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81 events returned based on your search criteria. (You may need to scroll down to see them.) You can also search for events by the criteria below:
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| Not Out of the Woods Yet (#A001) |
GM(s): John Terra System: Pathfinder/D&D 3.5 |
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Seriously, you’re not. Not even close. You and your party are stuck in a deep, primeval forest of sinister reputation, and you’re in way over your heads. So where’s your Druid? He’s lying dead in a ditch. Fortunately, your Ranger has been here before, and knows the way out. Whoops, she just got carried off by something big with wings…and she had the only map. Good luck trying to get out…oh, and it looks like someone…or something…is hunting you.
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| A Thinly Veiled Reference to The Trilogy...No, The Other Trilogy (#A012) |
GM(s): Aron Parisi System: AD&D 3.5 Forgotten Realms |
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What if... Bane finally succeeded at his long-term goal and "united" the entire Realms under his rule, the First Faerunian Empire? What if... a small alliance of rebellous freedom fighters came together to stop the reign of the evil Emperor and his dark servant Lord Chembryl? What if...a young farmboy found two lost Warforged, teamed up with an old sorcerer to learn the ways of the Weave, and hired a scoundrel and his Goliath partner to save an imprisoned Queen? What if... you supplanted the world of a famous trilogy into the Forgotten Realms? Well, it'd probably look a lot like this.
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| Return of the Avatar of the Wrath of the Lord of the Chamber of the Final Twilight Frontier of Azkaban Trek. (#A002) |
GM(s): John Terra System: Paranoia XP |
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Your Troubleshooter team is composed of six Romantics (no, this time none of them are infiltrators from other societies, so get that thought out of your head RIGHT NOW, citizen!). You’d think that your team would work well, since you’re all from the same society. Um..can you say “contentious sub-factions”?? Now you’re being sent on a rescue mission…OUTDOORS! (bum-bum-bummmmmmm!). Also, to make your joy complete: M.O.O.S.E. Mark 2! Let the mandatory spontaneous cheering commence!
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| The Unquiet Dead (#A003) |
GM(s): John Terra System: Call of Cthulhu |
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“The Ghostbreakers”, that popular radio show where the experts debunk the supernatural, is broadcasting live from a remote New England cemetery where odd occurrences are supposed to happen. You and your team are working on the show as staff and/or outside technical consultants. Time to expose another hoax, right? Time to offer rational explanations for silly, ignorant superstition, right? Right? Hello? Is anyone there?
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| Beauty-ful Treasures (#A039) |
GM(s): Mark Edwards System: 7th Sea |
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Hot on the trail of Castillian gold, and now aboard a ship worthy of their talents, the heroes find themselves on the wrong end of an impossible task. Even their new captain, Jeremiah Berek (a man who built his reputation on doing the impossible) doesn t believe they can succeed. It s just the kind of thing a legend needs to get started.
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| Mekton Operation Rimfire - Episode 5: Ocean Voyage (#A040) |
GM(s): Timothy J Lanza System: Silhoutte Core |
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After the attack on the bridge in Elara and the loss of one of their own, the members of Fireflight Squadron board an Ettaran fan carrier for the journey to Karga and a rendezvous with their new mecha. Nothing could be more relaxing that a voyage on one of the famed Ettaran vessels, right?
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| Low Lifes At High Risk (#A005) |
GM(s): Carol Terra System: Call of Cthulhu - Gaslight |
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Blimey! Somethin' awful is 'appenin' ter yer friends, but da coppa's don't seem ter wan' ter 'elp cuz yer such a low-life. Can ye stop deese dis'ppearances befawer dey 'appen again? Nuff said, yeah?
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| Case File XA013: Abyss of Insanity (#A006) |
GM(s): Robert Lamm (written by dr Nik) System: Stargate |
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Your R.E.A.C.T. Team has been scrambled to research and deal with a C.I.R.C.L.E presence near an unstable fissure that has recently grown. Geothermal forces, CO2 gas, and several other theories have been proposed, but only your team will discover what strange truth waits in the ice. The Antarctic continent with its extremes in weather, loneliness, and stress can tax the mind of the heartiest souls. Do you have the high tech espionage skills to face the natural and other horrors that await you in this wintery hell? 4-8 players.
