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. A group of adventurers, sent by Pathfinder Society Venture-Captain Sheila Heidmarch, make their way into the depths of the Lurkwood in northern Varisia. The woods, riddled with ancient ruins of the extinct empire of Thassilon, still contain great secrets and treasures not seen for ten thousand years. Be wary, adventurer, for other creatures of the forest may lay claim to this area as their home.
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. A group of adventurers, sent by Pathfinder Society Venture-Captain Sheila Heidmarch, make their way into the depths of the Lurkwood in northern Varisia. The woods, riddled with ancient ruins of the extinct empire of Thassilon, still contain great secrets and treasures not seen for ten thousand years. Be wary, adventurer, for other creatures of the forest may lay claim to this area as their home.
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 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?
Ever tried to Child Proof a summoning circle? What happens when kids play with Elder Signs? As kids we knew that school was evil. Go back and try it again with one big difference: you have the power!
Description:
Have you ever tried to Child Proof your summoning circle? What happens when the young start employing Elder Signs? As kids we all knew that school was evil. In this Call of Cthulhu scenario you can go back and try it again with one big difference... This time you have the power to change things! Don't Trust Anyone Over The Age of 20!