Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. 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. 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 beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. 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. 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 beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. 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. 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 beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. 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. 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.
The Irregulars Guild returns to pit six teams against six challenges filled with death, puzzles, traps, and death. Characters provided. This fast-paced event is scored and prizes are awarded!
Description:
The Irregulars Guild of Korvosa returns to pit six adventuring parties against six different challenges, forcing them to solve puzzles and face traps to determine which is best. Does your team have what it takes to survive and win? This event is played out with miniatures in six three-dimensional dungeon layouts created for this competition. Characters provided, with four new characters available this year. Bring your wits and cunning. This fast-paced event is scored and prizes are awarded to the top team! Visit us on Facebook for more information and to see pictures from previous events.
The Irregulars Guild returns to pit six teams against six challenges filled with death, puzzles, traps, and death. Characters provided. This fast-paced event is scored and prizes are awarded!
Description:
The Irregulars Guild of Korvosa returns to pit six adventuring parties against six different challenges, forcing them to solve puzzles and face traps to determine which is best. Does your team have what it takes to survive and win? This event is played out with miniatures in six three-dimensional dungeon layouts created for this competition. Characters provided, with four new characters available this year. Bring your wits and cunning. This fast-paced event is scored and prizes are awarded to the top team! Visit us on Facebook for more information and to see pictures from previous events.
Anti-mana knights have invaded with swords that can sense & destroy all forms of magic. Can peace ever be restored to Krymaris? Welcome to Imaria, where all magic is alive, yet no magic is safe...
Anti-mana knights have invaded with swords that can sense & destroy all forms of magic. Can peace ever be restored to Krymaris? Welcome to Imaria, where all magic is alive, yet no magic is safe...
Anti-mana knights have invaded with swords that can sense & destroy all forms of magic. Can peace ever be restored to Krymaris? Welcome to Imaria, where all magic is alive, yet no magic is safe...
Anti-mana knights have invaded with swords that can sense & destroy all forms of magic. Can peace ever be restored to Krymaris? Welcome to Imaria, where all magic is alive, yet no magic is safe...