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| Case File XA013: Abyss of Insanity (#A006) |
GM(s): Robert Lamm (written by dr Nik) System: Stargate |
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Your R.E.A.C.T. Team has been scrambled to research and deal with a C.I.R.C.L.E presence near an unstable fissure that has recently grown. Geothermal forces, CO2 gas, and several other theories have been proposed, but only your team will discover what strange truth waits in the ice. The Antarctic continent with its extremes in weather, loneliness, and stress can tax the mind of the heartiest souls. Do you have the high tech espionage skills to face the natural and other horrors that await you in this wintery hell? 4-8 players.
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| The Mad Mage of Avonsmoor (#A007) |
GM(s): Robert Lamm System: AD&D 3.5 |
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Aystrom VII: At last, the long trek through Avonsmoor is over. Before you stands the mighty tower of Master Gavlin, the Mad Mage of Avonsmoor. You ve carried the Stone of Light successfully to the one man who can hopefully reveal something of the mysterious black runes carved into its surface. Unfortunately, the good wizard does not appear to be in a mood to accept visitors. How do you get into the tower to present the stone to the good mage? Four to eight 7th level characters provided.
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| Tigris and Euphrates (#B001) |
GM(s): Chuck Berkins System: Tigris and Euphrates boardgames |
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T & E is an abstract tile laying game. It's easy to learn, but challenging enough to keep your interest. I'll be teaching the game, learners are welcome!
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| San Juan (#B002) |
GM(s): Chuck Berkins System: San Juan boardgame |
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San Juan is a card game based on the ever popular Puerto Rico. You'll use the cards in your hand as money or building stock. In each turn you'll choose a role to play such as builder, planter or trader. SJ is a quicker, lighter version of Puerto Rico. Beginners welcome.
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| The Elven Supremacy (#A008) |
GM(s): Seth Curtis System: AD&D 3.5 Forgotten Realms |
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Of course elves are superior. Who could disagree with that? The Eldreth Veluuthra, however, have finally gone too far. This brutish and wicked group of elven supremicists has long been an embarassment to the good and descent elves of Faerun. Now a radical faction has turned away from the elven gods and seek to fulfill an ancient ritual. The High Elven Council of Evereska has assembled your group in response. The solution to this problem requires discretion and the unique talents of each of the elven subraces in Faerun. A wood, sun, moon, wild, and two half elves join together to decide the fate of elvenkind.
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| The Burning Stars (#A009) |
GM(s): Andre Kruppa (written by David Conyers) System: Call of Cthulhu |
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This scenario places heavy emphasis on role-playing, but does not require prior experience with Call of Cthulhu. This is a theatrical style tabletop game, using lights and sound, intended for mature players only. The game will run late, as sessions are expected to go 6 - 7 hours. (Please no players familiar with the scenario.) Awaking in a US Military Hospital in Haiti on October 30, 1930, suffering from prolonged blackouts and amnesia, plagued by a dreadful fear, and still searching for Jack Sterling is just the beginning of the horror. The air is heavy and warm, the beds cloaked in mosquito nets, and the staff is bustling to and fro in the hall. Jack Sterling is still whereabouts unknown. The last week is a blank. It is a must to find Jack and pierce the veil of fear, pain, and loathing. There are many questions: What happened? Where is Jack? When can we get out of this hospital?
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| The Colony (#A010) |
GM(s): Andre Kruppa (written by David Conyers) System: Call of Cthulhu |
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This scenario places heavy emphasis on role-playing, but does not require prior experience with Call of Cthulhu. This is a theatrical style tabletop game, using lights and sound, intended for mature players only. The game will run late, as sessions are expected to go 4 - 5 hours. (Please no players familiar with the scenario.) Your unit has been encamped in the Libyan Desert near strange ruins recently exposed in the sands. Once a halt was ordered and the order to setup camp given you knew your fate was sealed. It is clear that the rest of the army is falling back and the British forces are pressing. It is only a matter of time before you are overrun and must make the ultimate sacrifice for the fatherland. In the meantime the desert awaits, the ruins hint of strange horrors from the past, and evil lurks in the darkness creeping ever closer.
