivors. A quick peace was brokered between the survivors and Lord Ambrozy. Now, Lord Ambrozy needs adventurers to brave the depths of the Dark Elves home with a guide to look for survivors and answers. This could mean the addition of a new ally for the Kingdom of Poland, or vital intel about a constant threat.
The parchment nailed to the depot station's wall has the 4 most profitable words you know. Wanted: Dead or Alive. In the wilds of Spain, a bounty is out for a bandit fearsome reputation.