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| Lost on the Road (#A011) |
GM(s): Andre Kruppa System: Call of Cthulhu |
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This scenario places heavy emphasis on role-playing, but does not require prior experience with Call of Cthulhu. This is a theatrical style tabletop game, using lights and sound, intended for mature players only. The game will run late, as sessions are expected to go 7.5 - 8 hours. (Please no players familiar with the scenario.) In this gothic style story inspired by Grimm’s tales the characters are drawn into a terrifying and strange wood in search of a lost friend. Awful horror awaits the innocent and unsuspecting friends. The shadow of eons old power crosses their path and can leave them horribly changed or dead. The characters need all of their guile and strength to grapple with their fate. Color narration and role-playing bring the story to life. Guile, wits, maneuver, and carefully applied violence are the order of the day.
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| Invasion of the Dragon's Nest (#A013) |
GM(s): Tony Noto System: Shadowrun |
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Invade a Saeder Krupp facility to steal a new form Operating System, but each runner has his own Agenda! (actually only runs 8pm to 10:30pm)
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| Insurrection (#M001) |
GM(s): Steven Siano System: Star Wars Miniatures - Campaign edition |
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The Clone War rages on. Latest Republic Intelligence suggests the separatists are up to something in the Outer Rim. A jedi led commando squad has recently been sent in for further details and to put a stop to it if necessary. This is an action oriented game that involves light roleplaying and character building based upon the Star Wars Miniature Game.
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| Tremors II: Return of the Worm (#M002) |
GM(s): Steven Siano System: Battletech |
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After years of peace, it was thought to be gone. Now it has returned, and this time, it has brought friends. It is every man (and worm) for themselves in this free for all event. Any published, tournament legal design, 75 tons or less is allowed. Bring your own or choose from a selection. This event will be using larger scale miniatures.
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| Chaos on the Border (#M003) |
GM(s): Steven Siano System: Battletech |
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The Word of Blake Jihad is in full spring. Former allies are turning on each other. Buried animosity burns anew. Confusion is everywhere and violence runs rampant throughout the sphere. Davian forces have crashed over the border to stop a suspected invasion force. Liao in turn find this to be an unwarranted attack and quickly muster forces of their own to stop it. This game will involve larger scale miniatures.
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| PFS #29 THE DEVIL YOU KNOW PART #1 (#PF001) |
GM(s): Pathfinder Society System: Pathfinder |
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When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? Written by Joshua J. Frost This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #39 THE CITADEL OF FLAME (#PF002) |
GM(s): Pathfinder Society System: Pathfinder |
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Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult. Written by Steven Robert This product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #40 HALL OF DRUNKEN HEROES (#PF003) |
GM(s): Pathfinder Society System: Pathfinder |
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Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes. Written by Tim Hitchcock This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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| PFS #30 The Devil You Know Part #2 (#PF004) |
GM(s): Pathfinder Society System: Pathfinder |
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The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? Written by Joshua J. Frost This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS # 43 The Pallid Plague (#PF005) |
GM(s): Pathfinder Society System: Pathfinder |
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Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon's Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death? Written by Mark Moreland This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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| PFS #50 Fortune’s Blight (#PF006) |
GM(s): Pathfinder Society System: Pathfinder |
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Description to come Written by Adam Daigle This product is a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS # 45 Delirium’s Tangle (#PF007) |
GM(s): Pathfinder Society System: Pathfinder |
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The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years. Written by Crystal Frasier This product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS # 36 Echoes of Everwar Part 1 (#PF008) |
GM(s): Pathfinder Society System: Pathfinder |
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A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival. The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 2, Pathfinder Society Scenario #42: The Watcher of Ages, in January 2010.
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| PFS #41 The Devil You Know Part 3 (#PF009) |
GM(s): Pathfinder Society System: Pathfinder |
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Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools. Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. Look for part 4, Pathfinder Society Scenario #48: Rules of the Swift, in April 2010. Written by Larry Wilhelm This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #42 Echoes of Everwar Part #2 (#PF010) |
GM(s): Pathfinder Society System: Pathfinder |
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Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming. The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 3, Pathfinder Society Scenario #43: Terror at Whistledown, in February 2010. Written by Greg A. Vaughan This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #51 City of Strangers Part 1 (#PF011) |
GM(s): Pathfinder Society System: Pathfinder |
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Description to come Written by Joshua J. Frost This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #48 The Devil You Know Part 4 (#PF012) |
GM(s): Pathfinder Society System: Pathfinder |
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In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city. Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc. Written by Larry Wilhelm This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #44 Echoes of Everwar Part 3 (#PF013) |
GM(s): Pathfinder Society System: Pathfinder |
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The citizens of the gnome enclave of Whistledown in distant Varisia are being kidnapped by malevolent creatures that stalk the night. You are sent there by the Pathfinder Society to see if this sudden surge of vile activity is linked to the rumors of a hidden tomb near Whistledown that holds the body of a famed Osirion concubine. Can you save the town of Whistledown from certain doom and find the lost tomb of the ancient concubine? Terror at Whistledown is part 3 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 4, Pathfinder Society Scenario #53: The Faithless Dead, in June 2010. Written by Hank Woon This product is a Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS #52 City of Strangers Part 2 (#PF014) |
GM(s): Pathfinder Society System: Pathfinder |
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Description to come Written by TBA This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| PFS # 49 Among the Dead (#PF015) |
GM(s): Pathfinder Society System: Pathfinder |
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Description to come Written by Joshua J. Frost This product is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
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| PFS # 50 Fortune’s Blight (#PF016) |
GM(s): Pathfinder Society System: Pathfinder |
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Description to come Written by Adam Daigle This product is a Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game
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| RPGA Events (#R000) |
GM(s): System: RPGA |
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Events for OGC 2010 are up on Warhorn. Here is the link to go and view events for OGC and to sign up for them. It does not mean you are signed up for OGC however and will still need to do that. http://warhorn.net/ogc2010/
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| Chez Geek (#C001) |
GM(s): MIB Michelle Graham System: SJG Chez Geek |
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In this light, humorous, and fast paced card game players are roommates trying to reach their slack goal by inviting over cool friends, buying stuff, and performing activities (like getting tattoos and piercings). Each player has a job, which provides free time (actions) and income. 'Whenever' cards are used to hinder your roommates and defend yourself against uninvited 'guests'.
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| Munchkin (#C002) |
GM(s): MIB Michelle Graham System: SJG Munchkin |
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SORRY - DUE TO UNEXPECTED EVENTS THIS HAS BEEN CANCELED.
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| Munchkin Cthulhu (#C003) |
GM(s): MIB Michelle Graham System: SJG Munchkin Cthulhu |
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Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
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| The Triangle (#A014) |
GM(s): Brad Younie System: The Unexplained |
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A cargo ship, a recreational yacht, and a private airplane have all seen a ship adrift in the Bermuda Triangle. In all cases, the ship appeared to be abandoned. But the odd thing is that the ship was of a class not used since WWII. Your team of paranormal investigators has chartered a boat to take them out into the Triangle in search of the mystery ship. Will you solve the mystery of the old ship, or will you become another ghost story of the Bermuda Triangle?
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| Who Is Jane Doe (#A015) |
GM(s): Brad Younie System: The Unexplained |
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A woman visits your private investigator s office with a problem: she has amnesia and claims that something is wrong with her with destructive side-effects. She begs you for help. To solve the case, you bring in the help of your paranormal investigation team. You will try to find Jane s true identity, while the team tries to figure out what is wrong with her. Can you discover her identity? What is wrong with the woman? And...who is watching your every move?
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| Skinwalkers (#A016) |
GM(s): Brad Younie System: The Unexplained |
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Your chapter of the Foundation for Paranormal Investigation is in northern Arizona speaking at a conference on the paranormal. After your panel was over, you re approached by some people from a Navajo community. They claim their town is plagued by a skinwalker, and want you to help them stop it. They have tried to find the creature, but have failed. It has killed two men already, and they fear that it s just the start of a series of murders. They say a skinwalker is a person who can turn into an animal at will. This is an evil magic, they say, and the culprit must be stopped before there are more deaths. Can you find who the skinwalker is and stop him before he targets you?
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| Ourang Medan (#A017) |
GM(s): Brad Younie System: The Unexplained |
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The Ourang Medan was an Indonesian cargo ship that was found adrift in 1947. All her crew were dead, literally petrified in positions of terror. There was no explanation for their condition and the ship was in good shape. However, the ship blew up and sunk shortly after she was discovered. It has been largely believed to be fake until now. A US cargo ship, the H.B. Morgan, was found adrift in the Atlantic off the coast of Rhode Island. Her crew suffered the same fate as that of the Ourang Medan. The Coast Guard has asked your team to assist in the investigation of the ship. What killed the crew of this ship? Was it a UFO contact, as the legends say? And will it happen again with you on board?
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| Dungeon Crawl: Massacre at the Barrier Peaks (#A018) |
GM(s): John Sussenberger System: d20/Fantasycraft |
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The Royal Academy of Explorers has sent you to their latest dig site, which is proving to be problematic. The magic contained at the dig site is growing out of control and your job is to contain this while protecting the archeologists. Mayhem, carnage and chaos to ensue in this year's throwdown adventure run by John. Loosely based on the old adventure, Expedition of the Barrier Peaks.
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| Caravan (#A019) |
GM(s): Robert Lamm System: AD&D 3.5 |
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Aystrom VIII: You have been entrusted with a mysterious rune-etched stone that seems to be the deadly focus of the D Ar Sidhe, a nihilistic cult of Drow. To learn more of the stone and the cult s interest, you must enlist the aid of an elven lore master. The road to the elven kingdom is long so you have joined a caravan of merchants for company and cover. If the D Ar Sidhe are aware of your new destination, they have not acted upon it. Perhaps you will make the trek without incident? Four to eight 8th level characters provided.
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| Deutschland Über Alles (#A020) |
GM(s): Blix System: Savage Worlds |
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What if Hitler got the bomb before the US? It s 1947 and Hitler s iron fist has a firm grip on the entirety of Europe. Pearl Harbor was never attacked and the US, entered the war far too late. Germany has developed the atomic bomb and has used it to paralyze the world into submission. Nations not under the direct control of the Third Reich or their lap dogs, Japan and Italy, are powerless to do anything for fear of another V2 A-Bomb strike. New York, Moscow, & Beijing already lie in radioactive ruins as a sign of what happens to those who oppose the Master Race . All seems lost but a new hope has arisen. French resistance spies have uncovered a vital secret. The Germans only have enough plutonium to power 3 bombs and they only have one facility that can produce more plutonium. Best of all, they have found its secret location. Your mission, should you choose to accept it: Infiltrate the factory, liberate the scientists, steal the remaining plutonium, and blow the factory. This is a Savage Worlds adventure using the new Fringeworthy setting. Fast, fun, and furious! Don t miss your chance to stick it to the Nazis and save the world!
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| Character Deaths Should be Dramatic (#A021) |
GM(s): Aron Parisi System: AD&D 3.5 |
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Think 20th-level characters are powerful? Think they can take on anything? What about a fully grown dragon? What about TWO? Come, test yourself as one of 8 20th-level characters against two of the most iconic creatures in Dungeons & Dragons. Originally designed as a Gencon Indy Dungeon Delve. Do you have what it takes? Can you survive?
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| The Light in the Sky (#A022) |
GM(s): Chris DiBenedetto System: Pathfinder/D&D 3.5 |
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Your caravan is sacked in the middle of the Anauroch Desert and you're left with some of the protectors that survived. Among the survivors is a priestess of Selune, goddess of the Moon, that rallies the rest of the survivors on a quest further into the heart of the desert. What will befall our heroes as they trek through uncertainty? This game in set in the Forgotten Realms campaign setting using Pathfinder core rules and D&D 3.5 supplements.
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| D&D Mythbusters (#A023) |
GM(s): Jerry Castaldo System: AD&D 4th ed |
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According to popular D&D myth, putting a Portable Hole into a Bag of Holding ends the world. Is it true? As a member of the Society of Hypothetical Confirmation, you are a member of a team that has challenged many such myths and legends. Now you've been hired to test the Ultimate one. 15th level preconstructed characters will be available, but you may bring your own if you wish. Characters subject to DM approval, questions emailed to jerry@deadlypuppy.com.
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| The Calm Before the Storm (#A024) |
GM(s): Jason Spraklin System: Hydrogen/Mekton |
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The year is 25AR (After Rebelion) Peace Has Returned to the Empire of Confederation Planets. Only to be taken away by a old nemesis. The Belkan Empire is Back and Has Pushed to the Core World of Olympus the very peace your mothers and fathers Had to Fight For Is Gone and its up to you to get it back.
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| Back to Reality (#A025) |
GM(s): Mike Agostinelli System: Paranoia XP |
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Troubleshooters! It's time for you to serve Alpha Complex by testing our newest Stasis chambers! In you go. *pause* Oops, while you were in stasis, the apocalypse appears to have happened. Time for your team to prove it's mettle by restoring Alpha Complex, smeg-heads ... er, I mean Citizens. Fight your way through mutants, rouge simulants and your fellow Troubleshooters to answer the question "What if you were the last humans in Alpha Complex?"
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| Where Do All the Bad People Go? (#T001) |
GM(s): TotalCon GMs System: TC Realms |
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Recent developments from hear say is the Kerna Consortium has been practacing some questionable buisness. They are too powerful to approuch directly, an indirect approuch may just be the thing. TC Fantasy event character levels 4-9
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| Out of Your League (#T002) |
GM(s): TotalCon GMs System: TC Realms |
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Tracking down where the Consortium operates out of. Now what have they been doing over the past 40 years? TC Fantasy event character levels 4-9
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| Demon in the Square (#A026) |
GM(s): Chris DiBenedetto System: Pathfinder/D&D 3.5 |
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Five Centuries ago, the small town of Aricland, located in the Dalelands, bound a demon and encased it in stone. A powerful gemstone was set at its base to continue to bind the creature. Unfortunately, the gem in gone and the clock is ticking until the demon escapes from his earthly prison and slaughters everyone in its path. Can you save the town in time? This game uses the Forgotten Realms Campaign settings with Pathfinder core rules and D&D 3.5 supplements
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| A Samurai's Death (#M004) |
GM(s): Doug Akin System: Classic Battletech |
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he Battle of Luthien undoubtedly remains one of the most fascinating battles in the entire history of the Clan Invasion of the Inner Sphere. And perhaps the most intriguing part of the battle was the defense of the Kado-guchi Valley led by Coordinator Takashi Kurita of the Draconis Combine. Please bring several D6s and a pencil.
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| Casting Call (#A027) |
GM(s): Doug Akin System: Shadowrun |
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This has to be the weirdest request for a run, I ve ever received, thought the fixer as he had finished the conversation with the Johnson. Some rich kid wants as a birthday present to participate in a fake run with real shadowrunners. Its like he wants to be in his own action vid. The fixer turned to his old fashioned rolodex, Fine if he wants to be in his own action vid, I know just enough eclectic Shadowrunners that would fit right in! Please bring some D6s and a pencil.
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| High Hopes (#A028) |
GM(s): Joe Pandolph System: Star Wars Saga Edition |
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Leia Skywalker, moisture farmer from Tatooine, embarks on her heroic destiny to save Prince Luke Organa of Alderaan from Imperial agents and deliver the plans of the Imperial Death Star to the Alliance. Set in an alternate timeline for Episode 4.
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| Echoes (#A029) |
GM(s): Joe Pandolph System: d20 Past/d20 Horror |
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It is 1878, and fossils have been discovered in the sleepy town of Wyrmwood, Arizona. Othniel C Marsh has hired a group of his finest bone collectors to get to the town and claim the fossils before they can be stolen by agents of his rival, Edward Drinker Cope. But, with strange sounds emanating from the quarry where the fossils were found (and a sudden rash of unexplained accidents), there may be more going on then paleontological rivalries.
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| Eclipse (#A030) |
GM(s): Joe Pandolph System: AD&D 4th ed Forgotten Realms |
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While in Cormyr, a group of adventurers from Shadowdale learns that the city of Shade is planning an attack on the Dalelands. Their only means of warning their friends and families is to use an ancient portal, which has not been activated since before the Cataclysm. Desperate to save their homes they take the risk and step through to discover a Daleands they never imagined!
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| Any Colour You Like (#A031) |
GM(s): Joe Pandolph System: Lovecraftian Fantasy |
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Six months ago, a star fell near the village of Howard's Falls. Now, a terrible wasting sickness has began to effect the village and Pabodius, Duke of Arkham, has hired a group of adventurers to investigate. What terrible disaster now looms over this once quiet village?
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| Open Painting (#P001) |
GM(s): Carol Pandolph System: |
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Bring your own minis or choose from our limited selection. Use our paints and brushes and enjoy some quiet time as you create your own painted masterpiece.
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| Basic Miniature Painting Class (#P002) |
GM(s): Carol Pandolph System: |
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Learn the basics for painting Miniatures, including priming, dry-brushing, and painting. Either bring a mini you currently have or choose from what we have. Materials supplied. Maximum Class size 6. Not suitable for young children
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| Miniature Painting Master Class (#P003) |
GM(s): Carol Pandolph System: |
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Take your miniature painting one step further in this class which will teach the techniques such as wet brushing, highlighting and non-metal metallics. Materials supplied. Maximum Class size is 6. Not suitable for young children
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| Speed Painting Showdown (#P004) |
GM(s): Carol Pandolph System: |
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Compete in a fun timed event to see who can paint the best mini. Prizes awarded.
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| The Rise of Demon Prince Orcus (#A032) |
GM(s): DJ DeFoe System: AD&D 4th ed |
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The followers of the Demon Prince Orcus have raised a grand citadel with in the heart of the Shining City of Arva. A call has gone out for the lands greatest and most honored heroes. Kings, queens, lords, and the most renowned adventures will face off against this most evil god. Yet these heroes will be faced with a great choice which may change the face of the Multi-verse for all time. Level 30 God Killing Battle! Can you survive the terrible mighty of the god of undead?!
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| 40K Rogue Trader Tournament (#M005) |
GM(s): SLUGGA System: Warhammer 40k |
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2250 points Basic Rogue Trader Tournament rule from the Games Workshop website. Please bring 2 copies of your list, dice, templates, codex, and rulebook. There is an extra cost of 15.00 for this tournament. If you are only coming to play this event, please tell us at the registration desk and you will be charged for a single event badge.
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| The Devil Went Down to Jersey (#A033) |
GM(s): Brad Younie System: The Unexplained |
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You and your team of paranormal investigators go camping in the Pine Barrens of New Jersey to search for the elusive Jersey Devil, accompanied by a film crew for a TV special. But what starts as a typical expedition turns into a nightmare as your team discovers that the mythical creature may indeed be real and on the hunt! Beginners welcome.
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| Beauty-ful Dreamers (#A038) |
GM(s): Mark Edwards System: 7th Sea |
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The Beauty is the slowest, ugliest, most rat infested ship in the Sea Dogs navy. Worse, thanks to a cowardly captain, when the call goes out for men (and women) of valor to fight in the name of Avalon, The Beauty can be counted on to be elsewhere. So join up to fight off boredom, apathy, and bureaucratic red tape (and maybe commit some accidental heroism along the way)!!!
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| In A Wicked Age (#A033) |
GM(s): Charlton Wilbur System: In A Wicked Age |
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Some images from a mythic swords & sorcery world: A warrior overcome with the weight of his weapons and the smell of gore. The ghost of a tyrant king, strangled by his own daughter. A powerful general's death of her wounds, which will shatter her army into factions. A token indicating that its bearer speaks for the high general. We will take images like these, make a characters and a starting setup from them, and see where their stories go from there, as they come into conflict with each other. This is a story game, using the In A Wicked Age rules, by D. Vincent Baker, for 3 to 5 players. New players are welcome and strongly encouraged; characters will be made at the table. Bring a couple sets of standard polyhedral dice if you want to use your own.
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| Apocalypse World (#A034) |
GM(s): Charlton Wilbur System: Apocalypse World |
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Nobody remembers how or why the world changed; the oldest living survivors can barely remember it. Cities burned; families panicked and fled; society collapsed. The psychic maelstrom that's always in the back of your mind - the old folks say that wasn't always there. The world is broken and burnt, and you're doing the best you can. This is a story game, using the Apocalypse World rules, by D. Vincent Baker, for 3 to 5 players. New players are welcome and strongly encouraged; characters will be made at the table. Bring a few six-sided dice if you want to use your own.
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| Remember Tomorrow (#A035) |
GM(s): Charlton Wilbur System: Remember Tomorrow |
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It's a cyberpunk world, somewhere around 20 minutes in the future. We've got sky cars, AIs, organ replacements, hell, even death doesn't have to be the end. You're out to get what you want; other characters, corporations, and street gangs want to stop you. Bring your attitude and your sense of style, but leave your concealed blaster pistol with your other body, please. This is a GMless story game, using the Remember Tomorrow system, by Gregor Hutton, for 3 to 5 players. New players are welcome and strongly encouraged; characters will be made at the table. Bring several ten-sided dice if you want to use your own.
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| In A Wicked Age (#A036) |
GM(s): Charlton Wilbur System: In A Wicked Age |
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Some images from a mythic swords & sorcery world: A warrior overcome with the weight of his weapons and the smell of gore. The ghost of a tyrant king, strangled by his own daughter. A powerful general's death of her wounds, which will shatter her army into factions. A token indicating that its bearer speaks for the high general. We will take images like these, make a characters and a starting setup from them, and see where their stories go from there, as they come into conflict with each other. This is a story game, using the In A Wicked Age rules, by D. Vincent Baker, for 3 to 5 players. New players are welcome and strongly encouraged; characters will be made at the table. Bring a couple sets of standard polyhedral dice if you want to use your own.
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| Time and Temp (#A037) |
GM(s): Charlton Wilbur System: Time and Temp |
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The job market sucks, and instead of the glorious career you had envisioned, you're working as a temp: sharing an office, lucky to get a working computer, and your team lead can never remember your name. And you're working as a Chronometric Engineer, which is kind of like a Sanitation Engineer, except more dangerous. For $11.50 an hour, plus generous health benefits, you get to go back and fix anachronisms and paradoxes! This is a story game, using the Time & Temp rules, by Epidiah Ravachol, for 3 to 5 players. New players are welcome and strongly encouraged; characters will be made at the table. Bring a couple sets of standard polyhedral dice if you want to use your own.
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| Flight of the Die Icarus (#A004) |
GM(s): Ramzy Post System: Call of Cthulhu |
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A concept inspired by the stories of H.G. Wells & H.P. Lovecraft. Done in the style of a Rob Zombie film, and played in a steam punk environment. The date Is July/1/1927 Jonas Schuler III has received a telegraph from researcher and inventor Nigel O Tep. Nigel claims to have found a plant that has analgesic properties beyond any that are used in medicine to date. He has an investment proposal for Schuler pharmaceuticals. There may be a time limit there are other parties that may have been tipped by Nigel s previous research team. Knowing a hot investment tip, Schuler wastes no time in gathering a group to confirm, document, and claim the discovery. The group gathered includes Timothy Campbell, explorer and big game hunter; James Mc Fadden, journalist and photographer; Elizabeth Marsden, doctor of Botany and lecturer at Miskatonic University. Elizabeth is accompanied by Elsa Dreisner a botany student at Miskatonic University: Hector Marsden dilettante and possible investor, Selene Cox, a flapper who met Hector last night at a local club. All have been gathered by Baxter Guzman legal secretary to Mr. Schuler.
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| Mekton Operation Rimfire - Episode 6: Spacebound (#A041) |
GM(s): Timothy J Lanza System: Silhoutte Core |
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With a successful voyage from Elara to Karga, Fireflight Squadron meets their new mecha and board the shuttles which will return them to Dion and the now-complete Rimfire. Should be simple enough – after all the last shuttle trip was so exciting, two in a row would just be silly…
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| Mekton Operation Rimfire - Episode 7: Rimfire (#A042) |
GM(s): Timothy J Lanza System: Silhoutte Core |
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Fifteen days after their initial meeting on and the defeat of the Aggendi scout, Fireflight squadron returns to Dion Base for the launch of the Rimfire. News crews and civilian shuttles abound, waiting to catch sight of the star system’s newest protectors.
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| Cult of the Dusty Emperor (#A043) |
GM(s): Poxo System: Dark Heresy |
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Going undercover has become a term for certain doom, especially after the prison incident a year ago. It seems this group has been marked for undercover work now. On a back water death world rumors of a cult with in a cathedral has appeared and is slowly converting people to the powers of chaos. Your team is being sent to figure out the truth and put a stop to it before it is too late.
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| World of Warcraft TCG Raids (#C004) |
GM(s): Kevin Rett System: World of Warcraft TCG Raids |
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Do you play World of Warcraft and want to raid more? Play through the WoW TCG Raid decks! All raids are available and will be decided by player choice at the start time. Decks will be provided and rules will be explained. Anyone is welcome
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| RRS2: Aliens vs Predators vs Red Shirts (#A044) |
GM(s): Sean Gutman System: Hero System 5th ed |
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Last year we captured the Enterprise and killed Darth Vader with a shotgun. This year is EVEN MORE AWESOME! Midnight gaming! Sensability optional! Smartassery mandatory! Polish up your Ah-nold catchphases!
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